diff --git a/.github/workflows/main.yml b/.github/workflows/main.yml index c6933b8..d73a39a 100644 --- a/.github/workflows/main.yml +++ b/.github/workflows/main.yml @@ -13,7 +13,7 @@ env: IMAGE_NAME: 5etools # Used to force a clean (i.e., non-incremental) Docker build - DO_CLEAN_BUILD: 0 + DO_CLEAN_BUILD: 1 concurrency: group: "release" @@ -52,6 +52,7 @@ jobs: echo "IMAGE_VERSION=$IMAGE_VERSION" >> $GITHUB_ENV echo "IMAGE_ID=$(echo ghcr.io/${{ github.repository_owner }}/$IMAGE_NAME | tr '[A-Z]' '[a-z]')" >> $GITHUB_ENV + echo "IMAGE_ID_IMG=$(echo ghcr.io/${{ github.repository_owner }}/$IMAGE_NAME-img | tr '[A-Z]' '[a-z]')" >> $GITHUB_ENV - name: Set Deployed Flag run: | @@ -101,16 +102,21 @@ jobs: # Build an incremental image... echo "Version is ${{ github.ref_name }}, doing an incremental docker build" - # Pull the old image + # Pull the old images docker pull $IMAGE_ID:latest + docker pull IMAGE_ID_IMG:latest # Save the current CMD from the image SAVE_CMD=$(docker inspect --format='{{json .Config.Cmd}}' $IMAGE_ID:latest) # Convert .dockerignore to .rsync-filter bash ./.github/create-rsync-filter.sh + + # Copy img files to host + docker run --rm -v "$(pwd)":/tmp/5et-new $IMAGE_ID_IMG:latest rsync -rlcv --filter='dir-merge /tmp/5et-new/.rsync-filter' /var/www/localhost/htdocs/img /tmp/5et-new/ + docker rmi $(docker images -q $IMAGE_ID_IMG:*) - # Run up the previous container, and rsync the current new of files into it + # Run up the previous containers, and rsync the current new of files into it CONTAINER_ID=$(docker run -d -v "$(pwd)":/tmp/5et-new $IMAGE_ID:latest rsync -rlcvF --delete-excluded /tmp/5et-new/ /var/www/localhost/htdocs/) docker logs -f $CONTAINER_ID diff --git a/.stylelintrc.json b/.stylelintrc.json index 7d99253..74cc916 100644 --- a/.stylelintrc.json +++ b/.stylelintrc.json @@ -20,6 +20,7 @@ "selector-id-pattern": null, "color-named": "never", + "number-max-precision": 8, "selector-no-qualifying-type": null, "selector-max-compound-selectors": null, "selector-max-id": null, diff --git a/actions.html b/actions.html index ac6dd4a..6e1e397 100644 --- a/actions.html +++ b/actions.html @@ -82,14 +82,14 @@
- +
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@@ -100,8 +100,8 @@
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diff --git a/backgrounds.html b/backgrounds.html index ce9c538..716055f 100644 --- a/backgrounds.html +++ b/backgrounds.html @@ -82,13 +82,13 @@
- +
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@@ -99,8 +99,8 @@
- - + +
@@ -119,8 +119,8 @@
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diff --git a/bestiary.html b/bestiary.html index 410d8d9..4467e3e 100644 --- a/bestiary.html +++ b/bestiary.html @@ -84,14 +84,14 @@
- +
- - - - + + + +
@@ -106,11 +106,11 @@
- - - - - + + + + +
@@ -136,15 +136,13 @@
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diff --git a/charcreationoptions.html b/charcreationoptions.html index 4752fee..62a6349 100644 --- a/charcreationoptions.html +++ b/charcreationoptions.html @@ -82,13 +82,13 @@
- +
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@@ -99,8 +99,8 @@
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@@ -119,7 +119,7 @@
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diff --git a/classes.html b/classes.html index ba3125f..ecc7624 100644 --- a/classes.html +++ b/classes.html @@ -75,7 +75,7 @@
-
+
@@ -97,10 +97,10 @@
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+

-
+
diff --git a/conditionsdiseases.html b/conditionsdiseases.html index 98eb105..e391d3f 100644 --- a/conditionsdiseases.html +++ b/conditionsdiseases.html @@ -82,14 +82,14 @@
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@@ -100,8 +100,8 @@
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@@ -120,7 +120,7 @@
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@@ -121,7 +121,7 @@
- +
diff --git a/data/adventure/adventure-coa.json b/data/adventure/adventure-coa.json index 8a2c250..7e5cb95 100644 --- a/data/adventure/adventure-coa.json +++ b/data/adventure/adventure-coa.json @@ -5893,7 +5893,7 @@ ], [ "3", - "The creature's eyes become beacons, filling a 15- foot cone with {@quickref Vision and Light||2||dim light} when they're open." + "The creature's eyes become beacons, filling a 15-foot cone with {@quickref Vision and Light||2||dim light} when they're open." ], [ "4", diff --git a/data/bestiary/bestiary-bgdia.json b/data/bestiary/bestiary-bgdia.json index d2cbec7..208164f 100644 --- a/data/bestiary/bestiary-bgdia.json +++ b/data/bestiary/bestiary-bgdia.json @@ -7,6 +7,9 @@ "MTF" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "BGDIA", @@ -16,10 +19,7 @@ "RoT": "BGDIA", "DMG": "BGDIA" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-bmt.json b/data/bestiary/bestiary-bmt.json index 08671ed..e6ef1a4 100644 --- a/data/bestiary/bestiary-bmt.json +++ b/data/bestiary/bestiary-bmt.json @@ -1,5 +1,10 @@ { "_meta": { + "dependencies": { + "monster": [ + "MM" + ] + }, "otherSources": { "monster": { "DMG": "BMT", @@ -10,11 +15,6 @@ "BAM": "BMT", "MOT": "BMT" } - }, - "dependencies": { - "monster": [ - "MM" - ] } }, "monster": [ diff --git a/data/bestiary/bestiary-crcotn.json b/data/bestiary/bestiary-crcotn.json index b5c5743..c0d764a 100644 --- a/data/bestiary/bestiary-crcotn.json +++ b/data/bestiary/bestiary-crcotn.json @@ -5,15 +5,15 @@ "MM" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "CRCotN", "EGW": "CRCotN" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-dosi.json b/data/bestiary/bestiary-dosi.json index 346a3c2..7e7841b 100644 --- a/data/bestiary/bestiary-dosi.json +++ b/data/bestiary/bestiary-dosi.json @@ -5,14 +5,14 @@ "MM" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "DoSI" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-egw.json b/data/bestiary/bestiary-egw.json index 8ad2c9f..f24da25 100644 --- a/data/bestiary/bestiary-egw.json +++ b/data/bestiary/bestiary-egw.json @@ -5,15 +5,15 @@ "MM" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "EGW", "TftYP": "EGW" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-erlw.json b/data/bestiary/bestiary-erlw.json index 30ea5f8..3b67f09 100644 --- a/data/bestiary/bestiary-erlw.json +++ b/data/bestiary/bestiary-erlw.json @@ -1,16 +1,16 @@ { "_meta": { + "dependencies": { + "monster": [ + "MM" + ] + }, "otherSources": { "monster": { "MM": "ERLW", "VGM": "ERLW", "TCE": "ERLW" } - }, - "dependencies": { - "monster": [ - "MM" - ] } }, "monster": [ diff --git a/data/bestiary/bestiary-ghloe.json b/data/bestiary/bestiary-ghloe.json index b4bc4ab..ff9c735 100644 --- a/data/bestiary/bestiary-ghloe.json +++ b/data/bestiary/bestiary-ghloe.json @@ -10616,7 +10616,7 @@ { "name": "Storm Breath {@recharge 5}", "entries": [ - "The stormborn ithjar exhales a 30- foot cone of lightning and thunder. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 31 ({@damage 7d8}) lightning damage and 31 ({@damage 7d8}) thunder damage and falls {@condition prone}. If the save succeeds, the creature takes half the lightning and thunder damage and doesn't fall {@condition prone}. The discharge of this breath weapon is audible for 1 mile outside and 300 feet inside." + "The stormborn ithjar exhales a 30-foot cone of lightning and thunder. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 31 ({@damage 7d8}) lightning damage and 31 ({@damage 7d8}) thunder damage and falls {@condition prone}. If the save succeeds, the creature takes half the lightning and thunder damage and doesn't fall {@condition prone}. The discharge of this breath weapon is audible for 1 mile outside and 300 feet inside." ] } ], diff --git a/data/bestiary/bestiary-hwcs.json b/data/bestiary/bestiary-hwcs.json index f312452..efe30e4 100644 --- a/data/bestiary/bestiary-hwcs.json +++ b/data/bestiary/bestiary-hwcs.json @@ -2766,6 +2766,7 @@ ] } ], + "tokenCredit": "Andrea Mazzocchetti", "attachedItems": [ "club|phb" ], @@ -2776,6 +2777,7 @@ "MLW", "MW" ], + "hasToken": true, "hasFluff": true }, { @@ -3950,6 +3952,7 @@ ] } ], + "tokenCredit": "Anna Christenson", "attachedItems": [ "rapier|phb" ], @@ -3967,6 +3970,7 @@ "MLW", "MW" ], + "hasToken": true, "hasFluff": true }, { @@ -4489,6 +4493,7 @@ ] } ], + "tokenCredit": "Aireesse", "attachedItems": [ "club|phb" ], @@ -4503,6 +4508,7 @@ "MLW", "MW" ], + "hasToken": true, "hasFluff": true }, { @@ -4811,6 +4817,7 @@ ] } ], + "tokenCredit": "Ubergank", "attachedItems": [ "club|phb" ], @@ -4826,6 +4833,7 @@ "MLW", "MW" ], + "hasToken": true, "hasFluff": true }, { @@ -6622,6 +6630,7 @@ ] } ], + "tokenCredit": "Jaqdaw", "attachedItems": [ "club|phb" ], @@ -6637,6 +6646,7 @@ "MLW", "MW" ], + "hasToken": true, "hasFluff": true }, { @@ -8407,6 +8417,7 @@ ] } ], + "tokenCredit": "Kiruko_Kun", "attachedItems": [ "rapier|phb" ], @@ -8424,6 +8435,7 @@ "MLW", "MW" ], + "hasToken": true, "hasFluff": true } ] diff --git a/data/bestiary/bestiary-idrotf.json b/data/bestiary/bestiary-idrotf.json index 1645f55..bad743a 100644 --- a/data/bestiary/bestiary-idrotf.json +++ b/data/bestiary/bestiary-idrotf.json @@ -6,6 +6,9 @@ "ToA" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "IDRotF", @@ -13,10 +16,7 @@ "SKT": "IDRotF", "VRGR": "IDRotF" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-imr.json b/data/bestiary/bestiary-imr.json index e6830b2..69b4c24 100644 --- a/data/bestiary/bestiary-imr.json +++ b/data/bestiary/bestiary-imr.json @@ -7,6 +7,9 @@ "VGM" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "IMR", @@ -19,10 +22,7 @@ "LLK": "IMR", "SKT": "IMR" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-jttrc.json b/data/bestiary/bestiary-jttrc.json index 17d7119..8fb5160 100644 --- a/data/bestiary/bestiary-jttrc.json +++ b/data/bestiary/bestiary-jttrc.json @@ -5,14 +5,14 @@ "MM" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "JttRC" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-kftgv.json b/data/bestiary/bestiary-kftgv.json index 9c373e2..111d4fc 100644 --- a/data/bestiary/bestiary-kftgv.json +++ b/data/bestiary/bestiary-kftgv.json @@ -753,7 +753,9 @@ "As a bonus action on its first turn in combat, the helmed horror conjures a longsword-sized blade of fire, which appears in its free hand. This sword disappears in a cloud of smoke when the helmed horror drops to 0 hit points." ] } - ] + ], + "tokenCredit": "David Calabrese", + "hasToken": true }, { "name": "Dr. Cassee Dannell", diff --git a/data/bestiary/bestiary-mpmm.json b/data/bestiary/bestiary-mpmm.json index 2f1aa45..615dd0a 100644 --- a/data/bestiary/bestiary-mpmm.json +++ b/data/bestiary/bestiary-mpmm.json @@ -397,7 +397,7 @@ { "name": "Pseudopod", "entries": [ - "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage." + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage." ] }, { @@ -26907,7 +26907,7 @@ { "name": "Acid Breath {@recharge 5}", "entries": [ - "The neothelid exhales acid in a 60- foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) acid damage on a failed save, or half as much damage on a successful one." + "The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 35 ({@damage 10d6}) acid damage on a failed save, or half as much damage on a successful one." ] } ], @@ -31151,7 +31151,7 @@ ], [ "21\u201325", - "The target's eyes become beacons, filling a 15- foot cone with dim light when they are open." + "The target's eyes become beacons, filling a 15-foot cone with dim light when they are open." ], [ "26\u201330", diff --git a/data/bestiary/bestiary-oota.json b/data/bestiary/bestiary-oota.json index 3ac2d9f..df3eb23 100644 --- a/data/bestiary/bestiary-oota.json +++ b/data/bestiary/bestiary-oota.json @@ -6,14 +6,14 @@ "MTF" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MTF": "OotA" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-pabtso.json b/data/bestiary/bestiary-pabtso.json index 6951577..10c7f01 100644 --- a/data/bestiary/bestiary-pabtso.json +++ b/data/bestiary/bestiary-pabtso.json @@ -5,6 +5,9 @@ "MM" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "PaBTSO", @@ -12,10 +15,7 @@ "MOT": "PaBTSO", "MPMM": "PaBTSO" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-rmbre.json b/data/bestiary/bestiary-rmbre.json index bac55fe..4e7fa82 100644 --- a/data/bestiary/bestiary-rmbre.json +++ b/data/bestiary/bestiary-rmbre.json @@ -1,15 +1,15 @@ { "_meta": { + "dependencies": { + "monster": [ + "MM" + ] + }, "otherSources": { "monster": { "MM": "RMBRE", "LMoP": "RMBRE" } - }, - "dependencies": { - "monster": [ - "MM" - ] } }, "monster": [ diff --git a/data/bestiary/bestiary-sdw.json b/data/bestiary/bestiary-sdw.json index 26d2e87..25b38bd 100644 --- a/data/bestiary/bestiary-sdw.json +++ b/data/bestiary/bestiary-sdw.json @@ -392,7 +392,7 @@ { "name": "Lightning Breath", "entries": [ - "Lhammaruntosz exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one." + "Lhammaruntosz exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a {@dc 19} Dexterity saving throw, taking 66 ({@damage 12d10}) lightning damage on a failed save, or half as much damage on a successful one." ] }, { diff --git a/data/bestiary/bestiary-tce.json b/data/bestiary/bestiary-tce.json index 9a178b6..461e239 100644 --- a/data/bestiary/bestiary-tce.json +++ b/data/bestiary/bestiary-tce.json @@ -1,15 +1,15 @@ { "_meta": { + "dependencies": { + "monster": [ + "MM" + ] + }, "otherSources": { "monster": { "MM": "TCE", "DMG": "TCE" } - }, - "dependencies": { - "monster": [ - "MM" - ] } }, "monster": [ diff --git a/data/bestiary/bestiary-tob1-2023.json b/data/bestiary/bestiary-tob1-2023.json new file mode 100644 index 0000000..198efea --- /dev/null +++ b/data/bestiary/bestiary-tob1-2023.json @@ -0,0 +1,58998 @@ +{ + "monster": [ + { + "name": "Abominable Beauty", + "source": "ToB1-2023", + "page": 11, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 187, + "formula": "22d8 + 88" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 18, + "con": 18, + "int": 17, + "wis": 16, + "cha": 26, + "save": { + "dex": "+8", + "con": "+8", + "cha": "+12" + }, + "skill": { + "deception": "+12", + "perception": "+7", + "performance": "+12", + "persuasion": "+12" + }, + "passive": 17, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic", + "Elvish", + "Sylvan" + ], + "cr": "11", + "trait": [ + { + "name": "Burning Touch", + "entries": [ + "When the abominable beauty hits with a Slam attack, the Slam deals an extra 21 ({@damage 6d6}) fire damage (included in the attack). In addition, a creature that touches the abominable beauty or hits her with a melee weapon attack while within 5 feet of her takes 10 ({@damage 3d6}) fire damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The abominable beauty uses Blinding Gaze. She then makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage plus 21 ({@damage 6d6}) fire damage." + ] + }, + { + "name": "Blinding Gaze", + "entries": [ + "The abominable beauty fixes her gaze on a creature within 30 feet of her. If the target can see the beauty's eyes, the target must succeed on a {@dc 16} Charisma saving throw or be {@condition blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the abominable beauty's Blinding Gaze for the next 24 hours." + ] + }, + { + "name": "Deafening Voice {@recharge 5}", + "entries": [ + "The abominable beauty speaks a lilting incantation. Each creature within 30 feet of her and that can hear her voice must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 31 ({@damage 9d6}) thunder damage and is {@condition deafened} for 1 hour. On a success, a creature takes half the damage, isn't {@condition deafened}, and is immune to the abominable beauty's Deafening Voice for the next 24 hours." + ] + } + ], + "environment": [ + "forest" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "E", + "S" + ], + "damageTags": [ + "B", + "F", + "T" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Accursed Defiler", + "source": "ToB1-2023", + "page": 12, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 14, + "con": 17, + "int": 6, + "wis": 15, + "cha": 14, + "skill": { + "perception": "+4", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "understands an ancient language but can't speak" + ], + "cr": "4", + "trait": [ + { + "name": "Cursed Existence", + "entries": [ + "When it drops to 0 hp in desert terrain, the accursed defiler's body disintegrates into sand and a parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a creature under the effects of the {@spell bless} spell, the accursed defiler reforms at the next sundown {@dice 1d100} miles away from where it died in a random direction." + ] + }, + { + "name": "Sand Shroud", + "entries": [ + "A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than the accursed defiler. Wisdom ({@skill Survival}) checks made to follow tracks left by the accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The accursed defiler doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The accursed defiler makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the accursed defiler scores a critical hit, the target suffers one level of {@condition exhaustion}." + ] + }, + { + "name": "Sandslash {@recharge 5}", + "entries": [ + "The accursed defiler intensifies the vortex of sand that surrounds it. Each creature within 10 feet of the accursed defiler must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) slashing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Adult Cave Dragon", + "source": "ToB1-2023", + "page": 114, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 270, + "formula": "20d12 + 140" + }, + "speed": { + "walk": 40, + "burrow": 40, + "climb": 40 + }, + "str": 27, + "dex": 12, + "con": 25, + "int": 12, + "wis": 14, + "cha": 16, + "save": { + "dex": "+7", + "con": "+13", + "wis": "+8", + "cha": "+9" + }, + "skill": { + "perception": "+14", + "stealth": "+7" + }, + "senses": [ + "blindsight 60 ft.", + "tremorsense 120 ft." + ], + "passive": 24, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul", + "Draconic" + ], + "cr": "19", + "trait": [ + { + "name": "Darkness Aura", + "entries": [ + "The cave dragon emits magical darkness in a 30- foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 3rd level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful {@spell dispel magic} ({@dc 14}) cast on the dragon suppresses this aura for 1 minute." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magical Tunneler", + "entries": [ + "The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 10-foot diameter tunnel in its wake." + ] + }, + { + "name": "Spiked Climb", + "entries": [ + "The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Poison Breath {@recharge 5}", + "entries": [ + "The dragon exhales a cone of black, poisonous gas in a 60-foot cone. Each target in that area must make a {@dc 21} Constitution saving throw. On a failure, a creature takes 56 ({@damage 16d6}) poison damage and is {@condition poisoned} until it finishes a short rest. A creature can repeat the saving throw at the end of each hour, ending the effect on itself on a success." + ] + } + ], + "reaction": [ + { + "name": "Ruff Spikes", + "entries": [ + "When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a {@dc 21} Dexterity saving throw or take 9 ({@damage 2d8}) piercing damage and be prevented from entering that space." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Limb Sweep (Costs 2 Actions)", + "entries": [ + "The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked {@condition prone}." + ] + } + ], + "legendaryGroup": { + "name": "Cave Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "underdark" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "I", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "poisoned", + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Adult Flame Dragon", + "source": "ToB1-2023", + "page": 118, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 275, + "formula": "22d12 + 132" + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 19, + "dex": 14, + "con": 23, + "int": 17, + "wis": 14, + "cha": 20, + "save": { + "dex": "+7", + "con": "+11", + "wis": "+7", + "cha": "+10" + }, + "skill": { + "deception": "+10", + "perception": "+12", + "persuasion": "+10", + "stealth": "+7" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 22, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic", + "Ignan" + ], + "cr": "16", + "trait": [ + { + "name": "Fire Incarnate", + "entries": [ + "Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage." + ] + }, + { + "name": "Heated Body", + "entries": [ + "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 10 ({@damage 3d6}) fire damage." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage plus 10 ({@damage 3d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The dragon exhales fire in a 60-foot cone. Each creature in that area must make a {@dc 19} Dexterity saving throw, taking 56 ({@damage 16d6}) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a {@dc 18} Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Shifting Flames", + "entries": [ + "The dragon magically transforms into a Huge or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 17} Dexterity saving throw or take 11 ({@damage 2d6 + 4}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Flame Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "mountain", + "underdark" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "IG" + ], + "damageTags": [ + "B", + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Adult Mithral Dragon", + "source": "ToB1-2023", + "page": 122, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 253, + "formula": "22d12 + 110" + }, + "speed": { + "walk": 40, + "fly": 80 + }, + "str": 12, + "dex": 22, + "con": 21, + "int": 18, + "wis": 19, + "cha": 18, + "save": { + "dex": "+12", + "con": "+11", + "wis": "+10", + "cha": "+10" + }, + "skill": { + "history": "+10", + "insight": "+10", + "perception": "+16", + "persuasion": "+10", + "stealth": "+12" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 26, + "resist": [ + "force" + ], + "immune": [ + "slashing" + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "18", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The dragon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Mithral Scales", + "entries": [ + "If the dragon rolls a 20 on a saving throw against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 5th level or lower on the target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a {@dc 19} Constitution saving throw or lose 7 {@dice 2d6} hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful {@dc 14} Wisdom ({@skill Medicine}) check. The claw pops out of the wound if the target receives magical healing." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Shard Breath {@recharge 5}", + "entries": [ + "The mithral dragon spits metallic shards in a 60-foot cone. Each creature in that area must make a {@dc 19} Constitution saving throw, taking 42 ({@damage 12d6}) slashing damage on a failed save, or half as much on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 ({@damage 2d6}) slashing damage for every 5 feet it travels." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Mithral Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "mountain" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Adult Sea Dragon", + "source": "ToB1-2023", + "page": 126, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 275, + "formula": "22d12 + 132" + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 60 + }, + "str": 25, + "dex": 10, + "con": 23, + "int": 17, + "wis": 15, + "cha": 19, + "save": { + "dex": "+6", + "con": "+12", + "wis": "+8", + "cha": "+10" + }, + "skill": { + "perception": "+14", + "stealth": "+6" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 24, + "immune": [ + "cold" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "18", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The dragon can breathe air and water." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The dragon deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 10 ({@damage 3d6}) cold damage." + ] + }, + { + "name": "Fin", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Tidal Breath {@recharge 5}", + "entries": [ + "The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a {@dc 20} Dexterity saving throw. On a failure, the creature takes 33 ({@damage 6d10}) bludgeoning damage and 33 ({@damage 6d10}) cold damage and is pushed up to 30 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then move up to half its flying speed, or half its swimming speed if in the water." + ] + } + ], + "legendaryGroup": { + "name": "Sea Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "underwater" + ], + "dragonAge": "adult", + "traitTags": [ + "Amphibious", + "Legendary Resistances", + "Siege Monster" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Adult Void Dragon", + "source": "ToB1-2023", + "page": 129, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 229, + "formula": "17d12 + 119" + }, + "speed": { + "walk": 40, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 24, + "dex": 10, + "con": 25, + "int": 16, + "wis": 13, + "cha": 21, + "save": { + "dex": "+5", + "con": "+12", + "wis": "+6", + "cha": "+10" + }, + "skill": { + "arcana": "+13", + "history": "+13", + "perception": "+11", + "stealth": "+5" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 21, + "immune": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Draconic", + "Void Speech" + ], + "cr": "16", + "trait": [ + { + "name": "Chill of the Void", + "entries": [ + "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage." + ] + }, + { + "name": "Expert Void Traveler", + "entries": [ + "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage plus 10 ({@damage 3d6}) cold damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Aura of Madness", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours." + ] + }, + { + "name": "Breath Weapons {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons." + ] + }, + { + "name": "• Gravitic Breath", + "entries": [ + "The dragon exhales localized gravity in a 60\u2011foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 20} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges." + ] + }, + { + "name": "• Stellar Breath", + "entries": [ + "The dragon exhales star fire in a 60-foot cone. Each creature in that area must make a {@dc 20} Dexterity saving throw, taking 31 ({@damage 9d6}) fire damage and 31 ({@damage 9d6}) radiant damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Void Twist", + "entries": [ + "The dragon adds 5 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Void Slip (Costs 2 Actions)", + "entries": [ + "The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Constitution saving throw or take 14 ({@damage 4d6}) cold damage and be knocked {@condition prone}." + ] + } + ], + "legendaryGroup": { + "name": "Void Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "planar" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "C", + "F", + "P", + "R", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Adult Wind Dragon", + "source": "ToB1-2023", + "page": 134, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 187, + "formula": "15d12 + 90" + }, + "speed": { + "walk": 30, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 24, + "dex": 16, + "con": 22, + "int": 16, + "wis": 15, + "cha": 18, + "save": { + "dex": "+8", + "con": "+11", + "wis": "+7", + "cha": "+9" + }, + "skill": { + "acrobatics": "+13", + "intimidation": "+9", + "perception": "+12", + "stealth": "+8" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 22, + "resist": [ + "cold" + ], + "immune": [ + "lightning" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "16", + "trait": [ + { + "name": "Freedom of Movement", + "entries": [ + "The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Storm Sight", + "entries": [ + "The dragon can see through areas obscured by fog, mist, clouds, or precipitation." + ] + }, + { + "name": "Whirling Winds", + "entries": [ + "Gale force winds rage around the dragon's body. Ranged weapon attack rolls against the dragon have disadvantage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Tempest Breath {@recharge 5}", + "entries": [ + "The dragon exhales a blast of stormy wind in a 60-foot cone. Each creature in that area must make a {@dc 19} Strength saving throw. On a failure, a creature takes 27 ({@damage 6d8}) bludgeoning damage and 27 ({@damage 6d8}) lightning damage and is pushed up to 30 feet away from the dragon and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 75 percent chance of being extinguished." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 20} Dexterity saving throw or take 14 ({@damage 2d6 + 7}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Wind Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "grassland", + "mountain" + ], + "dragonAge": "adult", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "L", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Al-Aeshma Genie", + "source": "ToB1-2023", + "page": 197, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 149, + "formula": "13d10 + 78" + }, + "speed": { + "walk": 30, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 15, + "con": 22, + "int": 15, + "wis": 16, + "cha": 20, + "save": { + "dex": "+6", + "wis": "+7", + "cha": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "immune": [ + "lightning", + "thunder" + ], + "languages": [ + "Auran", + "Common", + "Ignan" + ], + "cr": "9", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The al-aeshma casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell detect magic}" + ], + "daily": { + "3e": [ + "{@spell create or destroy water} (destroy only)", + "{@spell wind walk} (as an action)" + ], + "1e": [ + "{@spell gaseous form}", + "{@spell invisibility}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Air Hatred", + "entries": [ + "The al-aeshma has advantage on attack rolls against creatures that are flying." + ] + }, + { + "name": "Earth Bound", + "entries": [ + "The al-aeshma is anchored to the earth and can't fly far from it. The al-aeshma can't willingly fly more than 30 feet above the ground. If it starts its turn more than 30 feet away from the ground, it loses its damage immunities and is vulnerable to lightning and thunder damage until it starts its turn within 30 feet of the ground." + ] + }, + { + "name": "Elemental Demise", + "entries": [ + "When an al-aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind only equipment it was wearing or carrying." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The al-aeshma regains 10 hp at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the al-Aeshma's next turn. The al\u2011aeshma dies only if it starts its turn at 0 hp and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The al-aeshma makes three Scimitar attacks. It can replace one attack with a use of Dust Devil or Spellcasting." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Dust Devil", + "entries": [ + "The al-aeshma creates a swirling dust devil centered on a point it can see within 120 feet of it. The dust devil appears in the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature in the area and each creature that enters the area for the first time on a turn or starts its turn there must succeed on a {@dc 17} Strength saving throw or be {@condition restrained}. While {@condition restrained}, a creature takes 7 ({@damage 2d6}) slashing damage and 7 ({@damage 2d6}) necrotic damage at the start of each of the al-aeshma's turns. A creature, including a {@condition restrained} creature, can take an action to free the {@condition restrained} creature by succeeding on a {@dc 17} Strength check.", + "The al-aeshma can use a bonus action on its turn to move the dust devil up to 30 feet. A {@condition restrained} creature doesn't move with the dust devil when the dust devil moves and is freed if the dust devil moves out of its space. The dust devil lasts until the al-aeshma loses its {@status concentration} (as if {@status concentration||concentrating} on a spell), and the alaeshma can have only one dust devil active at a time." + ] + } + ], + "environment": [ + "desert" + ], + "attachedItems": [ + "scimitar|phb" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AU", + "C", + "IG" + ], + "damageTags": [ + "N", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "conditionInflictSpell": [ + "incapacitated", + "invisible" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ala", + "source": "ToB1-2023", + "page": 13, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 127, + "formula": "15d8 + 60" + }, + "speed": { + "walk": 30, + "fly": 40 + }, + "str": 20, + "dex": 16, + "con": 18, + "int": 10, + "wis": 16, + "cha": 8, + "skill": { + "athletics": "+8", + "perception": "+9", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 19, + "immune": [ + "lightning", + "poison", + "thunder" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "8", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach." + ] + }, + { + "name": "Poisonous Flesh", + "entries": [ + "The ala's poison infuses its flesh. A creature that touches the ala or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Storm's Strength", + "entries": [ + "If the ala is outside and an electrical storm is within 1 mile of it, creatures have disadvantage on their saving throws against the ala's Lightning's Kiss." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ala makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Lightning's Kiss {@recharge 5}", + "entries": [ + "The ala launches a bolt of lightning at up to three targets it can see within 30 feet of it. Each target must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) lightning damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "I", + "L", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Alehouse Drake", + "source": "ToB1-2023", + "page": 138, + "size": [ + "T" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 45, + "formula": "10d4 + 20" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 7, + "dex": 16, + "con": 15, + "int": 11, + "wis": 12, + "cha": 16, + "save": { + "dex": "+5" + }, + "skill": { + "deception": "+5", + "insight": "+3", + "persuasion": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "1", + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Discombobulating Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and if the target is a creature, it must succeed on a {@dc 13} Charisma saving throw or be discombobulated until the end of its next turn. A discombobulated creature is {@condition incapacitated}, and when it moves, it moves in a random direction." + ] + }, + { + "name": "Mocking Chortle", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one creature. {@h}7 ({@damage 1d8 + 3}) psychic damage." + ] + }, + { + "name": "Breath Weapon {@recharge 5}", + "entries": [ + "The drake uses one of the following breath weapons." + ] + }, + { + "name": "• Dazing Breath", + "entries": [ + "The alehouse drake exhales sweet-smelling gas in a 30-foot cone. Each creature in that area must succeed on a {@dc 13} Charisma saving throw or become {@condition incapacitated} for 1 minute. While {@condition incapacitated}, the creature is indifferent about creatures that it is hostile toward within 50 feet of the drake. If the creature is attacked, harmed by a spell, or witnesses any of its allies being harmed, it is no longer indifferent but remains {@condition incapacitated}. The {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "• Intoxicating Breath", + "entries": [ + "The alehouse drake burps intoxicating gas in a 15-foot cone. Each creature in the area must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 7 ({@damage 2d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "I", + "P", + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "incapacitated", + "poisoned" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Algorith", + "source": "ToB1-2023", + "page": 14, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d8 + 72" + }, + "speed": { + "walk": 40, + "fly": 40 + }, + "str": 21, + "dex": 14, + "con": 19, + "int": 13, + "wis": 16, + "cha": 18, + "save": { + "dex": "+6", + "con": "+8", + "wis": "+7", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "insight": "+7", + "investigation": "+5", + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "acid", + "cold", + "lightning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Draconic", + "Infernal" + ], + "cr": "10", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The algorith casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell bless}", + "{@spell detect magic}", + "{@spell dimension door}", + "{@spell dispel magic}" + ], + "daily": { + "1e": [ + "{@spell commune} (as an action)", + "{@spell wall of force}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The algorith doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The algorith is immune to any spell or effect that would alter its form." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The algorith makes three Logic Razor attacks, or it makes two Logic Razor attacks and uses Spellcasting." + ] + }, + { + "name": "Logic Razor", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) force damage." + ] + }, + { + "name": "Cone of Negation {@recharge 5}", + "entries": [ + "The algorith projects null energy in a 30-foot cone. Each creature in the area must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 33 ({@damage 6d10}) force damage and any spell of 4th level or lower on the creature ends, as if it had been the target of a {@spell dispel magic} spell. On a success, a creature takes half the damage and spells on it don't end." + ] + }, + { + "name": "Reality Bomb (5/Day)", + "entries": [ + "The algorith summons and throws a tiny rune of law at a point it can see within 100 feet. The rune explodes on impact. Each creature within 30 feet of where the rune landed must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 27 ({@damage 5d10}) force damage and is {@condition stunned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition stunned}." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Immutable Form" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "DR", + "I" + ], + "damageTags": [ + "O" + ], + "damageTagsSpell": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Alseid", + "source": "ToB1-2023", + "page": 15, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 33, + "formula": "6d8 + 6" + }, + "speed": { + "walk": 40 + }, + "str": 13, + "dex": 17, + "con": 12, + "int": 8, + "wis": 16, + "cha": 8, + "skill": { + "nature": "+3", + "perception": "+5", + "stealth": "+5", + "survival": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "1/2", + "trait": [ + { + "name": "Woodfriend", + "entries": [ + "When in a forest, the alseid leaves no tracks and automatically discerns true north." + ] + } + ], + "action": [ + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d6 + 1}) piercing damage, or 5 ({@damage 1d8 + 1}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "shortbow|phb", + "spear|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Amphiptere", + "source": "ToB1-2023", + "page": 16, + "size": [ + "M" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d8 + 24" + }, + "speed": { + "walk": 20, + "climb": 20, + "fly": 60, + "swim": 20 + }, + "str": 11, + "dex": 18, + "con": 17, + "int": 2, + "wis": 16, + "cha": 6, + "skill": { + "perception": "+5" + }, + "senses": [ + "blindsight 10 ft." + ], + "passive": 15, + "cr": "3", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The amphiptere doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Swarming", + "entries": [ + "Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The amphiptere makes one Bite attack and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 hour." + ] + } + ], + "environment": [ + "forest", + "hill" + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Cave Dragon", + "source": "ToB1-2023", + "page": 113, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 507, + "formula": "26d20 + 234" + }, + "speed": { + "walk": 40, + "burrow": 40, + "climb": 40 + }, + "str": 30, + "dex": 12, + "con": 29, + "int": 14, + "wis": 16, + "cha": 18, + "save": { + "dex": "+9", + "con": "+17", + "wis": "+11", + "cha": "+12" + }, + "skill": { + "perception": "+19", + "stealth": "+9" + }, + "senses": [ + "blindsight 60 ft.", + "tremorsense 120 ft." + ], + "passive": 29, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul", + "Draconic" + ], + "cr": "25", + "trait": [ + { + "name": "Darkness Aura", + "entries": [ + "The cave dragon emits magical darkness in a 30- foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful {@spell dispel magic} ({@dc 15}) cast on the dragon suppresses this aura for 1 minute." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magical Tunneler", + "entries": [ + "The cave dragon can burrow through any unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 15-foot diameter tunnel in its wake." + ] + }, + { + "name": "Spiked Climb", + "entries": [ + "The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 15 ft., one target. {@h}21 ({@damage 2d10 + 10}) piercing damage plus 14 ({@damage 4d6}) poison damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d6 + 10}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 18} to hit, reach 20 ft., one target. {@h}19 ({@damage 2d8 + 10}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Poison Breath {@recharge 5}", + "entries": [ + "The dragon exhales a cone of black, poisonous gas in a 90-foot cone. Each target in that area must make a {@dc 25} Constitution saving throw. On a failure, a creature takes 91 ({@damage 26d6}) poison damage and is {@condition poisoned} until cured by the {@spell greater restoration} spell or similar magic. On a success, a creature takes half the damage and isn't {@condition poisoned}." + ] + } + ], + "reaction": [ + { + "name": "Ruff Spikes", + "entries": [ + "When a creature moves to a space within 10 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a {@dc 25} Dexterity saving throw or take 13 ({@damage 3d8}) piercing damage and be prevented from entering that space." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Limb Sweep (Costs 2 Actions)", + "entries": [ + "The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a {@dc 25} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked {@condition prone}." + ] + } + ], + "legendaryGroup": { + "name": "Cave Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "underdark" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "I", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "poisoned", + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Flame Dragon", + "source": "ToB1-2023", + "page": 117, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 518, + "formula": "28d20 + 224" + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 23, + "dex": 14, + "con": 27, + "int": 19, + "wis": 16, + "cha": 22, + "save": { + "dex": "+9", + "con": "+15", + "wis": "+10", + "cha": "+13" + }, + "skill": { + "deception": "+13", + "perception": "+17", + "persuasion": "+13", + "stealth": "+9" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 27, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic", + "Ignan" + ], + "cr": "23", + "trait": [ + { + "name": "Fire Incarnate", + "entries": [ + "Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage." + ] + }, + { + "name": "Heated Body", + "entries": [ + "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 21} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The dragon exhales fire in a 90-foot cone. Each creature in that area must make a {@dc 23} Dexterity saving throw, taking 91 ({@damage 26d6}) fire damage on a failed save, or half as much damage on a successful one. Each creature in that area must also succeed on a {@dc 21} Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest creature other than the dragon on its turn. If no other creature is near enough to move to and attack, the rampaging creature stalks off in a random direction, seeking a target for its rage. The rampaging creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Shifting Flames", + "entries": [ + "The dragon magically transforms into a Gargantuan or smaller fire-based Elemental (such as a salamander, magma mephit, or fire elemental) or back into its true form, which is a Dragon. Without wings or other way of flying, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 13 ({@damage 2d6 + 6}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Flame Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "mountain", + "underdark" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "IG" + ], + "damageTags": [ + "B", + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Mithral Dragon", + "source": "ToB1-2023", + "page": 120, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 490, + "formula": "28d20 + 196" + }, + "speed": { + "walk": 40, + "fly": 80 + }, + "str": 12, + "dex": 26, + "con": 25, + "int": 20, + "wis": 21, + "cha": 20, + "save": { + "dex": "+15", + "con": "+14", + "wis": "+12", + "cha": "+12" + }, + "skill": { + "history": "+12", + "insight": "+12", + "perception": "+19", + "persuasion": "+12", + "stealth": "+15" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 29, + "resist": [ + "force" + ], + "immune": [ + "slashing" + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "22", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The dragon has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Mithral Scales", + "entries": [ + "If the dragon succeeds on a saving throw by 5 or more against a spell that targets only it, the dragon is unaffected, and the spell is reflected back at the caster as though it originated from the dragon, turning the caster into the target." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 7th level or lower on the target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d6 + 8}) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a {@dc 23} Constitution saving throw or lose 10 {@dice 3d6} hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful {@dc 16} Wisdom ({@skill Medicine}) check. The claw pops out of the wound if the target receives magical healing." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 20 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Shard Breath {@recharge 5}", + "entries": [ + "The mithral dragon spits metallic shards in a 90-foot cone. Each creature in that area must succeed on a {@dc 22} Dexterity saving throw, taking 73 ({@damage 21d6}) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke. When a creature moves into or within the area, it takes 7 ({@damage 2d6}) slashing damage for every 5 feet it travels." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a {@dc 23} Dexterity saving throw or take 15 ({@damage 2d6 + 8}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Mithral Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "mountain" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Sea Dragon", + "source": "ToB1-2023", + "page": 125, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 518, + "formula": "28d20 + 224" + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 80 + }, + "str": 29, + "dex": 10, + "con": 27, + "int": 19, + "wis": 17, + "cha": 21, + "save": { + "dex": "+7", + "con": "+15", + "wis": "+10", + "cha": "+12" + }, + "skill": { + "perception": "+17", + "stealth": "+7" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 27, + "immune": [ + "cold" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "23", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The dragon can breathe air and water." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The dragon deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Frightful Presence. It then makes one Bite attack and two Fin attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 14 ({@damage 4d6}) cold damage." + ] + }, + { + "name": "Fin", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Tidal Breath {@recharge 5}", + "entries": [ + "The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a {@dc 23} Dexterity saving throw. On a failure, the creature takes 44 ({@damage 8d10}) bludgeoning damage and 44 ({@damage 8d10}) cold damage and is pushed up to 45 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then move up to half its flying speed, or swimming speed if in the water." + ] + } + ], + "legendaryGroup": { + "name": "Sea Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "underwater" + ], + "dragonAge": "ancient", + "traitTags": [ + "Amphibious", + "Legendary Resistances", + "Siege Monster" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Titan", + "source": "ToB1-2023", + "page": 361, + "size": [ + "G" + ], + "type": { + "type": "celestial", + "tags": [ + "titan" + ] + }, + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item breastplate|PHB}" + ] + } + ], + "hp": { + "average": 198, + "formula": "12d20 + 72" + }, + "speed": { + "walk": 50, + "swim": 30 + }, + "str": 27, + "dex": 13, + "con": 22, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "con": "+10", + "wis": "+7", + "cha": "+9" + }, + "skill": { + "athletics": "+12", + "intimidation": "+9", + "perception": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "languages": [ + "Common", + "Giant", + "Primordial", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The ancient titan can breathe air and water." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ancient titan has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ancient titan can use its Reality-Altering Words. It then makes two Greatsword attacks or three Word of Pain attacks." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}36 ({@damage 8d6 + 8}) slashing damage." + ] + }, + { + "name": "Word of Pain", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}23 ({@damage 4d8 + 5}) force damage, and the target must succeed on a {@dc 17} Constitution saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn as pain courses through its body." + ] + }, + { + "name": "Reality-Altering Words", + "entries": [ + "The titan speaks a phrase that temporarily reshapes reality around it, warping the terrain, displacing creatures, and disrupting magic. Each creature within 30 feet of the titan must succeed on a {@dc 17} Dexterity saving throw or be pulled or pushed up to 25 feet toward or away from the titan (the titan's choice) and knocked {@condition prone}. Instead of pushing or pulling a creature that failed the saving throw, the titan can end one magical effect of its choice of 4th level or lower on that creature. The area then becomes difficult terrain until the start of the titan's next turn. Moving through this difficult terrain doesn't cost the titan extra movement." + ] + }, + { + "name": "Stunning Word {@recharge 5}", + "entries": [ + "The titan speaks a brief, echoing word of power at up to three creatures it can see within 60 feet of it. Each target must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 45 ({@damage 10d8}) force damage and is {@condition stunned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition stunned}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "any" + ], + "attachedItems": [ + "greatsword|phb" + ], + "traitTags": [ + "Amphibious", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI", + "P", + "TP" + ], + "damageTags": [ + "O", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Void Dragon", + "source": "ToB1-2023", + "page": 128, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 22, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 429, + "formula": "22d20 + 198" + }, + "speed": { + "walk": 40, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 28, + "dex": 10, + "con": 29, + "int": 18, + "wis": 15, + "cha": 23, + "save": { + "dex": "+7", + "con": "+16", + "wis": "+9", + "cha": "+13" + }, + "skill": { + "arcana": "+18", + "history": "+18", + "perception": "+16", + "stealth": "+7" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 26, + "immune": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Draconic", + "Void Speech" + ], + "cr": "24", + "trait": [ + { + "name": "Chill of the Void", + "entries": [ + "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage." + ] + }, + { + "name": "Collapsing Star", + "entries": [ + "When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a {@dc 21} Constitution saving throw, taking 55 ({@damage 10d10}) bludgeoning damage and 55 ({@damage 10d10}) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence or {@dice 5d100} miles away from its current location in a random direction (GM's choice)." + ] + }, + { + "name": "Expert Void Traveler", + "entries": [ + "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon uses its Aura of Madness. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage plus 14 ({@damage 4d6}) cold damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d6 + 9}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage." + ] + }, + { + "name": "Aura of Madness", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 18} Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours." + ] + }, + { + "name": "Breath Weapons {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons." + ] + }, + { + "name": "• Gravitic Breath", + "entries": [ + "The dragon exhales localized gravity in a 90\u2011foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 24} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts for 1 minute." + ] + }, + { + "name": "• Stellar Breath", + "entries": [ + "The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage and 42 ({@damage 12d6}) radiant damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Void Twist", + "entries": [ + "The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Void Slip (Costs 2 Actions)", + "entries": [ + "The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a {@dc 21} Dexterity saving throw or take 17 ({@damage 5d6}) cold damage and be knocked {@condition prone}." + ] + } + ], + "legendaryGroup": { + "name": "Void Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "planar" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "C", + "F", + "P", + "R", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ancient Wind Dragon", + "source": "ToB1-2023", + "page": 133, + "size": [ + "G" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 351, + "formula": "19d20 + 152" + }, + "speed": { + "walk": 30, + "fly": { + "number": 120, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 28, + "dex": 16, + "con": 26, + "int": 18, + "wis": 17, + "cha": 20, + "save": { + "dex": "+10", + "con": "+15", + "wis": "+10", + "cha": "+12" + }, + "skill": { + "acrobatics": "+17", + "intimidation": "+12", + "perception": "+17", + "stealth": "+10" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 27, + "resist": [ + "cold" + ], + "immune": [ + "lightning" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "21", + "trait": [ + { + "name": "Freedom of Movement", + "entries": [ + "The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be {@condition restrained}. It can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the dragon fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Storm Sight", + "entries": [ + "The dragon can see through areas obscured by fog, mist, clouds, or precipitation." + ] + }, + { + "name": "Whirling Winds", + "entries": [ + "Gale force winds rage around the dragon's body. Arrows, bolts, and other ordinary projectiles launched at the dragon are deflected upward and automatically miss. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wind dragon uses its Frightful Presence. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}20 ({@damage 2d10 + 9}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. it: 16 ({@damage 2d6 + 9}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 20 ft., one target. {@h}18 ({@damage 2d8 + 9}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Tempest Breath {@recharge 5}", + "entries": [ + "The dragon exhales a blast of stormy wind in a 90-foot cone. Each creature in that area must make a {@dc 23} Strength saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and 36 ({@damage 8d8}) lightning damage and is pushed up to 45 feet away from the dragon and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}. Nonmagical flames in the area are extinguished." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The dragon makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Attack", + "entries": [ + "The dragon makes a Tail attack." + ] + }, + { + "name": "Wing Attack (Costs 2 Actions)", + "entries": [ + "The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a {@dc 24} Dexterity saving throw or take 16 ({@damage 2d6 + 9}) bludgeoning damage and be knocked {@condition prone}. The dragon can then fly up to half its flying speed." + ] + } + ], + "legendaryGroup": { + "name": "Wind Dragon", + "source": "ToB1-2023" + }, + "environment": [ + "grassland", + "mountain" + ], + "dragonAge": "ancient", + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "L", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Angatra", + "source": "ToB1-2023", + "page": 17, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d8 + 40" + }, + "speed": { + "walk": 50 + }, + "str": 14, + "dex": 20, + "con": 18, + "int": 8, + "wis": 12, + "cha": 15, + "skill": { + "perception": "+4", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "6", + "trait": [ + { + "name": "Agonizing Gaze", + "entries": [ + "When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a {@dc 13} Charisma saving throw if the angatra isn't {@condition incapacitated} and can see the creature. On a failed saving throw, the creature's pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the angatra until the start of its next turn, when it can avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save." + ] + }, + { + "name": "Ancestral Wrath", + "entries": [ + "The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The angatra doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The angatra makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the creature must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} by pain until the end of its next turn." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Angler Worm", + "source": "ToB1-2023", + "page": 20, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 104, + "formula": "11d12 + 33" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 14, + "dex": 5, + "con": 16, + "int": 3, + "wis": 14, + "cha": 1, + "senses": [ + "tremorsense 60 ft." + ], + "passive": 12, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "poisoned", + "prone" + ], + "cr": "4", + "trait": [ + { + "name": "Keen Touch", + "entries": [ + "The angler worm has advantage on Wisdom ({@skill Perception}) checks that rely on vibrations." + ] + }, + { + "name": "Snare Walker", + "entries": [ + "The angler worm ignores movement restrictions caused by its snares or the snares of other angler worms." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The angler worm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Transparent Trap", + "entries": [ + "With 10 minutes of work, the angler worm can create a web of nearly transparent snares in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of snares layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the snares forming it are nearly transparent, requiring a successful {@dc 15} Wisdom ({@skill Perception}) check to notice them.", + "A creature that starts its turn in the web of snares or enters the web during its turn must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the sticky snares. A creature {@condition restrained} by the snares can use its action to free itself by succeeding on a {@dc 13} Strength check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The angler worm makes two Bite attacks or one Bite attack and one Coils attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}9 ({@damage 2d6 + 2}) piercing damage plus 3 ({@damage 1d6}) acid damage." + ] + }, + { + "name": "Coils", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 10 ft., one creature. {@h}12 ({@damage 3d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained} by the angler worm, it can't breathe, it takes 10 ({@damage 3d6}) bludgeoning damage at the start of each of the angler worm's turns, and the angler worm can't use its Coils on another target." + ] + }, + { + "name": "Ethereal Lure {@recharge 4}", + "entries": [ + "The angler worm creates an orb of faint, blue light on a point it can see within 20 feet of it. The light glows until the start of the worm's next turn. When a creature that isn't an angler worm starts its turn within 60 feet of the orb and can see the light, it must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed} until the start of its next turn. While {@condition charmed}, the creature must take the Dash action and move toward the light by the most direct route, trying to get within 5 feet of the light. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, the creature can repeat the saving throw, ending the effect on itself on a success. If the {@condition charmed} creature enters the worm's snares, it has disadvantage on the saving throw to avoid being {@condition restrained}." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Keen Senses", + "Spider Climb" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "charmed", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Annelidast", + "source": "ToB1-2023", + "page": 21, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 184, + "formula": "16d12 + 80" + }, + "speed": { + "walk": 40, + "burrow": 30 + }, + "str": 26, + "dex": 10, + "con": 20, + "int": 1, + "wis": 10, + "cha": 4, + "save": { + "con": "+9", + "wis": "+4" + }, + "senses": [ + "tremorsense 120 ft." + ], + "passive": 10, + "resist": [ + "lightning" + ], + "immune": [ + { + "immune": [ + "bludgeoning", + "poison" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "12", + "trait": [ + { + "name": "Deep Earth Dweller", + "entries": [ + "The annelidast doesn't require air." + ] + }, + { + "name": "Primordial Aura", + "entries": [ + "A creature that starts its turn within 30 feet of the annelidast must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) poison damage. A creature that finishes a long rest within 1,000 feet of the annelidast must succeed on a {@dc 17} Constitution saving throw or develop tumors across its body and become {@condition poisoned} until the tumors are removed by the {@spell greater restoration} spell or similar magic." + ] + }, + { + "name": "Tunneler", + "entries": [ + "The annelidast can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The annelidast makes three Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 2d12 + 8}) bludgeoning damage, and if the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be pushed up to 15 feet away from the annelidast. A creature {@condition restrained} by the annelidast automatically succeeds on this saving throw." + ] + }, + { + "name": "Crush {@recharge 5}", + "entries": [ + "The annelidast launches most of its massive bulk into the air and crashes down on the ground in a 20-foot line that is 10 feet wide. It then retracts itself into a space along that line and can occupy the space of one or more Large or smaller creatures. Each creature in the line must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 45 ({@damage 7d12}) bludgeoning damage, is knocked {@condition prone}, and is {@condition restrained} while it shares a space with the annelidast, as it is pinned beneath the annelidast's body. On a success, a creature takes half the damage, isn't knocked {@condition prone}, and is pushed out of the annelidast's space into an unoccupied space of the creature's choice within 5 feet of the annelidast. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 17} Strength check. If the annelidast burrows along the surface of the earth at least 20 feet before using this action, creatures in the line have disadvantage on the saving throw." + ] + } + ], + "reaction": [ + { + "name": "Defensive Recoil", + "entries": [ + "When the annelidast takes damage, it can make one Slam attack against a creature {@condition restrained} by it." + ] + } + ], + "environment": [ + "desert", + "forest", + "grassland", + "hill", + "mountain", + "underdark", + "urban" + ], + "traitTags": [ + "Tunneler" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Anubian", + "source": "ToB1-2023", + "page": 23, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 44, + "formula": "8d8 + 8" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 16, + "con": 12, + "int": 10, + "wis": 12, + "cha": 10, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 30 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "2", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The anubian doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Sand Camouflage", + "entries": [ + "The anubian has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy terrain." + ] + }, + { + "name": "Sand Form", + "entries": [ + "The anubian can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Vulnerability to Water", + "entries": [ + "For every 5 feet the anubian moves in water, or for every gallon of water splashed on it, it takes 2 ({@damage 1d4}) cold damage. An anubian completely immersed in water takes 10 ({@damage 4d4}) cold damage at the start of its turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The anubian makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + }, + { + "name": "Haboob (1/Day)", + "entries": [ + "A 30-foot-tall cylinder of sand forms in the anubian's space and moves with it for 10 minutes, until the anubian ends the storm as a bonus action, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). The area within 5 feet of the anubian is heavily obscured. A creature that starts its turn in that area or enters the area for the first time on a turn must succeed on a {@dc 13} Strength saving throw or be {@condition restrained} by the storm. While {@condition restrained}, the creature takes 3 ({@damage 1d6}) slashing damage at the start of each of its turns, and moves with the anubian when the anubian moves. A creature, including the {@condition restrained} creature, can use its action to free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check." + ] + } + ], + "bonus": [ + { + "name": "Sand Step", + "entries": [ + "The anubian collapses into loose sand and teleports up to 30 feet to an unoccupied space it can see, reforming in that space. If the destination space contains sand, the anubian can immediately Hide. The anubian can't use Sand Step while Haboob is active." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "C", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Apau Perape Demon", + "source": "ToB1-2023", + "page": 82, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 21, + "dex": 18, + "con": 19, + "int": 10, + "wis": 12, + "cha": 15, + "save": { + "dex": "+7", + "con": "+7", + "wis": "+4" + }, + "skill": { + "intimidation": "+5", + "perception": "+4", + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "frightened", + "poisoned" + ], + "languages": [ + "Abyssal", + "telepathy 120 ft." + ], + "cr": "6", + "trait": [ + { + "name": "Diseased Ichor", + "entries": [ + "When the apau perape takes piercing damage or slashing damage, a spray of caustic blood spurts from the wound. Each creature within 5 feet of the apau perape must succeed on a {@dc 15} Constitution saving throw or become infected with the Mechuiti's ichor disease and be {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 ({@dice 2d4}) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The apau perape has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The apau perape makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage." + ] + }, + { + "name": "Fiery Roar {@recharge}", + "entries": [ + "The apau perape releases a terrifying, flame-coated roar in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 31 ({@damage 9d6}) fire damage and is {@condition frightened} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition frightened}." + ] + } + ], + "environment": [ + "forest", + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "TP" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Arboreal Grappler", + "source": "ToB1-2023", + "page": 24, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 90, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 10, + "climb": 40 + }, + "str": 16, + "dex": 16, + "con": 16, + "int": 6, + "wis": 10, + "cha": 6, + "skill": { + "acrobatics": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "cr": "4", + "trait": [ + { + "name": "Boscage Brachiation", + "entries": [ + "The arboreal grappler doesn't provoke opportunity attacks when it climbs out of an enemy's reach." + ] + }, + { + "name": "Mobile Grappler", + "entries": [ + "The arboreal grappler can move at its full speed when dragging a Medium or smaller creature it has {@condition grappled}." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The arboreal grappler makes one Bite attack and two Tentacle attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}. The arboreal grappler has two tentacles, each of which can grapple only one target." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Arcane Guardian", + "source": "ToB1-2023", + "page": 338, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 127, + "formula": "15d8 + 60" + }, + "speed": { + "walk": 0, + "fly": 60 + }, + "str": 6, + "dex": 18, + "con": 18, + "int": 11, + "wis": 16, + "cha": 18, + "save": { + "dex": "+7", + "wis": "+6" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "understands the languages it knew in life but can't speak" + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The arcane guardian casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell dancing lights}", + "{@spell fog cloud}", + "{@spell minor illusion}" + ], + "daily": { + "3e": [ + "{@spell fear}", + "{@spell slow}" + ], + "1e": [ + "{@spell Bigby's hand}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Disgrace Bound", + "entries": [ + "The arcane guardian is bound to a tomb, castle ruins, or other place related to the disgrace in life that caused it to rise as a arcane guardian in death. If the guardian starts its turn more than 1 mile from its bound location, it loses its Spectral Blade action until it returns to the region. If it remains outside the region, it automatically teleports back to its bound location after 24 hours, regardless of distance." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The arcane guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The arcane guardian doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The arcane guardian makes three Spectral Burst attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Spectral Burst", + "entries": [ + "{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 120 ft., one target. {@h}9 ({@damage 1d10 + 4}) force damage plus 9 ({@damage 2d8}) necrotic damage." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "damageTagsSpell": [ + "B", + "O" + ], + "spellcastingTags": [ + "O" + ], + "conditionInflictSpell": [ + "frightened" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true + }, + { + "name": "Arch-Devil Ia'Affrat", + "source": "ToB1-2023", + "page": 90, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "swarmSize": "T" + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 170, + "formula": "20d10 + 60" + }, + "speed": { + "walk": 20, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 3, + "dex": 21, + "con": 16, + "int": 20, + "wis": 18, + "cha": 23, + "save": { + "dex": "+10", + "con": "+8", + "wis": "+9", + "cha": "+11" + }, + "skill": { + "arcana": "+10", + "deception": "+11", + "insight": "+9", + "perception": "+9", + "persuasion": "+11" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 120 ft." + ], + "passive": 19, + "immune": [ + "bludgeoning", + "fire", + "piercing", + "poison", + "slashing" + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "Common", + "Infernal", + "Primordial", + "telepathy 120 ft." + ], + "cr": "15", + "trait": [ + { + "name": "Collective Mind", + "entries": [ + "Ia'Affrat's individual Fiends are connected via a hive mind. He can telepathically communicate with any of his individual Fiends within 50 miles of him, and he can't be surprised. If he is reduced to half his hp or lower, his Intelligence score is reduced to 10, he immediately changes into his shapeless form, and he can't take on a Humanoid form again until he regains hp to be above half his hp or he finishes a long rest." + ] + }, + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede Ia'Affrat's darkvision." + ] + }, + { + "name": "Grasping Limbs (Humanoid Form Only)", + "entries": [ + "Ia'Affrat can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more Humanoid form to accomplish." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Ia'Affrat fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Ia'Affrat has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Smoke Shroud", + "entries": [ + "Ia'Affrat emits a cloud of dark smoke within 5 feet of himself. The area is lightly obscured to all except Ia'Affrat, and each non-devil creature that starts its turn in the smoke must succeed on a {@dc 18} Constitution saving throw or be {@condition blinded} until the end of its turn. At the start of each of his turns, Ia'Affrat chooses whether this shroud is active." + ] + }, + { + "name": "Swarm (Shapeless Form Only)", + "entries": [ + "Ia'Affrat can occupy another creature's space and vice versa and can move through any opening large enough for a Tiny insect, but he can't grapple or be {@condition grappled}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Ia'Affrat makes three Bite or Burning Claw attacks, or he makes four Flaming Insect Bolt attacks." + ] + }, + { + "name": "Bite (Shapeless Form Only)", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 0 ft., one target in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage plus 14 ({@damage 4d6}) poison damage, or 10 ({@damage 3d6}) piercing damage plus 7 ({@damage 2d6}) poison damage if Ia'Affrat has half of its hp or fewer. If the target is a creature, it must succeed on a {@dc 18} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Burning Claw (Humanoid Form Only)", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) slashing damage plus 10 ({@damage 3d6}) fire damage." + ] + }, + { + "name": "Flaming Insect Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}16 ({@damage 3d6 + 6}) fire damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Inhabit (Shapeless Form Only)", + "entries": [ + "Ia'Affrat crawls into the body of a Humanoid, or a Humanoid corpse that has been dead no more than 7 days, that he can see within 5 feet of him. If the target is unwilling, the target must succeed on a {@dc 18} Constitution saving throw or the target loses control of its body, and Ia'Affrat takes control of the body. Ia'Affrat controls the body but doesn't deprive the target of awareness. Ia'Affrat can't be targeted by any attack, spell, or other effect, and he retains his alignment, his Intelligence, Wisdom, and Charisma scores, his Hurl Flame action and Teleport and Consume Host legendary actions, and his condition immunities. He otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. If the target was a Humanoid corpse, he uses the statistics it had before it died.", + "Ia'Affrat inhabits the target until the target's body is reduced to 0 hp, Ia'Affrat ends it as a bonus action, or Ia'Affrat is forced out by the dispel evil and good or {@spell greater restoration} spell. When the inhabit ends, Ia'Affrat reappears in an unoccupied space within 5 feet of the target. The target is immune to Ia'Affrat's Inhabit for 24 hours after succeeding on the saving throw or after the inhabit ends." + ] + } + ], + "bonus": [ + { + "name": "Shape Swarm", + "entries": [ + "Ia'Affrat can shape himself into a Large or smaller Humanoid or back into a shapeless mass of Tiny insectoid Fiends. His statistics, other than his size, are the same in each form, and he can't regain hp or gain temporary hp, except for the Consume Host legendary action. He can't take on a Humanoid form if he is occupying the space of another creature." + ] + } + ], + "legendary": [ + { + "name": "Teleport", + "entries": [ + "Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + }, + { + "name": "Vermin Breath (Costs 2 Actions; Humanoid Form Only)", + "entries": [ + "Ia'Affrat exhales {@dice 1d4} swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time." + ] + }, + { + "name": "Consume Host (Costs 3 Actions; Shapeless Form Only)", + "entries": [ + "While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 ({@damage 4d8}) necrotic damage, and Ia'Affrat regains hp equal to that amount." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Devil's Sight", + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "I", + "P", + "TP" + ], + "damageTags": [ + "F", + "I", + "N", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Aridni", + "source": "ToB1-2023", + "page": 25, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 82, + "formula": "15d6 + 30" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 9, + "dex": 21, + "con": 14, + "int": 12, + "wis": 11, + "cha": 16, + "save": { + "dex": "+8" + }, + "skill": { + "acrobatics": "+11", + "perception": "+3", + "stealth": "+11" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Gnoll", + "Sylvan", + "Void Speech" + ], + "cr": "5", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell dancing lights}", + "{@spell detect magic}", + "{@spell invisibility}" + ], + "daily": { + "1": [ + "{@spell spike growth}" + ], + "3e": [ + "{@spell charm person}", + "{@spell faerie fire}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Flyby", + "entries": [ + "The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The aridni has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The aridni makes three Shortsword or Pixie Bow attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage." + ] + }, + { + "name": "Pixie Bow", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 40/160 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Enchanted Arrows", + "entries": [ + "The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a {@dc 14} Wisdom saving throw or suffer one of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "• Confusion", + "entries": [ + "The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the {@spell confusion} spell." + ] + }, + { + "type": "item", + "name": "• Fear", + "entries": [ + "The target is {@condition frightened} until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route." + ] + }, + { + "type": "item", + "name": "• Laughter", + "entries": [ + "The target falls {@condition prone} and is {@condition incapacitated} with laughter until the end of its next turn." + ] + }, + { + "type": "item", + "name": "• Sleep", + "entries": [ + "The target falls {@condition unconscious} for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + } + ] + } + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "shortsword|phb" + ], + "traitTags": [ + "Flyby", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "OTH", + "S" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "frightened", + "incapacitated" + ], + "conditionInflictSpell": [ + "charmed", + "invisible" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Arx", + "source": "ToB1-2023", + "page": 26, + "size": [ + "L" + ], + "type": "fiend", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 171, + "formula": "18d10 + 72" + }, + "speed": { + "walk": 30, + "fly": 20 + }, + "str": 20, + "dex": 8, + "con": 19, + "int": 11, + "wis": 15, + "cha": 8, + "save": { + "str": "+9" + }, + "skill": { + "athletics": "+9", + "perception": "+6" + }, + "senses": [ + "darkvision 90 ft." + ], + "passive": 16, + "resist": [ + "cold", + "fire", + "lightning", + "poison" + ], + "languages": [ + "Abyssal", + "Infernal", + "telepathy 60 ft." + ], + "cr": "9", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "The arx is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The arx has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spiky Hide", + "entries": [ + "A creature that touches the arx or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) piercing damage. This trait also applies to the arx's walls." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The arx makes two Claw attacks and one Spear attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage, or 14 ({@damage 2d8 + 5}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Wall Smash", + "entries": [ + "If the arx has its wall set up (see Emplace Wall), it can briefly close the panels of the wall in on each other. Each creature other than the arx between the panels in a 10-foot cone from the corner where the panels meet must make a {@dc 16} Dexterity saving throw, taking 28 ({@damage 8d6}) bludgeoning damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Emplace Wall {@recharge 3}", + "entries": [ + "The arx extends its hardened elytra and casts them into the ground, creating a wall. The wall is 3 inches thick and is composed of two 10-foot-by-10-foot panels. The panels must connect perpendicular to each other, forming a corner behind the arx. If the wall falls in a creature's space when the arx places it, the creature must make a {@dc 16} Dexterity saving throw. On a failure, the creature takes 10 ({@damage 3d6}) bludgeoning damage, and the arx determines to which side of the wall the creature is pushed. On a success, the creature takes half the damage and decides to which side of the wall it is pushed.", + "Each 10-foot panel has AC 17 and 50 hp. If a panel is destroyed, the arx can place only one panel of wall with this bonus action. If both panels are destroyed, the arx can't use this bonus action again until it finishes a long rest or until its elytra are restored with a {@spell regenerate} spell or similar magic.", + "While the arx has at least one wall emplaced, it must remain within 15 feet of at least one of its walls. The arx can retract the walls into its body, ending this effect, as a bonus action." + ] + } + ], + "environment": [ + "planar" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "I", + "TP" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Asanbosam", + "source": "ToB1-2023", + "page": 27, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d10 + 36" + }, + "speed": { + "walk": 40, + "climb": 15 + }, + "str": 18, + "dex": 13, + "con": 17, + "int": 11, + "wis": 10, + "cha": 5, + "skill": { + "acrobatics": "+4", + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Giant" + ], + "cr": "5", + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The asanbosam makes one Bite attack and one Claws attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or take 11 ({@damage 2d10}) poison damage and contract a disease. Until the disease ends, the creature is {@condition poisoned}. Every 24 hours that elapse, the infected creature must repeat the saving throw. On a success, the disease ends. On a failure, the creature's hp maximum is reduced by 5 ({@dice 1d10}). This reduction lasts until the disease ends. The target dies if its hp maximum is reduced to 0." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}, and the asanbosam can't use its Claws on another target. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or contract the disease described in the Bite attack." + ] + } + ], + "bonus": [ + { + "name": "Arboreal Escape", + "entries": [ + "While in a tree, the asanbosam takes the Disengage or Hide action." + ] + } + ], + "environment": [ + "forest", + "hill" + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ash Drake", + "source": "ToB1-2023", + "page": 139, + "size": [ + "S" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 117, + "formula": "18d6 + 54" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 14, + "dex": 15, + "con": 16, + "int": 9, + "wis": 15, + "cha": 10, + "save": { + "dex": "+4" + }, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "4", + "trait": [ + { + "name": "Firesight", + "entries": [ + "The ash drake can see through areas obscured by fire, smoke, and fog without penalty." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drake makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage." + ] + }, + { + "name": "Ash Cloud {@recharge}", + "entries": [ + "The ash drake beats its wings, filling the area within 10 feet of it with ash for 1 minute. The ash spreads around corners, and its area is heavily obscured. Each creature that isn't an ash drake and that enters the cloud for the first time on its turn or starts its turn there must succeed on a {@dc 13} Constitution saving throw or become {@condition blinded} until the end of its next turn. The ash moves with the drake, remaining centered on it for the duration." + ] + }, + { + "name": "Ash Breath {@recharge 5}", + "entries": [ + "The ash drake spews blistering hot, choking ash in a 30-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 14 ({@damage 4d6}) fire damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "mountain", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ashwalker", + "source": "ToB1-2023", + "page": 28, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 31, + "formula": "7d8" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 15, + "con": 10, + "int": 7, + "wis": 10, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands all languages it knew in life but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Breath Born", + "entries": [ + "The ashwalker has immunity to a type of damage based on the type of dragon that killed it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)." + ] + }, + { + "name": "Burst of Breath", + "entries": [ + "A creature that touches the ashwalker or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) damage of the type noted in its Breath Born trait." + ] + }, + { + "name": "Last Breath", + "entries": [ + "The first time the ashwalker is reduced to 0 hp, it drops to 1 hp instead and its Draconic Breath automatically recharges. The ashwalker transforms into raw energy of the type noted in its Breath Born trait. While in this energy form, it is immune to all damage and to being {@condition grappled} or {@condition restrained}. At the end of the ashwalker's next turn, it is destroyed." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The ashwalker doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) damage of the type noted in the ashwalker's Breath Born trait." + ] + }, + { + "name": "Draconic Breath {@recharge}", + "entries": [ + "The ashwalker exhales elemental energy in a 15-foot cone. Each creature in the area must make a {@dc 12} Constitution saving throw, taking 14 ({@damage 4d6}) damage of the type noted in its Breath Born trait on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Automata Devil", + "source": "ToB1-2023", + "page": 92, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d10 + 80" + }, + "speed": { + "walk": 40 + }, + "str": 24, + "dex": 17, + "con": 20, + "int": 11, + "wis": 14, + "cha": 19, + "save": { + "str": "+11", + "dex": "+7", + "wis": "+6", + "cha": "+8" + }, + "skill": { + "athletics": "+11", + "intimidation": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the devil's darkvision." + ] + }, + { + "name": "Fear Aura", + "entries": [ + "A creature that starts its turn within 10 feet of the automata devil must succeed on a {@dc 17} Wisdom saving throw or become {@condition frightened} until the start of its next turn. On a successful saving throw, the creature is immune to the automata devil's Fear Aura for 24 hours." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The automata devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The automata devil makes one Bite attack, one Whip attack, and two Claw attacks. It can replace two Claw attacks with a use of Shredding Maw." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) slashing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage." + ] + }, + { + "name": "Whip", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d4 + 7}) slashing damage, and the target is {@condition grappled} (escape {@dc 17}). The automata devil has two whips, each of which can grapple only one target." + ] + }, + { + "name": "Shredding Maw", + "entries": [ + "One creature {@condition grappled} by the automata devil is pulled up to 10 feet toward the devil's central maw, which shreds the creature with churning gears, razor teeth, and whirling blades. The target must make a {@dc 17} Strength saving throw, taking 36 ({@damage 8d8}) slashing damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport", + "entries": [ + "The automata devil magically teleports, along with any equipment it is wearing or carrying up to 120 feet to an unoccupied space it can see." + ] + } + ], + "environment": [ + "planar" + ], + "attachedItems": [ + "whip|phb" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "TP" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "grappled" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Azza Gremlin", + "source": "ToB1-2023", + "page": 222, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 7, + "formula": "2d6" + }, + "speed": { + "walk": 10, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 5, + "dex": 18, + "con": 10, + "int": 12, + "wis": 13, + "cha": 16, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "immune": [ + "lightning", + "thunder" + ], + "languages": [ + "Common", + "Primordial" + ], + "cr": "1/4", + "trait": [ + { + "name": "Contagious Lightning", + "entries": [ + "A creature that touches the azza gremlin or hits it with a metal weapon while within 5 feet of it receives a discharge of lightning. The creature must succeed on a {@dc 10} Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that deal lightning damage have advantage against the affected creature, the creature has disadvantage on saving throws against spells and effects that deal lightning damage, and if the creature takes lightning damage, it is {@condition paralyzed} until the end of its next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "action": [ + { + "name": "Lightning Jolt", + "entries": [ + "{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 30 ft., one creature. {@h}6 ({@damage 1d6 + 3}) lightning damage, and the target must succeed on a {@dc 10} Constitution saving throw or be affected by Contagious Lightning." + ] + } + ], + "reaction": [ + { + "name": "Ride the Bolt", + "entries": [ + "The azza gremlin can travel instantly along any bolt of lightning. When a bolt of lightning strikes or an effect deals lightning damage within 30 feet of the gremlin, it can teleport to an unoccupied space within 5 feet of where the lightning struck or dealt damage." + ] + } + ], + "environment": [ + "grassland" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "P" + ], + "damageTags": [ + "L" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Baba Yaga's Horsemen", + "source": "ToB1-2023", + "page": 30, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 20, + "from": [ + "{@item plate armor|PHB|plate}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 171, + "formula": "18d8 + 90" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 11, + "con": 21, + "int": 16, + "wis": 18, + "cha": 18, + "save": { + "dex": "+4", + "wis": "+8" + }, + "skill": { + "arcana": "+7", + "athletics": "+10", + "history": "+7", + "perception": "+8" + }, + "passive": 18, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "11", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The horseman casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "daily": { + "1": [ + "{@spell plane shift} (self and mount only)" + ], + "3": [ + "{@spell phantom steed} (as an action)" + ], + "2e": [ + "{@spell darkness} (black night horseman only)", + "{@spell daylight} (bright day and red sun horsemen only)", + "{@spell dimension door}", + "{@spell fire shield}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Enchanted Weapons", + "entries": [ + "The horseman's weapon attacks are magical. When the horseman hits with any weapon, the weapon deals an extra {@damage 2d8} damage of a type depending on the horseman: cold (black night), fire (red sun), radiant (bright day)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The horseman has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Peerless Rider", + "entries": [ + "Any attacks directed at the horseman's mount target the horseman instead, and the horseman confers his damage resistances and immunities and his condition immunities to his mount. In addition, if the horseman and mount are subjected to an effect that allows each to make a saving throw to take only half damage, the mount takes no damage if the horseman succeeds on the saving throw." + ] + }, + { + "name": "Timeless Nature", + "entries": [ + "The horseman doesn't age and doesn't require food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The horseman makes three Lance, Longsword, or Horseman's Bolt attacks. The horseman can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d12 + 6}) piercing damage plus 9 ({@damage 2d8}) damage of the type defined in Enchanted Weapons. The horseman has disadvantage on this attack roll if the target is within 5 feet of him." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage, or 11 ({@damage 1d10 + 6}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) damage of the type defined in Enchanted Weapons." + ] + }, + { + "name": "Horseman's Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}22 ({@damage 4d6 + 4}) damage of the type defined in Enchanted Weapons." + ] + } + ], + "bonus": [ + { + "name": "Temporal Strike {@recharge 5}", + "entries": [ + "One creature the horseman can see and that the horseman hit with a Horseman's Bolt or Longsword attack within the last minute must succeed on a {@dc 17} Constitution saving throw or age 16 ({@dice 3d10}) years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging lasts until the creature finishes a long rest, or until it is reversed by a {@spell greater restoration} spell or similar magic. On a successful saving throw, the creature is immune to the horseman's Temporal Strike for 24 hours." + ] + } + ], + "environment": [ + "any" + ], + "attachedItems": [ + "lance|phb", + "longsword|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "P", + "S" + ], + "damageTagsSpell": [ + "C", + "F", + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bagiennik", + "source": "ToB1-2023", + "page": 31, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 30, + "swim": 40 + }, + "str": 16, + "dex": 18, + "con": 16, + "int": 9, + "wis": 16, + "cha": 11, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common" + ], + "cr": "3", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bagiennik makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Acid Spray", + "entries": [ + "The bagiennik sprays acid on one creature it can see within 30 feet of it, creating a puddle of oil beneath the creature. The target must make a {@dc 13} Dexterity saving throw. On a failure, the creature takes 18 ({@damage 4d8}) acid damage and is knocked {@condition prone}. On a success, the creature takes half the damage and isn't knocked {@condition prone}. The slippery oil covers the ground in a 5-foot square centered on the point where the target was standing for 1 minute. A creature that enters the oily area or ends its turn there must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}." + ] + }, + { + "name": "Healing Oil (3/Day)", + "entries": [ + "The bagiennik applies healing oil to a creature it can see within 5 feet of it. The target magically regains 7 {@dice 2d6} hp and is freed from any disease or poison. The target must then succeed on a {@dc 13} Constitution saving throw or its speed is halved and it takes a -2 penalty to AC and Dexterity saving throws for 1 minute." + ] + } + ], + "environment": [ + "forest", + "hill", + "swamp" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "A", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bandit Lord", + "source": "ToB1-2023", + "page": 406, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "NX", + "C", + "G", + "NY", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|PHB}" + ] + } + ], + "hp": { + "average": 91, + "formula": "14d8 + 28" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 15, + "con": 14, + "int": 14, + "wis": 11, + "cha": 14, + "save": { + "str": "+5", + "dex": "+4", + "wis": "+2" + }, + "skill": { + "athletics": "+5", + "deception": "+4", + "intimidation": "+4" + }, + "passive": 10, + "languages": [ + "any two languages" + ], + "cr": "4", + "trait": [ + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when the bandit lord hits with it (included in the attack)." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The bandit lord has advantage on attack rolls against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bandit lord makes two Longsword attacks and one Dagger attack." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, or 14 ({@damage 2d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, or 8 ({@damage 2d4 + 3}) piercing damage if used to make a melee attack." + ] + }, + { + "name": "Leadership (Recharges after a Short or Long Rest)", + "entries": [ + "For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is {@condition incapacitated}." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so, the bandit lord must see the attacker and be wielding a weapon." + ] + }, + { + "name": "Protect Me!", + "entries": [ + "When a creature the bandit lord can see targets it with an attack, the bandit lord can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally. The chosen ally becomes the target of the attack instead." + ] + } + ], + "environment": [ + "desert", + "farmland", + "forest", + "grassland", + "urban" + ], + "attachedItems": [ + "dagger|phb", + "longsword|phb" + ], + "traitTags": [ + "Brute", + "Pack Tactics" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "X" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bastet Temple Cat", + "source": "ToB1-2023", + "page": 32, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 40, + "formula": "9d6 + 9" + }, + "speed": { + "walk": 40, + "climb": 30 + }, + "str": 8, + "dex": 19, + "con": 12, + "int": 12, + "wis": 16, + "cha": 18, + "skill": { + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "1", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The temple cat casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell guidance}" + ], + "daily": { + "1": [ + "{@spell enhance ability} (only Cat's Grace)" + ], + "3e": [ + "{@spell charm person}", + "{@spell cure wounds}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The temple cat has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Priestly Purr", + "entries": [ + "When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet of it, that spellcaster can choose two 1st-level spells and one 2nd-level spell that it is able to cast and imbue the temple cat with the spells. The spellcaster doesn't expend spell slots to imbue the cat in this way. The cat can be imbued with no more than three spells at a time. The cat can use the Spellcasting action to cast each spell once, requiring no material components. Once the spells are expended, the temple cat must finish a long rest before it can be imbued with spells again." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The temple cat makes one Bite attack and one Claws attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d4 + 4}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage." + ] + }, + { + "name": "Fascinating Purr", + "entries": [ + "The temple cat purrs loudly at a Humanoid it can see within 30 feet of it and that can hear it. The target must succeed on a {@dc 14} Wisdom saving throw or be {@condition charmed}. While {@condition charmed} by the temple cat, the target is {@condition incapacitated} and must move on its turn toward the cat by the most direct route, trying to get within 5 feet of the cat and pet or hold it. The target doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the cat, the target can repeat the saving throw. A {@condition charmed} target can also repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Purr for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bear King", + "source": "ToB1-2023", + "page": 172, + "size": [ + "M" + ], + "type": { + "type": "fey", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 133, + "formula": "14d8 + 70" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 10, + "con": 20, + "int": 12, + "wis": 18, + "cha": 16, + "save": { + "str": "+9", + "dex": "+4", + "wis": "+8" + }, + "skill": { + "athletics": "+9", + "intimidation": "+7", + "perception": "+8" + }, + "senses": [ + "darkvision 120 ft.", + "truesight 10 ft." + ], + "passive": 18, + "resist": [ + "cold" + ], + "immune": [ + { + "immune": [ + "bludgeoning", + "slashing", + "piercing", + "poison" + ], + "note": "from nonmagical attacks not made with cold iron weapons", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Elvish", + "Giant", + "Sylvan" + ], + "cr": "12", + "trait": [ + { + "name": "Honeyed Weapons", + "entries": [ + "Radiant, magical honey drips from the Bear King's paws and coats his weapons, making his weapon attacks magical. When the Bear King hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The Bear King has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Bear King fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Regeneration (Bear or Hybrid Form only)", + "entries": [ + "The Bear King regains 10 hp at the start of his turn if he has at least 1 hp." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Bear King makes one Bite attack and two Claw attacks, or he makes three Maul or Honey Bolt attacks. If two Maul attacks hit one Large or smaller creature, the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Bite (Bear or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 13 ({@damage 3d8}) radiant damage. The target must succeed on a {@dc 17} Dexterity saving throw or take 9 ({@damage 2d8}) radiant damage at the start of each of its turns, as radiant honey sticks to the wound. Any creature can take an action to remove the honey from the wound with a successful {@dc 14} Wisdom ({@skill Medicine}) check. The honey dissolves if the target receives magical healing." + ] + }, + { + "name": "Claw (Bear or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 13 ({@damage 3d8}) radiant damage." + ] + }, + { + "name": "Maul (Fey or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 13 ({@damage 3d8}) radiant damage." + ] + }, + { + "name": "Honey Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) radiant damage." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The Bear King transforms into a Large brown bear, or a Large bear-Humanoid hybrid, or back into his true form, which is Fey. His statistics other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed. The Bear King reverts to his true form if he dies." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The Bear King moves up to his speed without provoking opportunity attacks." + ] + }, + { + "name": "Honey Toss", + "entries": [ + "The Bear King throws a jar of magical honey at a creature he can see within 120 feet of him. The target must succeed on a {@dc 17} Dexterity saving throw or be {@condition restrained} by sticky honey until the end of its next turn." + ] + }, + { + "name": "Frightful Roar (Costs 2 Actions)", + "entries": [ + "The Bear King lets out a bloodcurdling roar. Each hostile creature within 60 feet of the Bear King and that can hear the roar must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ] + } + ], + "legendaryGroup": { + "name": "Bear King", + "source": "ToB1-2023" + }, + "environment": [ + "forest", + "planar" + ], + "attachedItems": [ + "maul|phb" + ], + "traitTags": [ + "Keen Senses", + "Legendary Resistances", + "Regeneration" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "C", + "E", + "GI", + "S" + ], + "damageTags": [ + "B", + "P", + "R", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened", + "prone", + "restrained" + ], + "savingThrowForced": [ + "dexterity", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bearfolk", + "source": "ToB1-2023", + "page": 33, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "bearfolk" + ] + }, + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 14, + "con": 16, + "int": 8, + "wis": 12, + "cha": 9, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common", + "Giant" + ], + "cr": "3", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The bearfolk has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bearfolk makes one Battleaxe attack, one Warhammer attack, and one Bite attack." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Warhammer", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, or 9 ({@damage 1d10 + 4}) bludgeoning damage if used with two hands." + ] + } + ], + "bonus": [ + { + "name": "Frenzy (Recharges after a Long or Short Rest)", + "entries": [ + "The bearfolk triggers a berserk frenzy that lasts 1 minute. While in frenzy, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage." + ] + } + ], + "environment": [ + "arctic", + "forest", + "hill", + "mountain", + "urban" + ], + "attachedItems": [ + "battleaxe|phb", + "warhammer|phb" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Beggar Ghoul", + "source": "ToB1-2023", + "page": 200, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 13, + "formula": "3d8" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 15, + "con": 10, + "int": 12, + "wis": 11, + "cha": 14, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Undercommon" + ], + "cr": "1/2", + "trait": [ + { + "name": "Hungry Dead Nature", + "entries": [ + "The ghoul requires no air or sleep." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The beggar ghoul has advantage on attack rolls against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Savage Hunger", + "entries": [ + "Its Bite attack is a critical hit if the beggar ghoul bites a creature it has surprised." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "U" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Beheaded Vengeful Spirit", + "source": "ToB1-2023", + "page": 384, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 15, + "from": [ + "angry defiance" + ] + } + ], + "hp": { + "average": 54, + "formula": "12d8" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 7, + "dex": 13, + "con": 11, + "int": 10, + "wis": 10, + "cha": 19, + "save": { + "wis": "+2", + "cha": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "4", + "trait": [ + { + "name": "Angry Defiance", + "entries": [ + "The vengeful spirit adds its Charisma modifier to its AC (included above)." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The vengeful spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The vengeful spirit doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Essence of Rage", + "entries": [ + "{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 30 ft., one creature. {@h}22 ({@damage 4d8 + 4}) psychic damage, and the target must succeed on a {@dc 14} Charisma saving throw or be enraged until the end of its next turn. While enraged, the target has advantage on melee attack rolls and must move to and attack the nearest creature other than the spirit. In addition, attack rolls against the enraged target have advantage." + ] + }, + { + "name": "Decapitation (1/Day)", + "entries": [ + "The vengeful spirit makes a quick, cutting gesture at one creature it can see within 30 feet of it that has a head and that is below half its hp maximum. The target must make a {@dc 14} Constitution saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also has one of its heads cut off. The creature dies if it can't survive without the lost head." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "O", + "S", + "Y" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Behtu", + "source": "ToB1-2023", + "page": 34, + "size": [ + "S" + ], + "type": "humanoid", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d6 + 24" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 17, + "dex": 16, + "con": 16, + "int": 12, + "wis": 11, + "cha": 7, + "save": { + "dex": "+5" + }, + "skill": { + "athletics": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "cold", + "fire", + "lightning" + ], + "languages": [ + "Behtu", + "Common", + "Infernal" + ], + "cr": "2", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The behtu makes one Bite attack and one Spear attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, or 7 ({@damage 1d8 + 3}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Fire Breath {@recharge}", + "entries": [ + "The behtu exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Ichorous Infusion", + "entries": [ + "The behtu ingests an infusion made from Mechuiti's blood. For 1 minute, the behtu has advantage on saving throws and ability checks that use Strength and Constitution, and its walking and climbing speeds are doubled. In addition, it has disadvantage on saving throws and ability checks that use Intelligence and Wisdom for the duration. A non-behtu that ingests the infusion must make a {@dc 14} Constitution saving throw. On a failure, the creature takes 10 ({@damage 3d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, the creature takes half the damage and isn't {@condition poisoned}. The behtu typically has {@dice 1d4 + 1} infusions in its possession." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "spear|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "I" + ], + "damageTags": [ + "F", + "I", + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Beli", + "source": "ToB1-2023", + "page": 35, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d6 + 10" + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 11, + "dex": 16, + "con": 12, + "int": 8, + "wis": 11, + "cha": 14, + "save": { + "dex": "+5" + }, + "skill": { + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "Common", + "Dwarvish", + "Giant" + ], + "cr": "2", + "trait": [ + { + "name": "Arctic Hunter", + "entries": [ + "The beli has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain. In addition, it has advantage on Wisdom ({@skill Perception}) checks that rely on sight in snowy terrain." + ] + }, + { + "name": "Cold Regeneration", + "entries": [ + "If it starts its turn in an area with below freezing temperature, the beli regains 3 hp. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hp and it doesn't regenerate." + ] + }, + { + "name": "Flyby", + "entries": [ + "The beli doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + } + ], + "action": [ + { + "name": "Ice Dagger", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 5 ({@damage 2d4}) cold damage." + ] + }, + { + "name": "Icy Shortbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 5 ({@damage 2d4}) cold damage, and the target must succeed on a {@dc 13} Constitution saving throw or suffer one level of {@condition exhaustion} from the arrow's icy chill. On a success, the target can't suffer further levels of {@condition exhaustion} from any beli's Icy Shortbow for 24 hours. If a creature would suffer a sixth level of {@condition exhaustion} from this attack, it is reduced to 0 hp instead and must make death saving throws as normal. A creature reduced to 0 hp in this way can't suffer further levels of {@condition exhaustion} from any beli's Icy Shortbow for 24 hours." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The beli magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the beli wears or carries is {@condition invisible} with it." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "Flyby" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "D", + "GI" + ], + "damageTags": [ + "C", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "exhaustion", + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bereginyas", + "source": "ToB1-2023", + "page": 36, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 81, + "formula": "18d4 + 36" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 14, + "dex": 19, + "con": 14, + "int": 13, + "wis": 12, + "cha": 11, + "save": { + "dex": "+6" + }, + "skill": { + "perception": "+5", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "bludgeoning" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "4", + "trait": [ + { + "name": "Foul Form", + "entries": [ + "The bereginyas's semi-solid form emits poisonous gases. Any creature that starts its turn within 5 feet of the bereginyas must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned}. A creature that succeeds on this saving throw by 5 or more is immune to the bereginyas's Foul Form for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bereginyas makes two Claw attacks. If both attacks hit the same target, the bereginyas attaches to the target. While attached, the bereginyas can use only the Smother action, and it moves with the target whenever the target moves, requiring none of the bereginyas's movement. The bereginyas can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the bereginyas by succeeding on a {@dc 14} Strength check." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 4 ({@damage 1d8}) poison damage." + ] + }, + { + "name": "Smother", + "entries": [ + "While attached to a creature that isn't a Construct or Undead, the bereginyas extends a tendril of poisonous gas down the creature's throat. The creature must make a {@dc 14} Constitution saving throw. On a failure, it takes 22 ({@damage 5d8}) poison damage, immediately runs out of breath, and begins suffocating. On a success, it takes half the damage, doesn't run out of breath, and isn't suffocating. Suffocation ends if the creature dies, if the bereginyas is removed from the creature, or if the bereginyas is killed. A suffocating creature that fails this saving throw reduces its remaining rounds of breath by 1." + ] + } + ], + "environment": [ + "mountain" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "I", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Berstuc Demon", + "source": "ToB1-2023", + "page": 83, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 40, + "burrow": 20 + }, + "str": 22, + "dex": 10, + "con": 20, + "int": 12, + "wis": 14, + "cha": 19, + "save": { + "str": "+10", + "wis": "+6", + "cha": "+8" + }, + "skill": { + "deception": "+8", + "nature": "+9", + "stealth": "+4", + "survival": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "resist": [ + "acid", + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Sylvan", + "telepathy 120 ft." + ], + "cr": "11", + "trait": [ + { + "name": "False Presence", + "entries": [ + "The berstuc detects as a Fey when sensed by spells and features, such as the {@spell detect evil and good} spell or a paladin's Divine Sense. However, it is still a Fiend and can be subjected to spells and features that affect Fiends, such as Divine Smite. Beasts and Plants find the berstuc's presence soothing and don't attack the berstuc unless ordered to or provoked." + ] + }, + { + "name": "Forest Camouflage", + "entries": [ + "The berstuc has advantage on Dexterity ({@skill Stealth}) checks made to hide in forest terrain." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The berstuc has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Twisted Path", + "entries": [ + "While in a nonmagical forest, the berstuc leaves no trail and can't be tracked, except by magical means. Creatures of the berstuc's choice within 30 feet of it that travel with it can't retrace their own trails, and become hopelessly lost after 1 hour of travel with the berstuc. Creatures led astray by the berstuc have disadvantage on ability checks to discern their location or to navigate for 24 hours." + ] + }, + { + "name": "Verdant Nature", + "entries": [ + "The berstuc doesn't require food or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The berstuc makes three Slam attacks. If two Slam attacks hit a Medium or smaller creature, the berstuc can use Enclose on it." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Large or smaller creature and the berstuc doesn't have two other creatures {@condition grappled}." + ] + }, + { + "name": "Enclose", + "entries": [ + "The berstuc encloses a Medium or smaller creature {@condition grappled} by it in a mossy growth on the berstuc's body, and the grapple ends. While enclosed in the berstuc's growth, the target is {@condition blinded} and {@condition restrained}, it has total cover from attacks and other effects outside the berstuc, and it takes 21 ({@damage 6d6}) poison damage at the start of each of the berstuc's turns. The berstuc can have only one creature enclosed at a time.", + "If the berstuc takes 30 damage or more on a single turn from a creature inside its growth, the berstuc must succeed on a {@dc 15} Constitution saving throw at the end of that turn or expel the enclosed creature as the growth bursts. The expelled creature falls {@condition prone} in a space within 5 feet of the berstuc. If the berstuc dies, an enclosed creature is no longer {@condition restrained} by it and can escape from the growth by using 5 feet of movement, exiting {@condition prone}." + ] + } + ], + "environment": [ + "forest", + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "S", + "TP" + ], + "damageTags": [ + "B", + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Black Knight Commander", + "source": "ToB1-2023", + "page": 406, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 91, + "formula": "14d8 + 28" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 10, + "con": 14, + "int": 12, + "wis": 13, + "cha": 15, + "save": { + "dex": "+3", + "wis": "+4", + "cha": "+5" + }, + "skill": { + "animal handling": "+7", + "athletics": "+7", + "intimidation": "+5" + }, + "passive": 11, + "languages": [ + "any two languages" + ], + "cr": "5", + "trait": [ + { + "name": "Hateful Presence", + "entries": [ + "Each friendly creature within 10 feet of the black knight commander gains a +2 bonus on weapon damage rolls but can't use the Help action." + ] + }, + { + "name": "Locked Saddle", + "entries": [ + "The black knight commander can't be knocked {@condition prone}, dismounted, or moved against its will while mounted." + ] + }, + { + "name": "Mounted Charge", + "entries": [ + "If the black knight commander moves at least 20 feet straight toward a creature while mounted and then hits it with a Lance attack on the same turn, the commander can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction." + ] + }, + { + "name": "Mounted Warrior", + "entries": [ + "The black knight commander is rarely seen without its warhorse mount. The warhorse wears custom barding that raises is Armor Class to 15, and mounting and dismounting the warhorse costs the commander only 5 feet of movement. While the commander is mounted, its mount can't be {@condition charmed} or {@condition frightened}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The black knight commander makes one Lance attack and two Mace attacks. If the commander is mounted, its mount can then make one Hooves attack. If both Mace attacks hit one creature, the target takes an extra 7 ({@damage 2d6}) bludgeoning damage." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d12 + 4}) piercing damage." + ] + }, + { + "name": "Mace", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage." + ] + }, + { + "name": "Frightful Charge (Recharges after a Short or Long Rest)", + "entries": [ + "While mounted, the black knight commander lets loose a terrifying cry. It then moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time it enters a creature's space during this move, that creature must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 28 ({@damage 8d6}) bludgeoning damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A {@condition frightened} creature can make a {@dc 15} Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "lance|phb", + "mace|phb" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "X" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Blemmyes", + "source": "ToB1-2023", + "page": 37, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d10 + 80" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 13, + "con": 20, + "int": 7, + "wis": 12, + "cha": 5, + "skill": { + "intimidation": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Giant" + ], + "cr": "8", + "trait": [ + { + "name": "Carnivorous Compulsion", + "entries": [ + "At the start of each of its turns, if the blemmyes can see an {@condition incapacitated} creature, the blemmyes must succeed on a {@dc 11} Wisdom saving throw or spend its next turn moving toward and attacking that creature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The blemmyes makes one Bite attack and two Slam attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) piercing damage. If the target is {@condition incapacitated} and a Medium or smaller creature, the target is swallowed. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the blemmyes, and it takes 14 ({@damage 4d6}) acid damage at the start of each of the blemmyes' turns. The blemmyes can have only one target swallowed at a time.", + "If the blemmyes takes 20 damage or more on a single turn from the swallowed creature, the blemmyes must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the blemmyes. If the blemmyes dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse using 5 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Wisdom saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ] + } + ], + "environment": [ + "farmland", + "forest", + "hill" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "blinded", + "frightened", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Blood Hag", + "source": "ToB1-2023", + "page": 226, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 204, + "formula": "24d8 + 96" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 20, + "dex": 16, + "con": 18, + "int": 19, + "wis": 21, + "cha": 17, + "save": { + "dex": "+7", + "con": "+8", + "cha": "+7" + }, + "skill": { + "deception": "+7", + "intimidation": "+7", + "perception": "+9", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 19, + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Giant", + "Sylvan" + ], + "cr": "11", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The blood hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell disguise self}", + "{@spell knock}", + "{@spell tongues}" + ], + "daily": { + "3e": [ + "{@spell modify memory}", + "{@spell pass without trace}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Blood Sense", + "entries": [ + "The blood hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one attack with a use of Sanguine Curse." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target." + ] + }, + { + "name": "Blood Bolt", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}18 ({@damage 3d8 + 5}) necrotic damage. If the target is a creature with blood, it must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Blood-Drinking Hair", + "entries": [ + "The hag drains blood from one creature {@condition grappled} by her. The target must make a {@dc 17} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains hp equal to half the necrotic damage taken." + ] + }, + { + "name": "Face Peel", + "entries": [ + "The blood hag peels the face off one creature {@condition grappled} by her. The target must succeed on a {@dc 17} Dexterity saving throw or take 14 ({@damage 4d6}) slashing damage and be {@condition stunned} until the end of its next turn. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its hp maximum is reduced in this way, the target has disadvantage on all Charisma checks. The target dies if this effect reduces its hp maximum to 0." + ] + }, + { + "name": "Sanguine Curse", + "entries": [ + "The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a {@dc 17} Wisdom saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn't have blood. While cursed, the target is {@condition incapacitated} and takes 9 ({@damage 2d8}) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success.", + "The blood hag can have only one target cursed at a time. If it curses another, the effect on the previous target ends." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "incapacitated", + "poisoned", + "stunned" + ], + "conditionInflictSpell": [ + "charmed", + "incapacitated" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Boloti", + "source": "ToB1-2023", + "page": 38, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 45, + "formula": "10d4 + 20" + }, + "speed": { + "walk": 20, + "swim": { + "number": 40, + "condition": "(0 ft. swim 60 ft. in vortex form)" + } + }, + "str": 12, + "dex": 20, + "con": 14, + "int": 13, + "wis": 12, + "cha": 11, + "skill": { + "perception": "+3", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Primordial", + "Sylvan" + ], + "cr": "1", + "spellcasting": [ + { + "name": "Spellcasting (True Form Only)", + "type": "spellcasting", + "headerEntries": [ + "The boloti casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 11}):" + ], + "will": [ + "{@spell water breathing}", + "{@spell water walk}" + ], + "daily": { + "1": [ + "{@spell control water}" + ], + "3e": [ + "{@spell create or destroy water}", + "{@spell fog cloud}", + "{@spell sleep}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The boloti can breathe air and water." + ] + }, + { + "name": "Water Camouflage", + "entries": [ + "The boloti has advantage on Dexterity ({@skill Stealth}) checks made to hide while at least half of its body is submerged in water." + ] + }, + { + "name": "Water Mastery", + "entries": [ + "A boloti has advantage on attack rolls if both it and its target are touching the same body of water. If the target and the boloti are both on dry ground, the boloti has disadvantage on attack rolls." + ] + }, + { + "name": "Watery Body (Vortex Form Only)", + "entries": [ + "The boloti can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. A creature that starts its turn in the boloti's space must succeed on a {@dc 12} Strength saving throw or take 4 ({@damage 1d8}) bludgeoning damage as it is buffeted by the swirl of water." + ] + } + ], + "action": [ + { + "name": "Dagger (True Form Only)", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage." + ] + }, + { + "name": "Whirlpool (Vortex Form Only)", + "entries": [ + "One creature in the boloti's space must make a {@dc 12} Strength saving throw. On a failure, the target takes 9 ({@damage 2d8}) bludgeoning damage, and if it is Medium or smaller, it is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained} and unable to breathe unless it can breathe water. If the saving throw is successful, the target takes half the damage and is pushed out of the boloti's space." + ] + } + ], + "bonus": [ + { + "name": "Vortex Form", + "entries": [ + "The boloti magically transforms into a Small vortex of swirling, churning water or back into its true form, which is Fey. The boloti can transform into its vortex form only while at least half of its body is submerged in water, and any creature it is grappling with Whirlpool is freed if the boloti transforms back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "swamp" + ], + "attachedItems": [ + "dagger|phb" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "P", + "S" + ], + "damageTags": [ + "B", + "P" + ], + "damageTagsSpell": [ + "B" + ], + "spellcastingTags": [ + "F" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "conditionInflictSpell": [ + "unconscious" + ], + "savingThrowForced": [ + "strength" + ], + "savingThrowForcedSpell": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bone Collective", + "source": "ToB1-2023", + "page": 39, + "size": [ + "S" + ], + "type": { + "type": "undead", + "swarmSize": "T" + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 120, + "formula": "16d6 + 64" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 20, + "con": 18, + "int": 14, + "wis": 10, + "cha": 16, + "save": { + "dex": "+8" + }, + "skill": { + "arcana": "+5", + "deception": "+6", + "perception": "+3", + "stealth": "+11" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "Common", + "Darakhul (can't speak in shapeless form)" + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting (3/Day; Humanoid Form Only)", + "type": "spellcasting", + "headerEntries": [ + "The bone collective casts the animate dead spell as an action, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14})." + ], + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Collective Mind", + "entries": [ + "The collective's individual bones are connected via a hive mind. It can telepathically communicate with any of its individual bones within 50 miles of it, and it can't be surprised. If the collective is reduced to half its hp or fewer, its Intelligence score is reduced to 1, it can't cast spells, it immediately changes to its shapeless form, and it can't take on a Humanoid form." + ] + }, + { + "name": "Grasping Limbs (Humanoid Form Only)", + "entries": [ + "The bone collective can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a Humanoid form to accomplish." + ] + }, + { + "name": "Swarm (Shapeless Form Only)", + "entries": [ + "The bone collective can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bone." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The bone collective doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Wyrmblood Venom", + "entries": [ + "When the bone collective hits a {@condition poisoned} creature with a Bite or Piercing Bones attack, the target's Charisma score is reduced by {@dice 1d4}. The target is {@condition incapacitated} if this reduces its Charisma to 0. The reduction lasts until the target finishes a long rest." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bone collective makes two Claw attacks, or one Claw attack and one Bite attack." + ] + }, + { + "name": "Bite (Humanoid Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}31 ({@damage 4d12 + 5}) piercing damage, and the target must succeed on a {@dc 16} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Claw (Humanoid Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}25 ({@damage 3d12 + 5}) slashing damage." + ] + }, + { + "name": "Piercing Bones (Shapeless Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 0 ft., one creature in the collective's space. {@h}52 ({@damage 8d12}) piercing damage, or 26 ({@damage 4d12}) piercing damage if the collective has half its hp or fewer." + ] + } + ], + "bonus": [ + { + "name": "Shape Swarm", + "entries": [ + "The bone collective can shape itself into a Small Humanoid or back into a shapeless form of Tiny bones. Its statistics are the same in each form, and it can't regain hp or gain temporary hp. It can't take on a Humanoid form if it is occupying the space of another creature." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P", + "S" + ], + "spellcastingTags": [ + "F" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bone Crab", + "source": "ToB1-2023", + "page": 40, + "size": [ + "S" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 33, + "formula": "6d6 + 12" + }, + "speed": { + "walk": 20, + "swim": 10 + }, + "str": 10, + "dex": 14, + "con": 14, + "int": 3, + "wis": 12, + "cha": 4, + "skill": { + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "bludgeoning" + ], + "cr": "1/2", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The bone crab can breathe air and water." + ] + }, + { + "name": "Bone Camouflage", + "entries": [ + "The bone crab has advantage on Dexterity ({@skill Stealth}) checks made to hide among bones." + ] + }, + { + "name": "Limited Telepathy", + "entries": [ + "The bone crab can magically communicate simple ideas, emotions, and images telepathically with other bone crabs in its pack within 100 feet of it. While within 30 feet of another bone crab, the bone crab can't be surprised and has advantage on initiative rolls." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The bone crab has advantage on attack rolls against a creature if at least one of the crab's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The bone crab's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." + ] + }, + { + "name": "White Ghost Shivers", + "entries": [ + "A creature that eats the meat of the bone crab or that is bitten by a creature infected with the white ghost shivers disease must succeed on a {@dc 11} Constitution saving throw or become infected with the disease. An infected creature develops the first symptoms after 24 hours. Symptoms include a mild chill that escalates to a fever and frightful hallucinations that give the disease its name. At the end of each long rest, the infected creature must succeed on a {@dc 11} Constitution saving throw or suffer one level of {@condition exhaustion}. The {@condition exhaustion} lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws against the disease recovers from it. Alternatively, the disease can be removed by the {@spell lesser restoration} spell or similar magic." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) slashing damage." + ] + } + ], + "environment": [ + "coastal" + ], + "traitTags": [ + "Amphibious", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bone Swarm", + "source": "ToB1-2023", + "page": 41, + "size": [ + "L" + ], + "type": { + "type": "undead", + "swarmSize": "T" + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 198, + "formula": "36d10" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 22, + "dex": 18, + "con": 10, + "int": 9, + "wis": 15, + "cha": 20, + "save": { + "dex": "+8", + "wis": "+6", + "cha": "+9" + }, + "skill": { + "acrobatics": "+8", + "perception": "+6", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "Common", + "Void Speech" + ], + "cr": "10", + "trait": [ + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny human skull. The swarm can't regain hp or gain temporary hp." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The bone swarm doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bone swarm makes two Swirling Bones attacks. It can replace one Swirling Bones attack with one Death's Embrace attack, if available." + ] + }, + { + "name": "Swirling Bones", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 0 ft., one creature in the swarm's space. {@h}36 ({@dice 8d8}) bludgeoning, 36 ({@dice 8d8}) piercing, or 36 ({@damage 8d8}) slashing damage (the bone swarm's choice), or 18 ({@dice 4d8}) bludgeoning, 8 ({@dice 4d8}) piercing, or 8 ({@damage 4d8}) slashing damage (the bone swarm's choice) if the swarm has half of its hp or fewer." + ] + }, + { + "name": "Death's Embrace {@recharge 5}", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 0 ft., one creature in the swarm's space. {@h}The target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature. Until this grapple ends, the creature is {@condition restrained} and any attack against the bone swarm has a 50 percent chance of hitting the {@condition grappled} creature instead. The bone swarm can have only one creature {@condition grappled} at a time. The {@condition grappled} creature has advantage on ability checks made to escape the grapple when the bone swarm has half of its hp or fewer." + ] + } + ], + "environment": [ + "hill", + "mountain", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bonepowder Ghoul", + "source": "ToB1-2023", + "page": 201, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 180, + "formula": "24d6 + 96" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 20, + "con": 18, + "int": 19, + "wis": 15, + "cha": 18, + "save": { + "dex": "+9", + "con": "+8", + "wis": "+6", + "cha": "+8" + }, + "skill": { + "perception": "+6", + "stealth": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul", + "Draconic", + "Dwarvish" + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting (Coalesced Form Only)", + "type": "spellcasting", + "headerEntries": [ + "The bonepowder ghoul casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell dispel magic}", + "{@spell mage hand}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "1": [ + "{@spell phantasmal killer}" + ], + "3e": [ + "{@spell blindness/deafness}", + "{@spell fear}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Amorphous (Dust Form Only)", + "entries": [ + "The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Hungry Dead Nature", + "entries": [ + "The ghoul requires no air or sleep." + ] + }, + { + "name": "Turning Defiance", + "entries": [ + "The bonepowder ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bonepowder ghoul makes two Bite attacks. It can replace one Bite attack with a use of Gravedust or Spellcasting. If both Bite attacks hit the same creature, the target must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage plus 9 ({@damage 2d8}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If the target is a Humanoid, it must succeed on a {@dc 17} Constitution saving throw or contract the darakhul fever disease." + ] + }, + { + "name": "Gravedust", + "entries": [ + "The ghoul projects a 30-foot cone of grave dust. Each creature in the area must succeed on a {@dc 17} Dexterity saving throw or take 13 ({@damage 3d8}) necrotic damage. If a creature is a Humanoid, it must also succeed on a {@dc 17} Constitution saving throw or contract the darakhul fever disease." + ] + }, + { + "name": "Whirlwind (Dust Form Only; Recharge 5-6)", + "entries": [ + "The ghoul creates a whirlwind of bones and teeth in a 20-foot cube originating from it. Each creature in that area must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 55 ({@damage 10d10}) slashing damage, and its Strength score is reduced by {@dice 1d6}. The creature dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. On a success, a creature takes half the damage and its Strength score isn't reduced." + ] + } + ], + "reaction": [ + { + "name": "Coalesce", + "entries": [ + "When a bonepowder ghoul deals necrotic damage with Gravedust to at least one creature that isn't a Construct or Undead, it can magically transform from its dusty form into a coalesced form. Its statistics are the same in each form, except it can speak audibly only in its coalesced form. The coalesced form lasts for a number of minutes equal to the total necrotic damage it dealt with Gravedust to creatures that aren't Constructs or Undead or until the ghoul ends it as a bonus action." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Amorphous", + "Turn Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D", + "DR" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "Y" + ], + "spellcastingTags": [ + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "conditionInflictSpell": [ + "blinded", + "deafened", + "frightened" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "savingThrowForcedSpell": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bouda", + "source": "ToB1-2023", + "page": 42, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(50 ft. in hyena form)" + } + }, + "str": 19, + "dex": 14, + "con": 18, + "int": 10, + "wis": 12, + "cha": 15, + "save": { + "dex": "+5", + "con": "+7", + "wis": "+4", + "cha": "+5" + }, + "skill": { + "athletics": "+7", + "deception": "+5", + "intimidation": "+5", + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "magic. the bouda senses magic within 30 feet of it at will. this trait otherwise works like the detect magic spell but isn't itself magical." + ], + "passive": 14, + "resist": [ + "acid", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 100 ft." + ], + "cr": "5", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bouda makes one Bite attack and one Mephitic Claw attack." + ] + }, + { + "name": "Bite (Giant Hyena or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Mephitic Claw (Giant Hyena or Hybrid Form Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Ravenous Gorge", + "entries": [ + "The bouda consumes the organs of a corpse within 5 feet of it that is less than 7 days old. It gains temporary hp equal to twice the dead creature's CR for 1 hour. The bouda can't use Ravenous Gorge on a corpse if it or another bouda has already use Ravenous Gorge on the corpse." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The bouda transforms into a human, a hyena, or back into its true form, which is a hyena-human hybrid. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies, then crumbles to dust moments later." + ] + }, + { + "name": "Defiling Smear (1/Day)", + "entries": [ + "The bouda secretes a disgusting whitish-yellow substance with the viscosity of tar and smears the substance on an object, unoccupied space, or creature within 5 feet of it. An unwilling creature must succeed on a {@dc 15} Dexterity saving throw to avoid the smear. Each creature, other than a bouda or hyena, that starts its turn within 30 feet of the smeared target must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that source of Defiling Smear for the next 24 hours. The stench of a smear remains potent for 7 days or until removed by the {@spell greater restoration} spell or similar magic." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Broodiken", + "source": "ToB1-2023", + "page": 43, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d4 + 24" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 8, + "dex": 14, + "con": 16, + "int": 2, + "wis": 10, + "cha": 6, + "skill": { + "perception": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "cr": "1", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The broodiken doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The broodiken is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The broodiken has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Shared Rage", + "entries": [ + "The broodiken can't speak with its creator telepathically, but it can magically receive simple ideas, emotions, and images telepathically from its creator while within 100 feet of its creator. The creator can send the broodiken an image of a creature and emotion or simple idea tied to it, such as anger or retrieval, and the broodiken will seek the creature to carry out the emotion or desire. As long as the broodiken is following such an order, it can be more than 100 feet away from its master without wailing." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) piercing damage, and the broodiken attaches to the target. While attached, the broodiken can't attack, and at the start of each of the broodiken's turns, the target takes 9 ({@damage 2d6 + 2}) piercing damage.", + "The attached broodiken moves with the target whenever the target moves, requiring none of the broodiken's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the broodiken by succeeding on a {@dc 9} Strength check." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bucca", + "source": "ToB1-2023", + "page": 44, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 27, + "formula": "5d4 + 15" + }, + "speed": { + "walk": 20, + "fly": 30 + }, + "str": 10, + "dex": 16, + "con": 17, + "int": 13, + "wis": 9, + "cha": 16, + "skill": { + "perception": "+1", + "sleight of hand": "+7", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Darakhul", + "Dwarvish" + ], + "cr": "1/2", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The bucca doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "The bucca takes 1 radiant damage each minute it is exposed to sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Treasure Sense", + "entries": [ + "The bucca can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it." + ] + } + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The bucca magically turns {@condition invisible} until it attacks, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the bucca wears or carries is {@condition invisible} with it." + ] + } + ], + "environment": [ + "underdark" + ], + "attachedItems": [ + "dagger|phb" + ], + "traitTags": [ + "Flyby", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "D" + ], + "damageTags": [ + "P", + "R" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "invisible", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Bukavac", + "source": "ToB1-2023", + "page": 45, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 199, + "formula": "21d10 + 84" + }, + "speed": { + "walk": 40, + "swim": 20 + }, + "str": 20, + "dex": 17, + "con": 18, + "int": 7, + "wis": 15, + "cha": 12, + "save": { + "dex": "+7", + "con": "+8" + }, + "skill": { + "perception": "+10", + "stealth": "+11" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 20, + "immune": [ + "thunder" + ], + "languages": [ + "Sylvan" + ], + "cr": "9", + "trait": [ + { + "name": "Hold Breath", + "entries": [ + "The bukavac can hold its breath for 20 minutes." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "A bukavac's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The bukavac makes one Bite attack, one Gore attack, and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Medium or smaller creature. The bukavac can have no more than two creatures {@condition grappled} at a time." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage." + ] + }, + { + "name": "Croaking Blast {@recharge 5}", + "entries": [ + "A bukavac can emit a howling thunderclap in a 15-foot radius. Each creature in that area must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 36 ({@damage 8d8}) thunder damage and is {@condition deafened} until cured by the {@spell lesser restoration} spell or similar magic. On a success, a creature takes half the damage and isn't {@condition deafened}." + ] + } + ], + "environment": [ + "forest", + "underwater" + ], + "traitTags": [ + "Hold Breath" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "P", + "S", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "deafened", + "grappled" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Buraq", + "source": "ToB1-2023", + "page": 46, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 152, + "formula": "16d8 + 80" + }, + "speed": { + "walk": 60, + "fly": 90 + }, + "str": 15, + "dex": 18, + "con": 20, + "int": 18, + "wis": 18, + "cha": 20, + "save": { + "con": "+9", + "wis": "+8", + "cha": "+9" + }, + "skill": { + "history": "+8", + "religion": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 14, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "Celestial", + "Common", + "Primordial", + "telepathy 120 ft." + ], + "cr": "11", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The buraq casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell comprehend languages}", + "{@spell detect evil and good}", + "{@spell holy aura}", + "{@spell pass without trace}" + ], + "daily": { + "3e": [ + "{@spell haste}", + "{@spell longstrider}" + ], + "1e": [ + "{@spell plane shift}", + "{@spell wind walk}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Angelic Weapons", + "entries": [ + "The buraq's attacks are magical. When the buraq hits with any weapon, the weapon deals an extra {@damage 4d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The buraq has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Night Journey", + "entries": [ + "When outdoors at night, the distance of the buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey, and for the next 24 hours, it can Teleport as a bonus action. When on a night journey, the buraq can teleport as often as it wants, and its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, the buraq can use a bonus action to return itself and its rider to the location where it began the night journey." + ] + }, + { + "name": "Powerful Steed", + "entries": [ + "The buraq is considered to be a Large animal for the purpose of determining its carrying capacity and its ability to carry a rider." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The buraq makes two Hooves attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Hooves", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage." + ] + }, + { + "name": "Teleport (1/Day)", + "entries": [ + "The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "CE", + "P", + "TP" + ], + "damageTags": [ + "B", + "R" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "blinded", + "incapacitated" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Burrowling", + "source": "ToB1-2023", + "page": 47, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "burrowling" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 27, + "formula": "6d6 + 6" + }, + "speed": { + "walk": 30, + "burrow": 10 + }, + "str": 10, + "dex": 16, + "con": 12, + "int": 9, + "wis": 12, + "cha": 13, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Burrow Awareness", + "entries": [ + "A burrowling has advantage on Wisdom ({@skill Perception}) checks if at least one other burrowling within 10 feet of it isn't {@condition incapacitated}." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The burrowling has advantage on attack rolls against a creature if at least one of the burrowling's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The burrowling makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage." + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "attachedItems": [ + "sling|phb" + ], + "traitTags": [ + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cactid", + "source": "ToB1-2023", + "page": 48, + "size": [ + "L" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "8d10 + 32" + }, + "speed": { + "walk": 15 + }, + "str": 16, + "dex": 8, + "con": 18, + "int": 5, + "wis": 10, + "cha": 9, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 10, + "resist": [ + "bludgeoning", + "piercing" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "blinded", + "deafened" + ], + "languages": [ + "understands Sylvan but can't speak" + ], + "cr": "3", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The cactid makes two Tendril attacks and uses Reel." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 15 ft., one creature. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 3 ({@damage 1d6}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Medium or smaller creature. Until this grapple ends, the target is {@condition restrained}, and if it isn't a Construct or Undead, the cactid begins draining fluid from the target's body. At the start of each of the {@condition grappled} creature's turns, the creature must make a {@dc 13} Constitution saving throw. On a failure, its hp maximum is reduced by 3 ({@dice 1d6}). This reduction lasts until the creature finishes a long rest after drinking at least one gallon of water. The {@condition grappled} creature dies if this effect reduces its hp maximum to 0. The cactid has two tendrils, each of which can grapple only one target." + ] + }, + { + "name": "Reel", + "entries": [ + "The cactid pulls each creature {@condition grappled} by it up to 10 feet straight toward it." + ] + } + ], + "reaction": [ + { + "name": "Hail of Needles (1/Day)", + "entries": [ + "When reduced to below half its hp maximum, the cactid releases a hail of needles. Each creature within 15 feet of the cactid must make a {@dc 14} Dexterity saving throw, taking 10 ({@damage 3d6}) piercing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "S" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cambium", + "source": "ToB1-2023", + "page": 49, + "size": [ + "L" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 264, + "formula": "23d10 + 138" + }, + "speed": { + "walk": 40, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 16, + "con": 23, + "int": 17, + "wis": 16, + "cha": 18, + "save": { + "dex": "+8", + "con": "+11", + "int": "+8", + "wis": "+8", + "cha": "+9" + }, + "skill": { + "arcana": "+8", + "deception": "+9", + "insight": "+8", + "medicine": "+8", + "perception": "+8", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned", + "prone" + ], + "languages": [ + "Common", + "Draconic", + "Infernal" + ], + "cr": "14", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The cambium casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell alter self}", + "{@spell detect thoughts}", + "{@spell spare the dying}" + ], + "daily": { + "1": [ + "{@spell plane shift} (self only)" + ], + "3e": [ + "{@spell hold person}", + "{@spell protection from poison}", + "{@spell heal}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The cambium makes four Needle Fingers or Poison Ray attacks. It can replace two attacks with a use of Spellcasting." + ] + }, + { + "name": "Needle Fingers", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage." + ] + }, + { + "name": "Poison Ray", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}22 ({@damage 4d8 + 4}) poison damage, and the target must succeed on a {@dc 17} Constitution saving throw or become {@condition poisoned} until the end of its next turn." + ] + } + ], + "bonus": [ + { + "name": "Damage Ability", + "entries": [ + "The cambium twists the bodily humors of a creature within 30 feet of it that isn't a Construct or Undead and that it hit with Needle Fingers in the past minute. The target must succeed on a {@dc 17} Constitution saving throw or its Strength, Dexterity, or Constitution score (the cambium's choice) is reduced by {@dice 1d4}. The target falls {@condition unconscious} if this reduces an ability score to 0. This reduction lasts until the target finishes a long rest." + ] + }, + { + "name": "Imbalance Humors", + "entries": [ + "If the cambium has hit a creature that isn't a Construct or Undead with Needle Fingers in the past minute, it can cause a surge in one of the target's bodily humors, causing an imbalance. The target must succeed on a {@dc 17} Constitution saving throw or suffer one of the following effects of the cambium's choice. Unless noted otherwise, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "• Sanguine Flux", + "entries": [ + "The target can't regain hp\u2014naturally or magically\u2014until after it finishes a long rest." + ] + }, + { + "name": "• Choleric Flux", + "entries": [ + "The target becomes confused for 1 minute. This effect works as if the target failed a saving throw against the {@spell confusion} spell, except the cambium doesn't have to maintain {@status concentration}." + ] + }, + { + "name": "• Melancholic Flux", + "entries": [ + "The target is {@condition incapacitated} and its speed is halved for 1 minute." + ] + }, + { + "name": "• Phlegmatic Flux", + "entries": [ + "The target is {@condition poisoned} for 1 minute." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "I" + ], + "damageTags": [ + "I", + "P" + ], + "damageTagsSpell": [ + "B", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "incapacitated", + "poisoned" + ], + "conditionInflictSpell": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "charisma", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Carrion Beetle", + "source": "ToB1-2023", + "page": 50, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 127, + "formula": "15d10 + 45" + }, + "speed": { + "walk": 30, + "burrow": 20, + "climb": 10 + }, + "str": 19, + "dex": 12, + "con": 17, + "int": 1, + "wis": 13, + "cha": 10, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "conditionImmune": [ + "paralyzed" + ], + "cr": "4", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The beetle makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft, one target. {@h}10 ({@damage 1d12 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + }, + { + "name": "Acid Spit {@recharge 5}", + "entries": [ + "The carrion beetle spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Dexterity saving throw, taking 26 ({@damage 4d12}) acid damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "underdark" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Caustic Charger", + "source": "ToB1-2023", + "page": 51, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 133, + "formula": "14d12 + 42" + }, + "speed": { + "walk": 30, + "burrow": 10 + }, + "str": 19, + "dex": 11, + "con": 16, + "int": 4, + "wis": 10, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "acid" + ], + "cr": "7", + "trait": [ + { + "name": "Straddler", + "entries": [ + "The caustic charger can end its move in the space of a {@condition prone} Large or smaller creature. A creature standing up from {@condition prone} in the same space as the charger can move to a space within 5 feet of the charger as part of standing up." + ] + }, + { + "name": "Wastes Walk", + "entries": [ + "Difficult terrain composed of rocks or sand doesn't cost the caustic charger extra movement." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The caustic charger makes two Ram attacks. It can replace one Ram attack with a Tentacles attack." + ] + }, + { + "name": "Ram", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage, and if the target is a Large or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the charger moved at least 10 feet straight toward the target immediately before the hit, the target has disadvantage on the saving throw." + ] + }, + { + "name": "Tentacles", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 14 ({@damage 4d6}) acid damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 minute. The {@condition paralyzed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the caustic charger attacks a target that is not in the charger's space, the target takes half the acid damage and has advantage on the saving throw." + ] + } + ], + "bonus": [ + { + "name": "Slurp", + "entries": [ + "The caustic charger feeds on a creature {@condition paralyzed} by its Tentacles attack. The target must succeed on a {@dc 15} Constitution saving throw or its hp maximum is reduced by half the amount of acid damage dealt by the Tentacles attack that caused the paralysis, and the charger regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." + ] + } + ], + "environment": [ + "badlands", + "grassland" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "A", + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed", + "prone" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cave Dragon Wyrmling", + "source": "ToB1-2023", + "page": 115, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "7d8 + 21" + }, + "speed": { + "walk": 30, + "burrow": 20, + "fly": 20 + }, + "str": 19, + "dex": 12, + "con": 17, + "int": 8, + "wis": 10, + "cha": 12, + "save": { + "dex": "+3", + "con": "+5", + "wis": "+2", + "cha": "+3" + }, + "skill": { + "perception": "+4", + "stealth": "+3" + }, + "senses": [ + "blindsight 10 ft.", + "tremorsense 60 ft." + ], + "passive": 14, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "poisoned" + ], + "languages": [ + "Draconic" + ], + "cr": "2", + "trait": [ + { + "name": "Darkness Shroud", + "entries": [ + "The cave dragon naturally suppresses light near it. Bright light within 15 feet of the dragon becomes dim light, and dim light within 15 feet becomes nonmagical darkness." + ] + }, + { + "name": "Magical Tunneler", + "entries": [ + "The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 3 ({@damage 1d6}) poison damage." + ] + }, + { + "name": "Poison Breath {@recharge 5}", + "entries": [ + "The dragon exhales a cone of black, poisonous gas in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition poisoned}." + ] + } + ], + "environment": [ + "underdark" + ], + "dragonAge": "wyrmling", + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "DR" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true + }, + { + "name": "Cavelight Moss", + "source": "ToB1-2023", + "page": 52, + "size": [ + "L" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 5, + "climb": 15 + }, + "str": 20, + "dex": 10, + "con": 18, + "int": 1, + "wis": 13, + "cha": 5, + "senses": [ + "tremorsense 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "slashing", + "acid", + "cold", + "fire" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "deafened", + "frightened", + "paralyzed", + "prone", + "stunned", + "unconscious" + ], + "cr": "4", + "trait": [ + { + "name": "Variable Illumination", + "entries": [ + "The cavelight moss sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The moss can alter the radius as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The cavelight moss makes two Tendrils attacks. If both attacks hit a Large or smaller creature, the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and at the start of each of the target's turns, it must succeed on a {@dc 15} Constitution saving throw or suffer one level of {@condition exhaustion}. The cavelight moss then gains 5 temporary hp. A creature that succeeds on the saving throw can't suffer further levels of {@condition exhaustion} from the cavelight moss's grapple for the next 24 hours. The cavelight moss can have only one creature {@condition grappled} at a time." + ] + }, + { + "name": "Tendrils", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage." + ] + } + ], + "environment": [ + "underdark" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Chained Angel", + "source": "ToB1-2023", + "page": 18, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 121, + "formula": "22d8 + 22" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 18, + "dex": 16, + "con": 12, + "int": 12, + "wis": 18, + "cha": 20, + "save": { + "dex": "+6", + "wis": "+7", + "cha": "+8" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "darkvision 200 ft." + ], + "passive": 17, + "resist": [ + "piercing" + ], + "immune": [ + "fire", + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion" + ], + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "8", + "trait": [ + { + "name": "Immortal Nature", + "entries": [ + "The chained angel doesn't require food, drink, or sleep." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The chained angel has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Redemption", + "entries": [ + "When a creature casts the {@spell knock} spell on the chained angel's chains, the chains release a blast of unholy flame. The spellcaster must make a {@dc 16} Dexterity saving throw, taking 16 ({@damage 3d10}) fire damage and 16 ({@damage 3d10}) radiant damage on a failed save, or half as much damage on a successful one. If the spellcaster survives, the chained angel must immediately make a {@dc 17} Wisdom saving throw. On a success, the angel's chains fall away. It is restored to its senses and the form it had before it was chained, typically a deva. On a failure, the chained angel remains chained for 7 days, and during that time, any further attempts to cast {@spell knock} on the angel's chains fail." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The chained angel makes two Fiery Greatsword attacks." + ] + }, + { + "name": "Fiery Greatsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 16 ({@damage 3d10}) fire damage." + ] + }, + { + "name": "Fallen Glory {@recharge 5}", + "entries": [ + "Each creature the chained angel can see within 50 feet of it must make a {@dc 15} Strength saving throw. On a failure, a creature takes 19 ({@damage 3d12}) radiant damage and is knocked {@condition prone}. On a success, a creature takes half the damage and isn't knocked {@condition prone}." + ] + } + ], + "reaction": [ + { + "name": "Fiendish Cunning", + "entries": [ + "When a creature the chained angel can see within 60 feet of it casts a spell that appears on the cleric or paladin spell list, the chained angel can counter the spell with a successful ability check. This works like the {@spell counterspell} spell with a +5 spellcasting ability check, except the chained angel must make the ability check no matter the level of the spell." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "F", + "R", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Chelicerae", + "source": "ToB1-2023", + "page": 53, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d10 + 54" + }, + "speed": { + "walk": 40, + "climb": 30 + }, + "str": 22, + "dex": 17, + "con": 17, + "int": 18, + "wis": 15, + "cha": 14, + "save": { + "dex": "+6", + "wis": "+5", + "cha": "+5" + }, + "skill": { + "acrobatics": "+6", + "athletics": "+9", + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The chelicerae casts one of the following spells, requiring no material or verbal components and using Intelligence as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell mage hand}", + "{@spell minor illusion}" + ], + "daily": { + "1e": [ + "{@spell haste}", + "{@spell hold person}", + "{@spell invisibility}", + "{@spell phantasmal killer}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The chelicerae has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The chelicerae can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The chelicerae makes one Bite attack and two Claw attacks. It can replace the Bite attack with a use of Spellcasting." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} for 1 minute. If the target is a Medium or smaller creature and the chelicerae doesn't have another creature {@condition grappled}, the target is {@condition grappled} (escape {@dc 15}). A {@condition poisoned} target is also {@condition unconscious} while {@condition poisoned} in this way. The {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the {@condition poisoned} condition on itself on a success." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage." + ] + }, + { + "name": "Magical Discharge (Recharge Special)", + "entries": [ + "The chelicerae releases some of its stored magical energy in a burst. Each creature within 15 feet of the chelicerae must make a {@dc 15} Dexterity saving throw, taking 36 ({@damage 8d8}) force damage on a failed save, or half as much damage on a successful one. After using Magical Discharge, the chelicerae can't do so again until it successfully siphons magic from a creature or until it finishes a long rest." + ] + } + ], + "bonus": [ + { + "name": "Nimble Moves", + "entries": [ + "The chelicerae takes the Dash or Disengage action." + ] + }, + { + "name": "Siphon Magic", + "entries": [ + "The chelicerae siphons magic from a spellcaster it is grappling. The target must succeed on a {@dc 15} Intelligence saving throw or lose one spell slot of the highest level it can cast. The chelicerae then regains an expended use of its Spellcasting." + ] + } + ], + "environment": [ + "badlands", + "forest" + ], + "traitTags": [ + "Magic Resistance", + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "O", + "P", + "S" + ], + "damageTagsSpell": [ + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "unconscious" + ], + "conditionInflictSpell": [ + "frightened", + "invisible", + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "intelligence" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Chernomoi", + "source": "ToB1-2023", + "page": 54, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 32, + "formula": "5d4 + 20" + }, + "speed": { + "walk": 20, + "fly": 20 + }, + "str": 9, + "dex": 18, + "con": 18, + "int": 12, + "wis": 11, + "cha": 16, + "skill": { + "acrobatics": "+6", + "perception": "+2", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "cr": "1", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The chernomoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell detect magic}", + "{@spell mage hand}", + "{@spell mending}", + "{@spell message}", + "{@spell prestidigitation}" + ], + "daily": { + "1e": [ + "{@spell detect poison and disease}", + "{@spell dimension door}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + }, + { + "name": "Shriek {@recharge 5}", + "entries": [ + "The chernomoi emits a loud shriek that is audible out to 100 feet. Each creature within 60 feet of the chernomoi and that can hear it must make a {@dc 13} Constitution saving throw, taking 10 ({@damage 3d6}) thunder damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The chernomoi magically turns {@condition invisible} until it attacks or uses Spellcasting, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the chernomoi wears or carries is {@condition invisible} with it." + ] + } + ], + "environment": [ + "underdark" + ], + "attachedItems": [ + "scimitar|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "damageTags": [ + "S", + "T" + ], + "damageTagsSpell": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Child of the Briar", + "source": "ToB1-2023", + "page": 55, + "size": [ + "T" + ], + "type": "plant", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 50, + "formula": "20d4" + }, + "speed": { + "walk": 20, + "climb": 10 + }, + "str": 6, + "dex": 17, + "con": 11, + "int": 13, + "wis": 10, + "cha": 14, + "skill": { + "perception": "+4", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "vulnerable": [ + "fire" + ], + "languages": [ + "Briarclick", + "Common", + "Sylvan" + ], + "cr": "1", + "trait": [ + { + "name": "Fey Ancestry", + "entries": [ + "The child of the briar has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The child of the briar makes two Claw attacks. If both attacks hit a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 13}). At the start of each of the {@condition grappled} creature's turns, it takes 2 ({@damage 1d4}) piercing damage. The child of the briar can have only one target {@condition grappled} at a time." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Spitdart Tongue {@recharge 4}", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Entangle", + "entries": [ + "While within 10 feet of at least one other child of the briar, this child can cast the {@spell entangle} spell (spell save {@dc 13}). Each friendly child of the briar within 30 feet of this child can use its reaction to join the casting. For each child beyond the first participating in the casting, the save DC increases by 1, to a maximum of {@dc 17}, and the size increases by 5 feet, to a maximum of a 40-foot square. The entangled area must include at least one of the children involved in the casting. All participating children of the briar are immune to the spell's effects." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Fey Ancestry" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "grappled" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Chort Devil", + "source": "ToB1-2023", + "page": 93, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 187, + "formula": "15d8 + 120" + }, + "speed": { + "walk": 30 + }, + "str": 24, + "dex": 20, + "con": 26, + "int": 18, + "wis": 20, + "cha": 20, + "save": { + "str": "+11", + "dex": "+9", + "con": "+12", + "int": "+8", + "cha": "+9" + }, + "skill": { + "athletics": "+11", + "deception": "+9", + "insight": "+9", + "perception": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 19, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The chort devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell charm person}", + "{@spell illusory script} (as an action)" + ], + "daily": { + "1": [ + "{@spell haste}" + ], + "3e": [ + "{@spell dispel magic}", + "{@spell modify memory}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the chort devil's darkvision." + ] + }, + { + "name": "Hellish Weapons", + "entries": [ + "The chort devil's weapon attacks are magical. When the devil hits with any weapon, the weapon deals an extra {@damage 4d6} fire damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The chort devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The chort devil makes one Claw attack and two Ranseur attacks, or it makes four Hurl Flame attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d4 + 7}) slashing damage plus 14 ({@damage 4d6}) fire damage, and the target must succeed on a {@dc 17} Constitution saving throw or have disadvantage on ability checks and saving throws that use Charisma for 1 hour or until cured by a {@spell lesser restoration} spell or similar magic." + ] + }, + { + "name": "Ranseur", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}12 ({@damage 1d10 + 7}) piercing damage plus 14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Hurl Flame", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}19 ({@damage 4d6 + 5}) fire damage." + ] + }, + { + "name": "Teleport", + "entries": [ + "The chort devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + } + ], + "environment": [ + "farmland", + "planar", + "urban" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflictSpell": [ + "charmed", + "incapacitated" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Chronalmental", + "source": "ToB1-2023", + "page": 56, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 142, + "formula": "15d10 + 60" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 20, + "con": 19, + "int": 9, + "wis": 13, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "restrained", + "unconscious" + ], + "languages": [ + "Celestial", + "Infernal" + ], + "cr": "8", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The chronalmental doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Temporal Body", + "entries": [ + "When a chronalmental is subjected to a {@spell slow} spell, {@spell haste} spell, or similar effect, it automatically succeeds on any saving throws required by the spell or effect and regains 13 {@dice 3d8} hp." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The chronalmental makes three Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage." + ] + }, + { + "name": "Steal Time (1/Day)", + "entries": [ + "The chronalmental steals time from one creature it can see within 30 feet of it, drawing the stolen time into itself. The target must make a {@dc 16} Wisdom saving throw. On a failure, the target's speed is halved, and it can take either an action or a bonus action on its turn, but not both for 1 minute. Then, the chronalmental's position in the initiative order increases by 10, its speed increases by 30 feet, and when it takes the Multiattack action, it can make one additional Slam attack. The target can repeat the saving throw at the end of each of its turns, ending the effects on itself and the chronalmental on a success." + ] + }, + { + "name": "Displace {@recharge 5}", + "entries": [ + "The chronalmental sends one creature it can see within 30 feet of it outside of the flow of time, shunting the creature to a tiny demiplane. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition stunned} and magically shunted outside of time for 1 minute. The creature disappears for the duration, returning to the space it previously occupied, or the nearest unoccupied space, when the effect ends. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success." + ] + } + ], + "reaction": [ + { + "name": "Step Between Seconds {@recharge 4}", + "entries": [ + "When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 60 feet that it occupied within the past minute." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "I" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cikavak", + "source": "ToB1-2023", + "page": 57, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + 12 + ], + "hp": { + "average": 17, + "formula": "7d4" + }, + "speed": { + "walk": 10, + "fly": 40 + }, + "str": 4, + "dex": 15, + "con": 10, + "int": 12, + "wis": 12, + "cha": 4, + "skill": { + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "acid", + "fire", + "poison" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "1/8", + "trait": [ + { + "name": "Limited Telepathy", + "entries": [ + "The cikavak can magically communicate simple ideas, emotions, and images telepathically with any creature that touches it and that can understand a language." + ] + }, + { + "name": "Speak with Beasts", + "entries": [ + "The cikavak can communicate with Beasts as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 4} to hit, range 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Silencing Squawk {@recharge}", + "entries": [ + "The cikavak lets out a magical squawk in a 30-foot cone. Each creature in that area must succeed on a {@dc 11} Constitution saving throw or be {@condition deafened} and unable to speak for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "deafened" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Citrullus", + "source": "ToB1-2023", + "page": 58, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 15 + }, + "str": 18, + "dex": 8, + "con": 16, + "int": 3, + "wis": 10, + "cha": 1, + "senses": [ + "blindsight 30 ft." + ], + "passive": 10, + "immune": [ + "acid" + ], + "vulnerable": [ + "bludgeoning" + ], + "cr": "3", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the citrullus remains motionless, it is indistinguishable from a normal melon plant." + ] + }, + { + "name": "Gush", + "entries": [ + "When the citrullus takes bludgeoning damage, sticky juice splashes out of it. If the attacker is within 30 feet of the citrullus, the attacker must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained} by the sticky juice as if it had failed a saving throw against the plant's Bile Spray action." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}18 ({@damage 4d6 + 4}) piercing damage plus 7 ({@damage 2d6}) acid damage." + ] + }, + { + "name": "Bile Spray {@recharge 5}", + "entries": [ + "The citrullus exhales pink bile in a 30-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failure, the creature takes 14 ({@damage 4d6}) acid damage and is {@condition restrained} by the sticky seed-filled juice for 1 minute. On a success, the creature takes half the damage and isn't {@condition restrained}. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check." + ] + } + ], + "bonus": [ + { + "name": "Creeping Seedlings", + "entries": [ + "The seeds in the sticky juice grow viny tendrils and drag each creature {@condition restrained} by Bile Spray and Gush up to 25 feet straight toward the citrullus." + ] + } + ], + "environment": [ + "desert", + "forest", + "hill" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "A", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "City Watch Captain", + "source": "ToB1-2023", + "page": 407, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "L", + "G", + "NY", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 91, + "formula": "14d8 + 28" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 16, + "con": 14, + "int": 10, + "wis": 11, + "cha": 13, + "skill": { + "perception": "+4" + }, + "passive": 14, + "languages": [ + "any one language (usually Common)" + ], + "cr": "4", + "trait": [ + { + "name": "Point Blank Fencer", + "entries": [ + "A rapier deals one extra die of its damage when the city watch captain hits with it (included in the attack). In addition, the captain ignores the loading property of crossbows and doesn't have disadvantage on the attack roll with a crossbow from being within 5 feet of a hostile creature. The captain may still have disadvantage on such an attack from other sources." + ] + }, + { + "name": "Tactical Insight", + "entries": [ + "The city watch captain has advantage on initiative rolls, and friendly creatures within 30 feet of the captain and under the captain's command can choose to take the captain's initiative instead of their own when combat starts." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The city watch captain can use its Issue Orders. It then makes two Rapier attacks or three Light Crossbow attacks, or it makes one Rapier attack and two Light Crossbow attacks." + ] + }, + { + "name": "Rapier", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage. Instead of dealing damage, the city watch captain can force the target to drop one weapon it is wielding or drop one item it is carrying. If the captain chooses to make the target drop an item, the item can't be wrapped around or firmly attached to the target, such as a shirt or armor. The item lands in a space of the captain's choice within 5 feet of the target." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage." + ] + }, + { + "name": "Issue Orders", + "entries": [ + "The city watch captain shouts orders at up to two friendly creatures it can see within 30 feet of it. Each target can do one of the following as a reaction:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "• Attack", + "entries": [ + "The target makes one weapon attack with advantage." + ] + }, + { + "type": "item", + "name": "• Defend", + "entries": [ + "The target gains a +2 bonus to its Armor Class until the start of the captain's next turn." + ] + }, + { + "type": "item", + "name": "• Reposition", + "entries": [ + "The target moves up to half its speed without provoking opportunity attacks." + ] + } + ] + } + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "light crossbow|phb", + "rapier|phb" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "X" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Abomination", + "source": "ToB1-2023", + "page": 59, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "8d10 + 32" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 21, + "dex": 12, + "con": 18, + "int": 10, + "wis": 10, + "cha": 12, + "save": { + "dex": "+4", + "con": "+7" + }, + "skill": { + "athletics": "+8", + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common", + "Infernal" + ], + "cr": "5", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The clockwork abomination doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Explosive Infernal Power Source", + "entries": [ + "When a clockwork abomination is destroyed, its infernal battery explodes. Each creature within 10 feet of the abomination must make a {@dc 14} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The clockwork abomination is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clockwork abomination has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Unstoppable", + "entries": [ + "Moving through difficult terrain doesn't cost the clockwork abomination extra movement, and its speed can't be reduced." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The clockwork abomination makes one Bite attack and one Slam attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The clockwork abomination's infernal power source allows it to breathe fire in a 30-foot cone. Each creature in the area must make a {@dc 14} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "I" + ], + "damageTags": [ + "B", + "F", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Beetle", + "source": "ToB1-2023", + "page": 60, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 20, + "formula": "8d4" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 8, + "dex": 16, + "con": 10, + "int": 4, + "wis": 12, + "cha": 7, + "save": { + "dex": "+5" + }, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "1/2", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The clockwork beetle doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The clockwork beetle is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Limited Telepathy", + "entries": [ + "The clockwork beetle can magically transmit simple messages and images to its owner, provided the owner is within 100 feet of it." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clockwork beetle has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage, and the target must make a {@dc 10} Constitution saving throw, taking 5 ({@damage 2d4}) poison damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Beetle Swarm", + "source": "ToB1-2023", + "page": 60, + "size": [ + "L" + ], + "type": { + "type": "construct", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d10 + 8" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 8, + "dex": 16, + "con": 12, + "int": 1, + "wis": 12, + "cha": 7, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "3", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The swarm doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The swarm has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and it can move through any opening large enough for a Tiny Construct. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one target in the swarm's space. {@h}18 ({@damage 4d8}) piercing damage, or 9 ({@damage 2d8}) piercing damage if the swarm has half of its hp or fewer, plus 3 ({@damage 1d6}) poison damage." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Hound", + "source": "ToB1-2023", + "page": 61, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 71, + "formula": "11d8 + 22" + }, + "speed": { + "walk": 50 + }, + "str": 16, + "dex": 15, + "con": 14, + "int": 1, + "wis": 10, + "cha": 1, + "save": { + "dex": "+4", + "con": "+4" + }, + "skill": { + "athletics": "+7", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The clockwork hound doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Diligent Tracker", + "entries": [ + "The clockwork hound has advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks that rely on scent or that are made to find a creature." + ] + }, + { + "name": "Explosive Core", + "entries": [ + "The mechanism that powers the hound explodes when the Construct is destroyed. Each creature within 5 feet of the hound when it is destroyed must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The clockwork hound is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clockwork hound has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d10 + 3}) piercing damage." + ] + }, + { + "name": "Tripping Tongue", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, and the target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Huntsman", + "source": "ToB1-2023", + "page": 62, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 99, + "formula": "18d8 + 18" + }, + "speed": { + "walk": 40 + }, + "str": 17, + "dex": 14, + "con": 12, + "int": 4, + "wis": 10, + "cha": 1, + "save": { + "str": "+5", + "dex": "+4" + }, + "skill": { + "perception": "+4", + "survival": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "3", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The clockwork huntsman doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Explosive Core", + "entries": [ + "The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Each creature within 5 feet of the huntsman when it is destroyed must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The clockwork huntsman is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clockwork huntsman has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The clockwork huntsman makes one Slam attack and two Longsword attacks. It can replace its Slam attack with a Net Cannon attack." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Net Cannon (4/Day)", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 10/20 ft., one target. {@h}If the target is a Large or smaller creature, it is {@condition restrained}. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within its chest. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 10} Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature." + ] + } + ], + "bonus": [ + { + "name": "Reel", + "entries": [ + "The clockwork huntsman pulls a creature {@condition restrained} by its net up to 15 feet straight toward it." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "longsword|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "B", + "F", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Myrmidon", + "source": "ToB1-2023", + "page": 63, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d10 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 14, + "con": 16, + "int": 6, + "wis": 10, + "cha": 1, + "save": { + "str": "+8", + "dex": "+5" + }, + "skill": { + "athletics": "+8", + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "6", + "trait": [ + { + "name": "Alchemical Fireball", + "entries": [ + "The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. Each creature within 10 feet of the myrmidon when it is destroyed must make a {@dc 16} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The clockwork myrmidon doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The clockwork myrmidon is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clockwork myrmidon has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The clockwork myrmidon makes one Slam attack and two Heavy Pick attacks. It can replace both Heavy Pick attacks with a use of its Alchemical Flame Jet." + ] + }, + { + "name": "War Pick", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) bludgeoning damage." + ] + }, + { + "name": "Alchemical Flame Jet (4/Day)", + "entries": [ + "The clockwork myrmidon spews a jet of alchemical fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw, taking 14 ({@damage 4d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Grease Spray (4/Day)", + "entries": [ + "The clockwork myrmidon's chest fires a spray of alchemical grease on a point on the ground within 30 feet of it. The grease covers a 10-foot square centered on that point, and the area is difficult terrain. Each creature standing in the area must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "war pick|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "B", + "F", + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Watchman", + "source": "ToB1-2023", + "page": 64, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d8 + 8" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 12, + "con": 12, + "int": 5, + "wis": 10, + "cha": 1, + "save": { + "con": "+3" + }, + "skill": { + "athletics": "+4", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The clockwork watchman doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The clockwork watchman is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clockwork watchman has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Halberd", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d10 + 2}) slashing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + }, + { + "name": "Net Cannon (4/Day)", + "entries": [ + "{@atk rw} {@hit 3} to hit, range 10/20 ft., one target. {@h}If the target is a Large or smaller creature, it is {@condition restrained}. A mechanism within the clockwork watchman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 10} Strength check. Alternatively, dealing 5 slashing damage to the net (AC 10) frees the creature." + ] + } + ], + "bonus": [ + { + "name": "Reel", + "entries": [ + "The clockwork watchman pulls a creature {@condition restrained} by its net up to 15 feet straight toward it." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "halberd|phb" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clockwork Weaving Spider", + "source": "ToB1-2023", + "page": 65, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 30, + "formula": "12d4" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 10, + "dex": 16, + "con": 10, + "int": 9, + "wis": 8, + "cha": 8, + "skill": { + "acrobatics": "+5", + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The weaving spider doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The weaving spider is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The weaving spider has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Unmaking", + "entries": [ + "The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's Trimming Blade attack roll exceeds the target's Armor Class by 5 or more, the target must succeed on a {@dc 13} Dexterity saving throw or one nonmagical cloth, leather, or paper object on the target becomes damaged and unusable until repaired. This effect can deface or ruin clothing, backpacks, journals, and similar objects, but it can't destroy armor." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The clockwork weaving spider makes two Trimming Blade attacks or two Poisoned Needle Shuttle attacks." + ] + }, + { + "name": "Trimming Blade", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Poisoned Needle Shuttle", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 30 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Clurichaun", + "source": "ToB1-2023", + "page": 66, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "clurichaun's luck" + ] + } + ], + "hp": { + "average": 22, + "formula": "4d4 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 12, + "con": 16, + "int": 10, + "wis": 8, + "cha": 16, + "save": { + "con": "+5" + }, + "skill": { + "perception": "+1", + "stealth": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "conditionImmune": [ + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "1/4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The clurichaun casts one of the following spells, requiring alcohol as the only material component and using Charisma as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell mending}", + "{@spell purify food and drink}" + ], + "daily": { + "1e": [ + "{@spell blur}", + "{@spell heroism}", + "{@spell suggestion}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Clurichaun's Luck", + "entries": [ + "While the clurichaun is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The clurichaun has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Improvised Weapon", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}3 ({@dice 1d4 + 1})bludgeoning, 3 ({@dice 1d4 + 1})piercing, or 3 ({@dice 1d4 + 1})slashing damage, depending on the weapon." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage." + ] + }, + { + "name": "Bawdy Remark", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 30 ft., one creature. {@h}5 ({@damage 1d4 + 3}) psychic damage, and the target must succeed on a {@dc 13} Wisdom saving throw or be {@condition incapacitated} until the end of its next turn as it doubles over in laughter or freezes up in embarrassment (the target's choice)." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "B", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Cobbleswarm", + "source": "ToB1-2023", + "page": 67, + "size": [ + "M" + ], + "type": { + "type": "monstrosity", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 36, + "formula": "8d8" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 11, + "con": 11, + "int": 5, + "wis": 12, + "cha": 5, + "passive": 11, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "2", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the cobbleswarm remains motionless, it is indistinguishable from normal stones." + ] + }, + { + "name": "Shifting Floor", + "entries": [ + "Whenever the cobbleswarm moves into a creature's space or starts its turn in another creature's space, the creature must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}. A {@condition prone} creature must succeed on a {@dc 13} Dexterity ({@skill Acrobatics}) check to stand up in a space occupied by the swarm." + ] + }, + { + "name": "Swarm", + "entries": [ + "The cobbleswarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Stings", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 0 ft., one target in the swarm's space. {@h}15 ({@damage 6d4}) piercing damage, or 7 ({@damage 3d4}) piercing damage if the swarm has half its hp or fewer." + ] + } + ], + "bonus": [ + { + "name": "Shift and Tumble", + "entries": [ + "The cobbleswarm pushes a {@condition prone} creature in its space up to 5 feet away from it." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "False Appearance" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Coral Drake", + "source": "ToB1-2023", + "page": 140, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 127, + "formula": "15d8 + 60" + }, + "speed": { + "walk": 15, + "swim": 60 + }, + "str": 19, + "dex": 17, + "con": 18, + "int": 10, + "wis": 13, + "cha": 10, + "save": { + "dex": "+6" + }, + "skill": { + "acrobatics": "+6", + "perception": "+7", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Draconic" + ], + "cr": "7", + "trait": [ + { + "name": "Underwater Camouflage", + "entries": [ + "The coral drake has advantage on Dexterity ({@skill Stealth}) checks made while underwater." + ] + }, + { + "name": "Water Breathing", + "entries": [ + "The coral drake can breathe only underwater." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The coral drake makes one Bite attack and two Spined Fin attacks. It can replace its Bite attack with a Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage." + ] + }, + { + "name": "Spined Fin", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the target takes 5 ({@damage 2d4}) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Biting Breath {@recharge 5}", + "entries": [ + "The coral drake pressurizes the throat sacs that contain its growing young and spews tiny, ravenous hatchling drakes in a 15-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 21 ({@damage 6d6}) piercing damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "traitTags": [ + "Water Breathing" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "DR" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Corpse Mound", + "source": "ToB1-2023", + "page": 67, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 207, + "formula": "18d12 + 90" + }, + "speed": { + "walk": 30 + }, + "str": 24, + "dex": 11, + "con": 21, + "int": 6, + "wis": 10, + "cha": 8, + "save": { + "con": "+9", + "int": "+2", + "wis": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "11", + "trait": [ + { + "name": "Absorb the Dead", + "entries": [ + "Whenever a Large or smaller creature that isn't a Construct or Undead dies within 10 feet of the corpse mound, that creature's remains join with the mound, and the mound regains hp equal to twice the CR or level of the absorbed creature. The absorbed creature can't be returned to life by any spell or effect that requires a body, unless the body is retrieved from the corpse mound." + ] + }, + { + "name": "Noxious Aura", + "entries": [ + "At the end of each of the corpse mound's turns, each creature within 20 feet of it must succeed on a {@dc 17} Constitution saving throw or become {@condition poisoned} until the end of its next turn. On a successful saving throw, the creature is immune to the mound's Noxious Aura for 24 hours." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The corpse mound doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Zombie Drop", + "entries": [ + "At the start of each of the corpse mound's turns, it can choose to have one corpse fall from it and immediately rise as a zombie under its control. The mound can have no more than ten zombies under its control at one time. Zombies take their turns immediately after the corpse mound's turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The corpse mound makes two Slam or Bone Shard attacks. If both Slam attacks hit a Large or smaller target, the corpse mound can immediately use Envelop on it." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}." + ] + }, + { + "name": "Bone Shard", + "entries": [ + "{@atk rw} {@hit 11} to hit, range 30/120 ft., one target. {@h}14 ({@damage 2d6 + 7}) piercing damage plus 10 ({@damage 3d6}) necrotic damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone} and {@condition restrained} as it is pinned to the ground by the shard. A creature, including the {@condition restrained} target, can take its action to free the target by succeeding on a {@dc 17} Strength check." + ] + }, + { + "name": "Envelop", + "entries": [ + "The corpse mound envelops a Large or smaller creature within 5 feet of it that is {@condition restrained} by its Bone Shard or a Large or smaller creature {@condition grappled} by it. The enveloped target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 17} Strength saving throw at the start of each of the mound's turns or take 18 ({@damage 2d10 + 7}) bludgeoning damage. If the mound moves, the enveloped target moves with it. The mound can have no more than four creatures enveloped at a time.", + "A creature within 5 feet of the mound, including the enveloped creature, can free the enveloped creature by succeeding on a {@dc 17} Strength check. Any creature that makes such an attempt takes 10 ({@damage 3d6}) necrotic damage." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "B", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "poisoned", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Corrupted Ushabti", + "source": "ToB1-2023", + "page": 375, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 97, + "formula": "15d8 + 30" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 14, + "con": 15, + "int": 6, + "wis": 10, + "cha": 5, + "save": { + "wis": "+3", + "cha": "+0" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Necrotic Weapons", + "entries": [ + "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra ({@dice 2d6}) necrotic damage (included in the attack)." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The ushabti regains 5 hp at the start of its turn if it has at least 1 hp." + ] + }, + { + "name": "Swarm Body", + "entries": [ + "The corrupted ushabti is a spirit inhabiting a colony of scarabs around a Humanoid skeleton within funerary wrappings. It can move through any opening large enough for a Tiny scarab and Humanoid bones, and it can't regain hp or gain temporary hp, except for its Regeneration trait. In addition, a creature that hits the ushabti with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) piercing damage as a dozen Tiny scarabs skitter out and bite the attacker." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The ushabti doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The corrupted ushabti makes two Ceremonial Greatsword attacks." + ] + }, + { + "name": "Ceremonial Greatsword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Vomit Swarm {@recharge 5}", + "entries": [ + "The corrupted ushabti exhales scarabs in a 30-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 25 ({@damage 10d4}) piercing damage and is covered in scarabs. On a success, a creature takes half the damage and isn't covered in scarabs. A creature covered in scarabs takes 2 ({@damage 1d4}) piercing damage at the start of each of its turns. A creature, including the covered creature, can take its action to brush the scarabs off the covered creature by succeeding on a {@dc 15} Dexterity check." + ] + } + ], + "environment": [ + "desert", + "underdark", + "urban" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Corrupting Ooze", + "source": "ToB1-2023", + "page": 291, + "size": [ + "L" + ], + "type": "ooze", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 12, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 115, + "formula": "10d10 + 60" + }, + "speed": { + "walk": 20, + "swim": 30 + }, + "str": 16, + "dex": 10, + "con": 22, + "int": 4, + "wis": 2, + "cha": 1, + "skill": { + "stealth": "+3" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 6, + "resist": [ + "bludgeoning", + "slashing" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "cr": "5", + "trait": [ + { + "name": "Ooze Nature", + "entries": [ + "The ooze doesn't require sleep." + ] + }, + { + "name": "Putrid Stench", + "entries": [ + "A creature that starts its turn within 5 feet of the corrupting ooze must succeed on a {@dc 14} Constitution saving throw or take 3 ({@damage 1d6}) poison damage and be {@condition poisoned} until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The corrupting ooze makes two Slam attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Dexterity saving throw or one nonmagical leather, metal, or wooden item the creature is wearing or carrying is destroyed. This effect can't destroy armor or weapons." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) poison damage." + ] + } + ], + "bonus": [ + { + "name": "Reshape Body", + "entries": [ + "The corrupting ooze can reshape its mass into a vaguely Humanoid shape or back into its amorphous shape. It reverts to its amorphous shape if it dies. While in a Humanoid shape, it can take any action that requires hands, except it can't wield weapons or a shield or don armor." + ] + } + ], + "environment": [ + "forest", + "swamp", + "urban" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Crimson Drake", + "source": "ToB1-2023", + "page": 141, + "size": [ + "T" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d4 + 20" + }, + "speed": { + "walk": 15, + "fly": 80 + }, + "str": 10, + "dex": 14, + "con": 14, + "int": 8, + "wis": 9, + "cha": 14, + "save": { + "dex": "+4" + }, + "skill": { + "acrobatics": "+4", + "perception": "+1" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "1", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The drake has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The crimson drake makes one Bite attack and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or become {@condition poisoned} for 1 minute. If the saving throw fails by 5 or more, the target takes 2 ({@damage 1d4}) poison damage at the start of each of its turns while {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Fire Breath {@recharge}", + "entries": [ + "The drake exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "F", + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Crystalline Devil", + "source": "ToB1-2023", + "page": 94, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d8 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 12, + "con": 18, + "int": 14, + "wis": 13, + "cha": 15, + "save": { + "wis": "+4", + "cha": "+5" + }, + "skill": { + "deception": "+8", + "insight": "+4", + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "resist": [ + "acid", + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "6", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the crystalline devil's darkvision." + ] + }, + { + "name": "False Appearance (Gemstone Form Only)", + "entries": [ + "While the devil remains motionless, it is indistinguishable from an ordinary gemstone." + ] + }, + { + "name": "Glittering Temptation (Gemstone Form Only)", + "entries": [ + "The devil sheds dim light in a 5-foot radius. Each creature that starts its turn within 30 feet of the devil and that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed}, a creature is {@condition incapacitated} and must move on its turn toward the devil by the safest route, trying to get within 5 feet of the devil to hold it. The {@condition charmed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature is also immune to this devil's Glittering Temptation for the next 24 hours. A creature {@condition charmed} by the devil has disadvantage on the saving throw against Crystalline Spray." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The crystalline devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devil makes three Claw attacks." + ] + }, + { + "name": "Shard Claw (Fiend Form Only)", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Crystalline Spray {@recharge 5}", + "entries": [ + "The crystalline devil sprays a burst of crystal shards. Each creature within 15 feet of the devil must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 6d8}) piercing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Betraying Carbuncle", + "entries": [ + "The crystalline devil magically transforms into a Small or smaller gemstone or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form, except it can't move or speak when in its gemstone form. Any equipment it is wearing or carrying transforms with it. It reverts to its true from if it dies." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "Devil's Sight", + "False Appearance", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Darakhul", + "source": "ToB1-2023", + "page": 202, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item scale mail|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 17, + "con": 14, + "int": 14, + "wis": 12, + "cha": 12, + "skill": { + "deception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul" + ], + "cr": "3", + "trait": [ + { + "name": "Hungry Dead Nature", + "entries": [ + "The darakhul requires no air or sleep." + ] + }, + { + "name": "Master of Disguise", + "entries": [ + "A darakhul in a prepared disguise has advantage on Charisma ({@skill Deception}) checks made to pass as a living creature. While using this ability, it loses its Stench." + ] + }, + { + "name": "Stench", + "entries": [ + "Any creature that starts its turn within 5 feet of the darakhul must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the start of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the darakhul's Stench for the next 24 hours. A darakhul using this ability can't also benefit from Master of Disguise." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Turning Defiance", + "entries": [ + "The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The darakhul makes one Bite attack, one Claw attack, and one War Pick attack. If the darakhul is using a shield, it instead makes one Bite attack and one Claw or War Pick attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and, if the target is a Humanoid, it must succeed on a {@dc 11} Constitution saving throw or contract the darakhul fever disease." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage. If the target is a creature other than an Undead, it must succeed on a {@dc 12} Constitution saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a Humanoid is {@condition paralyzed} for more than 2 rounds, it contracts darakhul fever." + ] + }, + { + "name": "War Pick", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "attachedItems": [ + "war pick|phb" + ], + "traitTags": [ + "Sunlight Sensitivity", + "Turn Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "paralyzed", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dau", + "source": "ToB1-2023", + "page": 69, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 49, + "formula": "9d6 + 18" + }, + "speed": { + "walk": 20, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 7, + "dex": 17, + "con": 14, + "int": 14, + "wis": 17, + "cha": 16, + "skill": { + "deception": "+5", + "insight": "+5", + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Deep Speech", + "Primordial", + "Sylvan", + "telepathy 60 ft." + ], + "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The dau casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell detect thoughts}", + "{@spell minor illusion}" + ], + "daily": { + "3e": [ + "{@spell invisibility}", + "{@spell major image}" + ], + "1e": [ + "{@spell programmed illusion}", + "{@spell project image}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The dau has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dau makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage, and the dau regains hp equal to the necrotic damage dealt. The target must succeed on a {@dc 13} Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage dealt. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0." + ] + } + ], + "reaction": [ + { + "name": "Mirror Dodge", + "entries": [ + "When a creature the dau can see within 30 feet of it attacks the dau or targets it with a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space that it can see within 30 feet. The dau isn't affected by the attack or spell, and the illusory duplicate is destroyed." + ] + }, + { + "name": "Tangible Illusion (1/Day)", + "entries": [ + "When the dau casts a spell that creates an illusion of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but it doesn't have any of the object's magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet." + ] + } + ], + "environment": [ + "desert" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "DS", + "P", + "S", + "TP" + ], + "damageTags": [ + "B", + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "blinded", + "deafened", + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Death Butterfly Swarm", + "source": "ToB1-2023", + "page": 70, + "size": [ + "L" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 60, + "formula": "11d10" + }, + "speed": { + "walk": 5, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 14, + "con": 10, + "int": 1, + "wis": 12, + "cha": 12, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "vulnerable": [ + "cold", + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "4", + "trait": [ + { + "name": "Potent Poison", + "entries": [ + "Undead with resistance or immunity to poison damage or the {@condition poisoned} condition can be affected by the swarm's poison." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp." + ] + }, + { + "name": "Weight of Wings", + "entries": [ + "A creature that starts its turn in the swarm's space has its speed halved and must succeed on a {@dc 12} Dexterity saving throw or become {@condition blinded}. Both effects end when the creature ends its turn outside the swarm's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 0 ft., one creature in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage, or 10 ({@damage 3d6}) piercing damage if the swarm has half of its hp or fewer. The target must make a {@dc 12} Constitution saving throw. On a failure, it takes 10 ({@damage 3d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, it takes half the damage and isn't {@condition poisoned}." + ] + } + ], + "environment": [ + "farmland", + "forest", + "urban" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Deathcap Myconid", + "source": "ToB1-2023", + "page": 280, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 90, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 20 + }, + "str": 14, + "dex": 10, + "con": 16, + "int": 10, + "wis": 11, + "cha": 9, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "cr": "4", + "trait": [ + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "The deathcap takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The myconid can use its Eject Spores. It then makes two Spore-Coated Fist attacks." + ] + }, + { + "name": "Spore-Coated Fist", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Eject Spores", + "entries": [ + "The myconid ejects one of the following types of spores at one creature it can see within 15 feet of it." + ] + }, + { + "name": "• Deathcap Spores", + "entries": [ + "The target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "• Slumber Spores", + "entries": [ + "The target must succeed on a {@dc 13} Constitution saving throw or fall {@condition unconscious} for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I", + "R" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned", + "unconscious" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Deathwisp", + "source": "ToB1-2023", + "page": 71, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 20, + "con": 16, + "int": 18, + "wis": 16, + "cha": 20, + "save": { + "dex": "+8", + "con": "+6", + "wis": "+6" + }, + "skill": { + "perception": "+6", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "7", + "trait": [ + { + "name": "Flicker", + "entries": [ + "The deathwisp flickers in and out of sight. Ranged weapon attacks against it are made with disadvantage." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside a solid object." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The deathwisp doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The deathwisp makes two Ghostly Pike attacks, or it can make one Ghostly Pike attack and one Life Drain attack." + ] + }, + { + "name": "Ghostly Pike", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) force damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Life Drain", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) necrotic damage. The target must succeed on a {@dc 15} Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." + ] + }, + { + "name": "Create Specter", + "entries": [ + "The deathwisp targets a Humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. This specter is under the deathwisp's control. The deathwisp can have no more than twelve specters under its control at one time." + ] + } + ], + "bonus": [ + { + "name": "Shadow Traveler (3/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the deathwisp disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Deep Drake", + "source": "ToB1-2023", + "page": 142, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 150, + "formula": "20d10 + 40" + }, + "speed": { + "walk": 40, + "climb": 30, + "fly": 80 + }, + "str": 21, + "dex": 19, + "con": 14, + "int": 11, + "wis": 14, + "cha": 12, + "save": { + "dex": "+8", + "con": "+6" + }, + "skill": { + "athletics": "+9", + "insight": "+6", + "perception": "+6" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 16, + "immune": [ + "necrotic" + ], + "conditionImmune": [ + "paralyzed" + ], + "languages": [ + "Common", + "Darakhul", + "Draconic", + "Undercommon" + ], + "cr": "9", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The drake has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the drake has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drake makes one Bite attack, two Claw attacks, and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft, one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 16} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature must repeat the saving throw at the end of each of its turns. On a failure, the creature takes 7 ({@damage 2d6}) poison damage. On a success, the condition ends. When animate dead is cast on one or more creatures killed by this poison, the spellcaster requires no material components and can cast the spell as an action." + ] + }, + { + "name": "Enervating Breath {@recharge 5}", + "entries": [ + "The deep drake exhales pain-inducing, purple-black energy in a 90-foot line that is 5 feet wide. Each creature in the line must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) necrotic damage and is {@condition stunned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition stunned}." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Magic Resistance", + "Sunlight Sensitivity" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "U" + ], + "damageTags": [ + "I", + "N", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Deep One", + "source": "ToB1-2023", + "page": 72, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 71, + "formula": "11d8 + 22" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 16, + "dex": 12, + "con": 14, + "int": 10, + "wis": 8, + "cha": 12, + "save": { + "str": "+5", + "con": "+4", + "cha": "+3" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 9, + "resist": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "Common", + "Void Speech" + ], + "cr": "2", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The deep one can breathe air and water." + ] + }, + { + "name": "Frenzied Rage", + "entries": [ + "If a deep one takes 10 or more damage from a single attack, it has advantage on its Claws attack and gains a +2 bonus to damage with its Claws until the end of its next turn." + ] + } + ], + "action": [ + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true + }, + { + "name": "Deep One Archimandrite", + "source": "ToB1-2023", + "page": 73, + "size": [ + "L" + ], + "type": "humanoid", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d10 + 54" + }, + "speed": { + "walk": 40, + "swim": 40 + }, + "str": 20, + "dex": 16, + "con": 17, + "int": 12, + "wis": 17, + "cha": 19, + "save": { + "dex": "+6", + "wis": "+6", + "cha": "+7" + }, + "skill": { + "arcana": "+4", + "perception": "+6" + }, + "senses": [ + "darkvision 240 ft." + ], + "passive": 16, + "resist": [ + "cold", + "thunder" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "Common", + "Void Speech" + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The deep one archimandrite casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell bless}", + "{@spell guidance}", + "{@spell suggestion}", + "{@spell thaumaturgy}" + ], + "daily": { + "3e": [ + "{@spell charm person}", + "{@spell command}", + "{@spell sleep}" + ], + "1e": [ + "{@spell augury}", + "{@spell lightning bolt}", + "{@spell spirit guardians}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The deep one archimandrite can breathe air and water." + ] + }, + { + "name": "Frenzied Rage", + "entries": [ + "If a deep one archimandrite takes 15 or more damage from a single attack, it has advantage on all attack rolls and gains a +4 bonus to all damage rolls until the end of its next turn. For the duration, it can make one Unholy Trident attack as a bonus action on its turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The deep one archimandrite makes one Claw attack and one Unholy Trident attack, or it makes three Jolt attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage." + ] + }, + { + "name": "Unholy Trident", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 13 ({@damage 2d12}) necrotic damage." + ] + }, + { + "name": "Jolt", + "entries": [ + "{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) lightning damage, and the target's speed is reduced by 10 until the end of its next turn." + ] + }, + { + "name": "Call of the Archimandrite (1/Day)", + "entries": [ + "With a ringing shout, the archimandrite magically calls {@dice 1d4} reef sharks or 1 swarm of quippers, provided the archimandrite is at least partially submerged in a body of water that can contain the creatures. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the archimandrite and obeying its spoken commands. The creatures remain for 1 hour, until the archimandrite dies, or until the archimandrite dismisses them as a bonus action. Each deep one within 1 mile of the archimandrite can hear this call, though these deep ones are under no magical compulsion to make their way toward the archimandrite." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "L", + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "L", + "N", + "R" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflictSpell": [ + "charmed", + "prone", + "unconscious" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Deep One Priest", + "source": "ToB1-2023", + "page": 72, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d8 + 42" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 18, + "dex": 14, + "con": 16, + "int": 12, + "wis": 12, + "cha": 16, + "save": { + "con": "+5", + "wis": "+3", + "cha": "+5" + }, + "skill": { + "athletics": "+6", + "deception": "+5", + "perception": "+3" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "Common", + "Void Speech" + ], + "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The deep one priest casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell guidance}", + "{@spell thaumaturgy}" + ], + "daily": { + "3e": [ + "{@spell command}", + "{@spell sleep}" + ], + "1e": [ + "{@spell spirit guardians}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The deep one priest can breathe air and water." + ] + }, + { + "name": "Frenzied Rage", + "entries": [ + "If a deep one priest takes 10 or more damage from a single attack, it has advantage on melee attack rolls and gains a +4 bonus to melee damage rolls until the end of its next turn." + ] + }, + { + "name": "Voice of the Deeps", + "entries": [ + "The deep one priest can spend 5 minutes giving a speech in a rolling, droning voice that fascinates listeners. At the end of the speech, each creature that heard it must succeed on a {@dc 13} Wisdom saving throw or forget the events of the past 10 minutes or keep no memory of the events of the next 5 minutes (the priest's choice). On a successful saving throw, a creature is immune to the priest's Voice of the Deeps for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The deep one priest makes one Claws attack and one Jolting Touch attack." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Jolting Touch", + "entries": [ + "{@atk ms} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) lightning damage, and the target's speed is reduced by 10 until the end of its next turn." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "L", + "S" + ], + "damageTagsSpell": [ + "N", + "R" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "prone", + "unconscious" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Degenerate Titan", + "source": "ToB1-2023", + "page": 362, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 12, + "from": [ + "armor scraps" + ] + } + ], + "hp": { + "average": 161, + "formula": "14d12 + 70" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 6, + "con": 20, + "int": 6, + "wis": 12, + "cha": 7, + "skill": { + "intimidation": "+4", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Giant" + ], + "cr": "8", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The degenerate titan has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The degenerate titan can use its Reality\u2011Bending Shout. It then makes three Greatclub attacks or two Rock attacks." + ] + }, + { + "name": "Greatclub", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 60/240 ft., one target. {@h}27 ({@damage 4d10 + 5}) bludgeoning damage." + ] + }, + { + "name": "Reality-Bending Shout", + "entries": [ + "The degenerate titan utters a scream that vibrates the fabric of reality around one creature it can see within 30 feet of it. The titan can attempt to end one magical effect of its choice of 3rd level or lower on the target. This effect works like the {@spell dispel magic} spell, except the titan must always make an ability check. The titan's ability check for this is +4." + ] + }, + { + "name": "Earthstrike {@recharge 5}", + "entries": [ + "The degenerate titan slams its fists onto the ground, creating a shockwave in a 60-foot line that is 10 feet wide. Each creature in the line must make a 16 Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) force damage and is flung 20 feet away from the titan and knocked {@condition prone}, as the earth buckles and tosses the creature. On a success, a creature takes half the damage and isn't flung or knocked {@condition prone}. If a flung creature strikes a solid surface, the creature takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was flung. If the creature is flung at another creature, that creature must succeed on a {@dc 16} Dexterity saving throw or take the same damage and be knocked {@condition prone}." + ] + } + ], + "environment": [ + "any" + ], + "attachedItems": [ + "greatclub|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Demon Lord Akyishigal", + "source": "ToB1-2023", + "page": 74, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 138, + "formula": "12d10 + 72" + }, + "speed": { + "walk": 40, + "burrow": 20, + "climb": 40, + "fly": 40 + }, + "str": 21, + "dex": 17, + "con": 22, + "int": 19, + "wis": 14, + "cha": 20, + "save": { + "str": "+9", + "dex": "+7", + "con": "+10", + "wis": "+6", + "cha": "+9" + }, + "skill": { + "acrobatics": "+11", + "athletics": "+9", + "perception": "+6", + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft.", + "truesight 60 ft." + ], + "passive": 16, + "resist": [ + "acid", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "lightning", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Draconic", + "Elvish", + "Infernal", + "telepathy 60 ft." + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Akyishigal casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell detect evil and good}", + "{@spell pass without trace}" + ], + "daily": { + "1": [ + "{@spell contagion} (filth fever only)" + ], + "3": [ + "{@spell dispel magic}", + "{@spell giant insect}", + "{@spell insect plague}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Cloak of Swarms", + "entries": [ + "Akyishigal emits a cloud of flying, stinging insects from his mouth, eyes, and tears in his skin that spreads out in a 5-foot radius from him. At the start of each of his turns, Akyishigal chooses whether this cloak is active.", + "While this cloak is active, Akyishigal has disadvantage on Dexterity ({@skill Stealth}) checks, and creatures attacking Akyishigal can't benefit from traits and features that rely on a creature's allies distracting or surrounding the demon, such as the Pack Tactics trait or Sneak Attack feature. In addition, each creature that isn't a Construct or Undead that starts its turn in the cloud takes 11 ({@damage 2d10}) piercing damage and must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) poison damage and become {@condition poisoned} for 1 hour. While {@condition poisoned} in this way, a creature emits a stench of decomposition, and uncontrolled insects attack that creature in preference to other targets." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Akyishigal fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Akyishigal has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Akyishigal makes four Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 3 ({@damage 1d6}) poison damage." + ] + }, + { + "name": "Call Spawn (1/Day)", + "entries": [ + "Akyishigal magically calls one spawn of Akyishigal. The spawn arrives in {@dice 1d4} rounds, acting as an ally of Akyishigal and obeying its telepathic commands. The spawn remains for 1 hour, until Akyishigal dies, or until Akyishigal dismisses it as a bonus action." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "Akyishigal magically transforms into a Large or smaller insectoid Beast or back into his true form, which is a Fiend. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. He reverts to his true form if he dies." + ] + } + ], + "legendary": [ + { + "name": "Teleport", + "entries": [ + "Akyishigal magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see." + ] + }, + { + "name": "Skitter (Costs 2 Actions)", + "entries": [ + "Akyishigal moves up to half his speed and makes one Claw attack. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Akyishigal uses Spellcasting." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "AB", + "C", + "DR", + "E", + "I", + "TP" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "damageTagsSpell": [ + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned" + ], + "conditionInflictSpell": [ + "blinded", + "poisoned", + "stunned" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Demon Lord Camazotz", + "source": "ToB1-2023", + "page": 76, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 537, + "formula": "43d10 + 301" + }, + "speed": { + "walk": 30, + "climb": 30, + "fly": 80 + }, + "str": 30, + "dex": 22, + "con": 25, + "int": 12, + "wis": 22, + "cha": 25, + "save": { + "dex": "+13", + "con": "+14", + "wis": "+13", + "cha": "+14" + }, + "skill": { + "acrobatics": "+13", + "athletics": "+17", + "deception": "+14", + "insight": "+13", + "intimidation": "+14", + "perception": "+13" + }, + "senses": [ + "blindsight 120 ft.", + "truesight 30 ft." + ], + "passive": 23, + "resist": [ + "acid", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison", + "thunder" + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "deafened", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common", + "Dwarvish", + "Primordial", + "telepathy 300 ft." + ], + "cr": "22", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Camazotz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):" + ], + "will": [ + "{@spell darkness}", + "{@spell detect evil and good}", + "{@spell dispel magic}" + ], + "daily": { + "1": [ + "{@spell incendiary cloud}" + ], + "3e": [ + "{@spell dominate person}", + "{@spell haste}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Heated Body", + "entries": [ + "A creature that touches Camazotz or hits him with a melee attack while within 5 feet of him takes 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Keen Hearing", + "entries": [ + "Camazotz has advantage on Wisdom ({@skill Perception}) checks that rely on hearing." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Camazotz fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Camazotz has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Camazotz makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 5 ft., one target. {@h}38 ({@damage 8d6 + 10}) piercing damage plus 7 ({@damage 2d6}) fire damage, and the target must succeed on a {@dc 22} Constitution saving throw or its Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a long rest. A Humanoid that dies from this reduction rises {@dice 1d4} days later as a vampire under Camazotz's control, unless the Humanoid is restored to life or its body is destroyed. Camazotz can have no more than five vampires under his control at a time." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 6d6 + 10}) slashing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "Camazotz exhales unholy fire in a 30\u2011foot cone. Each creature in the area must make a {@dc 22} Dexterity saving throw, taking 33 ({@damage 6d10}) fire damage and 33 ({@damage 6d10}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Call Bats (3/Day)", + "entries": [ + "Camazotz magically calls {@dice 4d6} giant bats or swarms of bats, or he magically calls {@dice 2d6} vrocks that have membranous instead of feathered wings. The called creatures arrive in {@dice 1d4} rounds, acting as allies of Camazotz and obeying his telepathic commands. The creatures remain for 1 hour, until Camazotz dies, or until Camazotz dismisses them as a bonus action. Camazotz can have no more than twenty four giant bats or swarms of bats, or twelve vrocks under his control at a time." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "Camazotz magically transforms into a Large giant bat covered in smoldering ashes, or back into his true form, which is a Fiend. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying transforms with him. He turns into a pile of greasy ash if destroyed." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "Camazotz makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Move", + "entries": [ + "Camazotz moves up to his speed, or he flies up to half his speed. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Camazotz uses Spellcasting." + ] + }, + { + "name": "Fiery Wing Beat (Costs 2 Actions)", + "entries": [ + "Camazotz beats his wings, extinguishing mundane and magical light sources. Each creature within 10 feet of Camazotz must succeed on a {@dc 22} Dexterity saving throw or take 14 ({@damage 4d6}) fire damage and be knocked {@condition prone}." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Keen Senses", + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "B", + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "AB", + "C", + "D", + "P", + "TP" + ], + "damageTags": [ + "F", + "N", + "P", + "S" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Demon Lord Mechuiti", + "source": "ToB1-2023", + "page": 78, + "size": [ + "G" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 462, + "formula": "25d20 + 200" + }, + "speed": { + "walk": 60, + "climb": 60 + }, + "str": 29, + "dex": 19, + "con": 27, + "int": 18, + "wis": 18, + "cha": 22, + "save": { + "str": "+17", + "dex": "+12", + "wis": "+12" + }, + "skill": { + "arcana": "+12", + "insight": "+12", + "intimidation": "+14", + "perception": "+12", + "religion": "+12" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "immune": [ + "acid", + "fire", + "lightning", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Draconic", + "Primordial", + "telepathy 300 ft." + ], + "cr": "27", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Mechuiti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 22}):" + ], + "will": [ + "{@spell dispel magic}", + "{@spell hold monster}", + "{@spell wall of fire}" + ], + "daily": { + "3e": [ + "{@spell fire storm}", + "{@spell power word stun}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Demon Lord's Ichor", + "entries": [ + "When Mechuiti is subjected to piercing damage or slashing damage, a spray of caustic blood spurts from his hide. Each creature within 10 feet of Mechuiti must succeed on a {@dc 24} Constitution saving throw or becoming infected with the Mechuiti's deadly ichor disease and be {@condition poisoned} until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 14 ({@dice 4d6}) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0. The disease can be cured by the {@spell greater restoration} spell or similar magic or when the creature succeeds on three saving throws." + ] + }, + { + "name": "Fiery Weapons", + "entries": [ + "Mechuiti's weapon attacks are magical. When Mechuiti hits with any weapon, the weapon deals an extra {@damage 6d6} fire damage (included in the attack)." + ] + }, + { + "name": "Immolating Corona", + "entries": [ + "At the start of each of Mechuiti's turns, each creature within 10 feet of him takes 10 ({@damage 3d6}) fire damage and must succeed on a {@dc 24} Constitution saving throw or catch fire. A creature that touches Mechuiti or hits him with a melee attack while within 5 feet of him takes 10 ({@damage 3d6}) fire damage and must succeed on a {@dc 24} Constitution saving throw or catch fire. Until a creature uses an action to douse the fire, the creature on fire takes 7 ({@damage 2d6}) fire damage at the start of each of its turns." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Mechuiti fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Mechuiti has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Speak with Simians", + "entries": [ + "Mechuiti can communicate with apes and monkeys as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Mechuiti can use his Frightful Presence. He then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 10 ft., one target. {@h}31 ({@damage 4d10 + 9}) piercing damage plus 21 ({@damage 6d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 20 ft., one target. {@h}27 ({@damage 4d8 + 9}) slashing damage plus 21 ({@damage 6d6}) fire damage. If Mechuiti scores a critical hit, he rolls damage dice three times, instead of twice." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of him must succeed on a {@dc 24} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Burning Acid Breath {@recharge 5}", + "entries": [ + "Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that area must make a {@dc 24} Dexterity saving throw, taking 49 ({@damage 14d6}) fire damage and 49 ({@damage 14d6}) acid damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "Mechuiti moves up to his speed, or he climbs up to half his speed. This movement doesn't provoke opportunity attacks." + ] + }, + { + "name": "Burn from the Inside", + "entries": [ + "Mechuiti chooses a creature within 120 feet of him that is infected with the Mechuiti's deadly ichor disease. The target must make a {@dc 24} Constitution saving throw. On a failure, the target takes 10 ({@damage 3d6}) fire damage and 10 ({@damage 3d6}) acid damage and catches fire. On a success, the target takes half the damage and doesn't catch fire. Until a creature uses an action to douse the fire, the target takes 7 ({@damage 2d6}) fire damage at the start of each of its turns." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "Mechuiti uses Spellcasting." + ] + } + ], + "legendaryGroup": { + "name": "Demon Lord Mechuiti", + "source": "ToB1-2023" + }, + "environment": [ + "forest", + "planar" + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "CE", + "DR", + "P", + "TP" + ], + "damageTags": [ + "A", + "F", + "P", + "S" + ], + "damageTagsSpell": [ + "F" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ], + "conditionInflictSpell": [ + "paralyzed", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Demon Lord Qorgeth", + "source": "ToB1-2023", + "page": 80, + "size": [ + "G" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 21, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 370, + "formula": "20d20 + 160" + }, + "speed": { + "walk": 50, + "burrow": 50, + "climb": 30 + }, + "str": 29, + "dex": 6, + "con": 26, + "int": 9, + "wis": 22, + "cha": 18, + "save": { + "dex": "+5", + "con": "+15", + "wis": "+13", + "cha": "+11" + }, + "skill": { + "perception": "+13" + }, + "senses": [ + "blindsight 120 ft.", + "tremorsense 120 ft." + ], + "passive": 23, + "resist": [ + "cold", + "fire", + "lightning" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "23", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "Qorgeth casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (spell save {@dc 19}):" + ], + "will": [ + "{@spell Evard's black tentacles}", + "{@spell detect magic}" + ], + "daily": { + "3e": [ + "{@spell dispel magic}", + "{@spell insect plague} (biting worms)" + ], + "1e": [ + "{@spell earthquake}", + "{@spell teleport} (self only)" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Qorgeth fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "Qorgeth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Qorgeth's weapon attacks are magical." + ] + }, + { + "name": "Tunneler", + "entries": [ + "Qorgeth can burrow through solid rock and leaves a 15-foot-diameter tunnel in its wake." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Qorgeth makes one Bite attack, two Crush attacks, and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}22 ({@damage 2d12 + 9}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 21} Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the worm, and it takes 16 ({@damage 3d10}) necrotic damage at the start of each of Qorgeth's turns.", + "If Qorgeth takes 50 damage or more in a single turn from a creature inside it, Qorgeth must succeed on a {@dc 25} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer {@condition restrained} by it and can escape the corpse by spending 30 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Crush", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d10 + 9}) bludgeoning damage, and if the target is a Large or smaller creature, it is {@condition restrained} until Qorgeth moves. A creature, including the {@condition restrained} creature, can use an action to free the {@condition restrained} creature by succeeding on a {@dc 21} Strength check." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 16} to hit, reach 15 ft., one target. {@h}23 ({@damage 4d6 + 9}) piercing damage, and the target must make a {@dc 21} Constitution saving throw. On a failure, the target takes 33 ({@damage 6d10}) poison damage and is {@condition poisoned} for 1 hour. On a success, the target takes half the damage and isn't {@condition poisoned}. A creature that fails the saving throw by 10 or more is also {@condition paralyzed} while {@condition poisoned} in this way." + ] + } + ], + "legendary": [ + { + "name": "Shriek", + "entries": [ + "Each creature within 60 feet of Qorgeth and that can hear the demon must succeed on a {@dc 21} Wisdom saving throw or be {@condition frightened} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Death Roll (Costs 2 Actions)", + "entries": [ + "Qorgeth moves up to half its speed straight toward a creature and makes one Crush attack against the creature. Each object and structure between Qorgeth and the target takes 33 ({@damage 6d10}) bludgeoning damage." + ] + }, + { + "name": "Devour (Costs 3 Actions)", + "entries": [ + "Qorgeth makes one Bite attack." + ] + } + ], + "legendaryGroup": { + "name": "Demon Lord Qorgeth", + "source": "ToB1-2023" + }, + "environment": [ + "planar" + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance", + "Magic Weapons", + "Tunneler" + ], + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "B", + "I", + "N", + "P" + ], + "damageTagsSpell": [ + "B", + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "frightened", + "poisoned", + "restrained" + ], + "conditionInflictSpell": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derro Fetal Savant", + "source": "ToB1-2023", + "page": 88, + "size": [ + "T" + ], + "type": { + "type": "humanoid", + "tags": [ + "derro" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 11 + ], + "hp": { + "average": 32, + "formula": "13d4" + }, + "speed": { + "walk": 10 + }, + "str": 5, + "dex": 12, + "con": 10, + "int": 8, + "wis": 12, + "cha": 20, + "save": { + "wis": "+3", + "cha": "+7" + }, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "psychic" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Dwarvish", + "telepathy 60 ft." + ], + "cr": "4", + "trait": [ + { + "name": "Enchanted Cage", + "entries": [ + "The savant is immune to damage and can't be the target of spells or effects as long as its cage exists. The cage has a flying speed of 30 feet while the savant is inside of it, moving at the mental command of the savant. When the cage is destroyed, the savant floats gently to the ground. The cage has AC 19, 75 hp, and is immune to piercing, poison, and psychic damage. A non-derro that touches the cage or hits it with a melee weapon attack while within 5 feet of it must succeed on a {@dc 15} Wisdom saving throw or take 7 ({@damage 2d6}) psychic damage and be {@condition frightened} until the end of its next turn. The cage disintegrates if exposed to sunlight for 1 hour." + ] + }, + { + "name": "Maddening Babble", + "entries": [ + "The savant constantly babbles eldritch nonsense while it can see any non-derro creatures and isn't {@condition incapacitated}. Each non-derro creature that starts its turn within 20 feet of the savant and can hear the babbling must succeed on a {@dc 15} Wisdom saving throw or be {@condition incapacitated} until the start of its next turn." + ] + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "The savant takes 20 radiant damage when it starts its turn outside the cage and in sunlight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fetal savant makes two Psychic Burst attacks." + ] + }, + { + "name": "Psychic Burst", + "entries": [ + "{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}14 ({@damage 2d8 + 5}) psychic damage." + ] + }, + { + "name": "Soul Exchange {@recharge}", + "entries": [ + "The savant exchanges its soul with one Humanoid it can see within 20 feet of it. Its body becomes {@condition paralyzed}, the target's soul inhabits the savant's {@condition paralyzed} body, and the savant inhabits the target's body, taking full control of it. The savant retains its alignment, its Intelligence, Wisdom, and Charisma scores, its Psychic Burst action, and its immunity to being {@condition charmed} and {@condition frightened}. It otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.", + "The exchange lasts until the target's body or the savant's body is reduced to 0 hp, the savant ends it as a bonus action, or the savant is forced out by an effect like the {@spell dispel evil and good} spell. When the exchange ends, the target returns to its body, regaining control, and the savant's soul returns to its body, which is no longer {@condition paralyzed}. The target is immune to this savant's Soul Exchange for 24 hours after succeeding on the saving throw or after the exchange ends." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "D", + "TP" + ], + "damageTags": [ + "R", + "Y" + ], + "conditionInflict": [ + "frightened", + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Derro Shadow Antipaladin", + "source": "ToB1-2023", + "page": 89, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "derro" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item breastplate|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d6 + 44" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 18, + "con": 18, + "int": 11, + "wis": 5, + "cha": 14, + "save": { + "str": "+3", + "wis": "+0", + "cha": "+5" + }, + "skill": { + "perception": "+0", + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Derro", + "Undercommon" + ], + "cr": "5", + "trait": [ + { + "name": "Evasion", + "entries": [ + "If the shadow antipaladin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the antipaladin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + }, + { + "name": "Insanity", + "entries": [ + "The shadow antipaladin has advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The shadow antipaladin has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Necrotic Weapons", + "entries": [ + "The shadow antipaladin's weapon attacks are magical. When the antipaladin hits with any weapon, the weapon deals an extra {@damage 2d8} necrotic damage (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The derro makes two Scimitar or Heavy Crossbow attacks." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Heavy Crossbow", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 100/400 ft., one target. {@h}9 ({@damage 1d10 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Infectious Insanity {@recharge 5}", + "entries": [ + "The shadow antipaladin magically assaults the minds of up to three creatures it can see within 30 feet of it. Each target must make a {@dc 13} Wisdom saving throw. On a failure, a creature takes 21 ({@damage 6d6}) psychic damage and is {@condition incapacitated} for 1 minute as its mind fills with thoughts of eldritch terrors and otherworldly entities. On a success, a creature takes half the damage and isn't {@condition incapacitated}. An {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The shadow antipaladin adds 3 to its AC against one melee attack that would hit it. To do so, the antipaladin must see the attacker and be wielding a melee weapon." + ] + } + ], + "environment": [ + "underdark" + ], + "attachedItems": [ + "heavy crossbow|phb", + "scimitar|phb" + ], + "traitTags": [ + "Magic Resistance", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "U" + ], + "damageTags": [ + "N", + "P", + "S", + "Y" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Desert Giant", + "source": "ToB1-2023", + "page": 205, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 175, + "formula": "14d12 + 84" + }, + "speed": { + "walk": 40 + }, + "str": 27, + "dex": 10, + "con": 22, + "int": 13, + "wis": 18, + "cha": 15, + "save": { + "str": "+12", + "con": "+10", + "cha": "+6" + }, + "skill": { + "perception": "+8", + "stealth": "+4", + "survival": "+8" + }, + "passive": 18, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Giant" + ], + "cr": "9", + "trait": [ + { + "name": "Desert Walk", + "entries": [ + "Difficult terrain composed of sand or gravel doesn't cost the desert giant extra movement." + ] + }, + { + "name": "Sand Camouflage", + "entries": [ + "The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes two Falchion attacks." + ] + }, + { + "name": "Falchion", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}23 ({@damage 6d4 + 8}) slashing damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 12} to hit, range 60/240 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage." + ] + } + ], + "environment": [ + "desert" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Devilbound Gnome", + "source": "ToB1-2023", + "page": 408, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "gnome" + ] + }, + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "infernal blessing" + ] + } + ], + "hp": { + "average": 104, + "formula": "19d6 + 38" + }, + "speed": { + "walk": 25 + }, + "str": 10, + "dex": 14, + "con": 15, + "int": 16, + "wis": 12, + "cha": 21, + "save": { + "con": "+6", + "int": "+7", + "cha": "+9" + }, + "skill": { + "arcana": "+7", + "deception": "+9", + "history": "+7", + "persuasion": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "cold", + "fire", + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Gnomish", + "Infernal" + ], + "cr": "9", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The devilbound gnome casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell detect magic}", + "{@spell minor illusion}", + "{@spell prestidigitation}" + ], + "daily": { + "3e": [ + "{@spell command}", + "{@spell dimension door}", + "{@spell invisibility}" + ], + "1e": [ + "{@spell fly}", + "{@spell haste}", + "{@spell wall of fire}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Infernal Blessing", + "entries": [ + "While the devilbound gnome is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above) and saving throws. In addition, magical darkness doesn't impede the gnome's darkvision." + ] + }, + { + "name": "Infernal Bond", + "entries": [ + "The devilbound gnome is magically bound to an imp. The imp acts as an ally of the gnome's, obeying its spoken commands. The gnome can perceive through the imp's senses, speak through its mouth, and communicate with it telepathically even if the two aren't on the same plane of existence." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The devilbound gnome has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The devilbound gnome makes three Hellish Blast attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Hellish Blast", + "entries": [ + "{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}12 ({@damage 2d6 + 5}) fire damage plus 9 ({@damage 2d8}) poison damage." + ] + }, + { + "name": "Hell's Servitors (1/Day)", + "entries": [ + "The devilbound gnome magically calls {@dice 1d4} devils with a challenge rating of 4 or lower, or it calls 1 devil with a challenge rating of 6 or lower. The called Fiends arrive in {@dice 1d4} rounds, acting as allies of the gnome and obeying its spoken commands. The Fiends remain for 1 hour, until the gnome dies, or until the gnome dismisses them as a bonus action." + ] + }, + { + "name": "To Hell and Back (1/Day)", + "entries": [ + "The devilbound gnome sends one creature it can see within 60 feet of it hurling through Hell. The target must make a {@dc 17} Wisdom saving throw. On a success, the target takes 35 ({@damage 10d6}) fire damage as Hell pulls on the creature. On a failure, the target is {@condition incapacitated} and disappears, as it takes a quick trip through the nightmarish landscapes of Hell. At the end of the gnome's next turn, the target reappears in the space it previously occupied, or the nearest unoccupied space, and takes 55 ({@damage 10d10}) psychic damage." + ] + } + ], + "reaction": [ + { + "name": "Fiendish Sacrifice", + "entries": [ + "When the devilbound gnome is reduced to 0 hp, it can sacrifice a Fiend called with the Hell's Servitor's action or sacrifice its bonded imp, preventing the damage and killing the chosen Fiend. If the gnome sacrifices its bonded imp, it loses its Infernal Blessing and Infernal Bond traits until it receives a new imp from its patron devil." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "G", + "I" + ], + "damageTags": [ + "F", + "I", + "Y" + ], + "damageTagsSpell": [ + "F", + "O" + ], + "spellcastingTags": [ + "O" + ], + "conditionInflict": [ + "incapacitated" + ], + "conditionInflictSpell": [ + "invisible", + "prone" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dipsa", + "source": "ToB1-2023", + "page": 105, + "size": [ + "T" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 27, + "formula": "6d4 + 12" + }, + "speed": { + "walk": 20, + "climb": 20, + "swim": 20 + }, + "str": 3, + "dex": 17, + "con": 14, + "int": 1, + "wis": 6, + "cha": 1, + "skill": { + "stealth": "+5" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "resist": [ + "acid" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "cr": "1/4", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The dipsa can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Discreet Bite", + "entries": [ + "The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. When the dipsa hits with a Bite attack, the target must succeed on a {@dc 15} Wisdom ({@skill Perception}) check to notice the dipsa and its attack. Each time the creature takes acid damage from an attached dipsa, it can repeat this check, noticing the dipsa on a success. A creature that takes acid damage from the dipsa while below half its hp maximum automatically succeeds on this check." + ] + }, + { + "name": "Ooze Nature", + "entries": [ + "The dipsa doesn't require sleep." + ] + }, + { + "name": "Swamp Camouflage", + "entries": [ + "The dipsa has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}1 piercing damage, and the dipsa attaches to the target. While attached, the dipsa can't attack, and at the start of each of the dipsa's turns, the target takes 3 ({@damage 1d6}) acid damage and must succeed on a {@dc 12} Constitution saving throw or have its hp maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.", + "The attached dipsa moves with the target whenever the target moves, requiring none of the dipsa's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the dipsa." + ] + } + ], + "bonus": [ + { + "name": "Translucent", + "entries": [ + "The dipsa takes the Hide action." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "A", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dissimortuum", + "source": "ToB1-2023", + "page": 106, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 14, + "dex": 10, + "con": 16, + "int": 8, + "wis": 11, + "cha": 18, + "save": { + "con": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "the languages of its creator" + ], + "cr": "7", + "trait": [ + { + "name": "Spider Climb", + "entries": [ + "The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The dissimortuum doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dissimortuum makes three Claw attacks. It can replace one Claw attack with a use of Terrifying Mask." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d8 + 2}) slashing damage." + ] + }, + { + "name": "Terrifying Mask", + "entries": [ + "Each non-Undead creature within 60 feet of the dissimortuum that can see it must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target becomes immune to the dissimortuum's Terrifying Mask for the next 24 hours." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dogmole", + "source": "ToB1-2023", + "page": 107, + "size": [ + "M" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 30, + "burrow": 20, + "swim": 10 + }, + "str": 14, + "dex": 17, + "con": 15, + "int": 2, + "wis": 12, + "cha": 10, + "senses": [ + "blindsight 30 ft." + ], + "passive": 11, + "cr": "1", + "trait": [ + { + "name": "Burrowed Tunnels", + "entries": [ + "If the dogmole burrows at half its burrowing speed, it can leave a 5-foot diameter tunnel in its wake." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dogmole makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + } + ], + "reaction": [ + { + "name": "Wormkiller Rage", + "entries": [ + "When the dogmole takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 2 ({@damage 1d4}) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The dogmole can't end this rage willingly." + ] + } + ], + "environment": [ + "underdark" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dogmole Juggernaut", + "source": "ToB1-2023", + "page": 107, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d10 + 60" + }, + "speed": { + "walk": 30, + "burrow": 20, + "swim": 10 + }, + "str": 21, + "dex": 14, + "con": 20, + "int": 2, + "wis": 10, + "cha": 2, + "save": { + "con": "+8" + }, + "senses": [ + "blindsight 30 ft." + ], + "passive": 10, + "cr": "5", + "trait": [ + { + "name": "Burrowed Tunnels", + "entries": [ + "If the juggernaut burrows at half its burrowing speed, it can leave a 10-foot diameter tunnel in its wake." + ] + }, + { + "name": "Stout", + "entries": [ + "The juggernaut has advantage on Strength and Dexterity checks and saving throws made against effects that would push it or knock it {@condition prone}." + ] + }, + { + "name": "Relentless (Recharges after a Short or Long Rest)", + "entries": [ + "If the juggernaut takes 15 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dogmole juggernaut makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. it: 12 ({@damage 3d4 + 5}) slashing damage." + ] + } + ], + "reaction": [ + { + "name": "Wormkiller Rage", + "entries": [ + "When the juggernaut takes damage from a Small or larger insectoid Beast, such as a giant centipede, or when it deals damage to such a creature, it enters a special rage for 3 rounds. While in this rage, it has advantage on attack rolls and Strength checks and deals an extra 5 ({@damage 2d4}) piercing damage with its Bite attack, but its Armor Class is reduced by 2. The juggernaut can't end this rage willingly." + ] + } + ], + "environment": [ + "underdark" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true + }, + { + "name": "Domovoi", + "source": "ToB1-2023", + "page": 108, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 13, + "con": 18, + "int": 6, + "wis": 10, + "cha": 16, + "skill": { + "intimidation": "+5", + "perception": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "acid", + "lightning" + ], + "languages": [ + "Common", + "Dwarvish", + "Elvish" + ], + "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The domovoi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell alter self}" + ], + "daily": { + "3e": [ + "{@spell darkness}", + "{@spell haste}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "House Guardian", + "entries": [ + "When the domovoi finishes a long rest in a structure with up to 2,500 square feet of floor space, the structure becomes magically protected. This works like the {@spell guards and wards} spell, except the domovoi can choose only two effects from the spell to place in the warded area." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The domovoi makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The domovoi magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the domovoi wears or carries is {@condition invisible} with it." + ] + } + ], + "bonus": [ + { + "name": "Protector's Step", + "entries": [ + "The domovoi magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within a structure protected by its House Guardian trait or within 30 feet of the exterior of that structure. Swirls of golden light, sparkles of starlight, or tendrils of inky shadow (the domovoi's choice) appear at the origin and destination when it uses this bonus action." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D", + "E" + ], + "damageTags": [ + "B" + ], + "damageTagsSpell": [ + "B", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "invisible" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Doppelrat", + "source": "ToB1-2023", + "page": 109, + "size": [ + "T" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 45, + "formula": "10d4 + 20" + }, + "speed": { + "walk": 30, + "climb": 15, + "swim": 15 + }, + "str": 2, + "dex": 17, + "con": 14, + "int": 2, + "wis": 13, + "cha": 2, + "save": { + "dex": "+5" + }, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "2", + "trait": [ + { + "name": "Arcane Doubling", + "entries": [ + "While in combat, at the start of each of its turns, the doppelrat rapidly creates duplicates of itself as an automatic defense mechanism. These duplicates immediately form into a swarm of rats in the doppelrat's space, acting as allies of the doppelrat and obeying its body language commands. The swarm acts on the doppelrat's turn, and the doppelrat can use its reaction to move up to its speed with the swarm, provided it is in the swarm's space when the swarm moves. The swarm remains for 1 minute, until the doppelrat dies, or until the doppelrat dismisses it as a bonus action. The doppelrat can have no more than two swarms of rats under its control at a time." + ] + }, + { + "name": "Hidden Original", + "entries": [ + "While the doppelrat is in the space of a swarm it created with Arcane Doubling, it is indiscernible from the other rats and has total cover. A creature must take an action to visually inspect the swarm and succeed on a {@dc 15} Intelligence ({@skill Investigation}) check to find the doppelrat among its duplicates. Once a creature succeeds on this check, the doppelrat loses total cover against attacks and spells from that creature and that creature's allies until the doppelrat starts its turn in the same space as one of its swarms." + ] + }, + { + "name": "Horrific Doppeling", + "entries": [ + "Characterized by the growing and sloughing off of tumors shaped like the infected creature, horrific doppeling is a disease that infects creatures attacked by doppelrats. Until the disease is cured, the creature is {@condition poisoned}. At the end of each long rest, the infected creature must succeed on a {@dc 13} Constitution saving throw or shed a tumor that looks like a Tiny version of itself. Though disturbing, the tumor is merely a mass of shed skin and fat that decays as normal. The disease is cured after the creature succeeds on two saving throws." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The doppelrat has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or contract the horrific doppeling disease (see the Horrific Doppeling trait)." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dorreq", + "source": "ToB1-2023", + "page": 110, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "17d8 + 17" + }, + "speed": { + "walk": 20, + "climb": 15 + }, + "str": 19, + "dex": 19, + "con": 13, + "int": 11, + "wis": 8, + "cha": 10, + "save": { + "dex": "+6" + }, + "skill": { + "intimidation": "+2", + "perception": "+1", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "acid", + "cold", + "lightning" + ], + "languages": [ + "Void Speech" + ], + "cr": "4", + "trait": [ + { + "name": "Void Warping", + "entries": [ + "The area around the dorreq is warped by its connection to the Void. A creature that starts its turn within 20 feet of the dorreq must succeed on a {@dc 14} Strength saving throw or its speed is halved until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dorreq makes one Bite attack and two Tentacles attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Tentacles", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage, and if the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 14}) and pulled up to 5 feet closer to the dorreq. Until this grapple ends, the target is {@condition restrained}. The dorreq can grapple up to two creatures at a time." + ] + }, + { + "name": "Void Thrum {@recharge 5}", + "entries": [ + "The dorreq emits a barely audible, vibrating thrum laced with Void energy. Each creature within 20 feet of the dorreq must make a {@dc 14} Constitution saving throw, taking 10 ({@damage 3d6}) thunder damage and 10 ({@damage 3d6}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Stone Step", + "entries": [ + "The dorreq teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain a stone or rocky surface, such as a cliff face or rocky terrain." + ] + } + ], + "environment": [ + "badlands", + "planar" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "B", + "N", + "P", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dragon Eel", + "source": "ToB1-2023", + "page": 111, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 195, + "formula": "17d12 + 85" + }, + "speed": { + "walk": 20, + "swim": 60 + }, + "str": 26, + "dex": 12, + "con": 20, + "int": 14, + "wis": 13, + "cha": 14, + "save": { + "str": "+12", + "dex": "+5", + "int": "+6", + "wis": "+5", + "cha": "+6" + }, + "skill": { + "acrobatics": "+5", + "athletics": "+12", + "insight": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "lightning" + ], + "conditionImmune": [ + "paralyzed", + "prone" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "12", + "trait": [ + { + "name": "Limited Amphibiousness", + "entries": [ + "The dragon eel can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocating." + ] + }, + { + "name": "Shocking Hide", + "entries": [ + "A creature that touches the dragon eel or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) lightning damage." + ] + }, + { + "name": "Storm Glide", + "entries": [ + "During storms with ample rain or lightning, the dragon eel gains a flying speed equal to its swimming speed." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon eel makes one Bite attack and one Tail Slap attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}26 ({@damage 4d8 + 8}) piercing damage plus 5 ({@damage 1d10}) lightning damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Tail Slap", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}30 ({@damage 5d8 + 8}) bludgeoning damage plus 5 ({@damage 1d10}) lightning damage, and the target must succeed on a {@dc 18} Strength saving throw or be pushed up to 10 feet away from the eel. The dragon eel can choose to not push a target." + ] + }, + { + "name": "Lightning Breath {@recharge}", + "entries": [ + "The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line must make a {@dc 18} Dexterity saving throw, taking 55 ({@damage 10d10}) lightning damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "L", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dragonleaf Tree", + "source": "ToB1-2023", + "page": 137, + "size": [ + "L" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 152, + "formula": "16d10 + 64" + }, + "speed": { + "walk": 15 + }, + "str": 16, + "dex": 14, + "con": 19, + "int": 5, + "wis": 12, + "cha": 17, + "senses": [ + "blindsight 120 ft." + ], + "passive": 11, + "conditionImmune": [ + "blinded", + "deafened" + ], + "languages": [ + "understands Draconic but can't speak" + ], + "cr": "8", + "trait": [ + { + "name": "Elemental Affinity", + "entries": [ + "The dragonleaf tree has immunity to a type of damage based on the type of dragon that grew it: acid (black, copper), cold (silver, white), fire (brass, gold, red), lightning (blue, bronze), or poison (green)." + ] + }, + { + "name": "Eternally Loyal", + "entries": [ + "The dragonleaf tree has advantage on ability checks and saving throws against influence or effects that would encourage it or force it to act against its draconic master. If {@condition charmed} or controlled and directed to act against its master, the tree can immediately repeat the effect's saving throw, ending the effect on itself on a success." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon leaf tree makes three Slam or Throw Leaves attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) damage of the type noted in the Elemental Affinity trait." + ] + }, + { + "name": "Throw Leaves", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}12 ({@damage 4d4 + 2}) slashing damage plus 7 ({@damage 2d6}) damage of the type noted in the Elemental Affinity trait." + ] + }, + { + "name": "Elemental Leaves {@recharge}", + "entries": [ + "The dragonleaf tree's leaves rain acid, shed bolts of lightning, shake loose icicles, or similarly emit the elemental energies of the dragon that grew the tree. Each creature within 20 feet of the dragonleaf tree must make a {@dc 15} Dexterity saving throw, taking 42 {@damage 12d6} damage of the type noted in the Elemental Affinity trait." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "DR" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH", + "RW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Drakon", + "source": "ToB1-2023", + "page": 147, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d10 + 28" + }, + "speed": { + "walk": 30, + "fly": 60, + "swim": 40 + }, + "str": 14, + "dex": 19, + "con": 15, + "int": 2, + "wis": 12, + "cha": 10, + "skill": { + "perception": "+4", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "acid" + ], + "conditionImmune": [ + "paralyzed" + ], + "cr": "5", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The drakon can breathe air and water." + ] + }, + { + "name": "Dissolving Gaze", + "entries": [ + "When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a {@dc 13} Constitution saving throw if the drakon isn't {@condition incapacitated} and can see the creature. On a failed save, the creature takes 3 ({@damage 1d6}) acid damage, its hp maximum is reduced by an amount equal to the acid damage it takes, and it is {@condition paralyzed} until the start of its next turn. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hp maximum to 0.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the drakon until the start of its next turn, when it can avert its eyes again. If the creature looks at the drakon in the meantime, it must immediately make the save." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drakon makes one Bite attack and one Tail attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 10 ({@damage 4d4}) acid damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Acid Breath {@recharge 5}", + "entries": [ + "The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area must make a {@dc 13} Constitution saving throw, taking 28 ({@damage 8d6}) acid damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "coastal" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dream Eater", + "source": "ToB1-2023", + "page": 148, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 30, + "fly": 20 + }, + "str": 15, + "dex": 18, + "con": 17, + "int": 16, + "wis": 13, + "cha": 20, + "skill": { + "deception": "+8", + "insight": "+4", + "persuasion": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "5", + "trait": [ + { + "name": "Dream Eater's Caress", + "entries": [ + "A creature that starts its turn {@condition grappled} by the dream eater must succeed on a {@dc 14} Charisma saving throw or take 5 ({@damage 2d4}) psychic damage. The dream eater gains temporary hp equal to the psychic damage dealt." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dream eater uses its Lotus Scent. It then makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 14}) if it is a Large or smaller creature. Until this grapple ends, the creature is {@condition restrained}. The dream eater has two claws, each of which can grapple only one target." + ] + }, + { + "name": "Lotus Scent", + "entries": [ + "The dream eater secretes an oily chemical that most creatures find intoxicating. Each creature that isn't a Construct or Undead within 15 feet of the dream eater must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the creature is {@condition charmed} by the fiend. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dream eater's Lotus Scent for the next 24 hours." + ] + }, + { + "name": "Waking Dreams {@recharge 5}", + "entries": [ + "Each creature within 20 feet of the dream eater must make a {@dc 14} Charisma saving throw. On a failure, a creature takes 21 ({@damage 6d6}) psychic damage and is {@condition incapacitated} for 1 minute. When it moves, an {@condition incapacitated} creature moves in a random direction. On a success, a creature takes half the damage and isn't {@condition incapacitated}. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The dream eater magically transforms into a Small or Medium humanoid it has seen, or back into its true form, which is a Fiend. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "AB", + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "P", + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "charmed", + "grappled", + "incapacitated", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Drowned Maiden", + "source": "ToB1-2023", + "page": 149, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 90, + "formula": "20d8" + }, + "speed": { + "walk": 30, + "swim": 40 + }, + "str": 15, + "dex": 16, + "con": 10, + "int": 10, + "wis": 12, + "cha": 18, + "save": { + "dex": "+6", + "cha": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "5", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drowned maiden makes three Hair attacks. She can replace one attack with a use of Draining Kiss." + ] + }, + { + "name": "Hair", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 20 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature. She can grapple up to three creatures at a time. The hair holding a creature can be attacked and destroyed (AC 15; 15 hp; immunity to necrotic, poison, and psychic damage)." + ] + }, + { + "name": "Draining Kiss", + "entries": [ + "One creature within 5 feet of the maiden and that she is grappling must make a {@dc 15} Charisma saving throw. On a failure, the target takes 10 ({@damage 3d6}) psychic damage, and its Strength is reduced by {@dice 1d6}. On a success, the target takes half the damage, and its Strength isn't reduced. This reduction lasts until the target finishes a long rest. The target dies if its Strength is reduced to 0." + ] + }, + { + "name": "Illusory Appearance", + "entries": [ + "The maiden covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the maiden takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 15} Intelligence ({@skill Investigation}) check to discern that the maiden is disguised." + ] + } + ], + "bonus": [ + { + "name": "Reel", + "entries": [ + "The drowned maiden pulls each creature {@condition grappled} by her up to 15 feet straight toward her." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dullahan", + "source": "ToB1-2023", + "page": 151, + "size": [ + "L" + ], + "type": "fey", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 178, + "formula": "17d10 + 85" + }, + "speed": { + "walk": 60 + }, + "str": 19, + "dex": 18, + "con": 20, + "int": 13, + "wis": 15, + "cha": 17, + "skill": { + "intimidation": "+7", + "perception": "+6", + "persuasion": "+7", + "survival": "+6" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "11", + "trait": [ + { + "name": "Baleful Glare", + "entries": [ + "When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a {@dc 17} Wisdom saving throw if the dullahan isn't {@condition incapacitated} and can see the creature. On a failed save, the creature is {@condition frightened} until the start of its next turn. While {@condition frightened} in this way, the creature must take the Dash action and move away from the dullahan by the safest available route. A doomed creature that fails this saving throw is {@condition restrained} while {@condition frightened} instead.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save." + ] + }, + { + "name": "Relentless Advance", + "entries": [ + "Moving through difficult terrain doesn't cost the dullahan extra movement, and the dullahan can move across the surface of water as if it were harmless, solid ground." + ] + }, + { + "name": "Relentless Nature", + "entries": [ + "The dullahan doesn't require food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dullahan makes three Spine Whip or Necrotic Bolt attacks. It can replace one attack with a use of Seal the Doom." + ] + }, + { + "name": "Spine Whip", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage. If the target is a creature, it must succeed on a {@dc 17} Constitution saving throw or fall {@condition prone} as it is wracked with pain." + ] + }, + { + "name": "Necrotic Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}21 ({@damage 4d8 + 3}) necrotic damage." + ] + }, + { + "name": "Seal the Doom", + "entries": [ + "The dullahan points at a creature doomed by Deathly Doom within 40 feet of it that it can see. The creature must make a {@dc 17} Constitution saving throw. On a failure, the target immediately drops to 0 hp if it is below half its hp maximum. On a success, the target is immune to the dullahan's Seal the Doom for the next 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Deathly Doom", + "entries": [ + "The dullahan magically dooms a creature for 1 hour. It can have only one creature doomed at a time. If it dooms another, the effect on the previous target ends. The dullahan knows the direction to the doomed creature as long as both are on the same plane of existence." + ] + } + ], + "environment": [ + "any", + "forest" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dune Mimic", + "source": "ToB1-2023", + "page": 268, + "size": [ + "H" + ], + "type": { + "type": "monstrosity", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d12 + 64" + }, + "speed": { + "walk": 15 + }, + "str": 20, + "dex": 8, + "con": 18, + "int": 9, + "wis": 13, + "cha": 10, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 30 ft." + ], + "passive": 14, + "immune": [ + "acid", + "fire" + ], + "conditionImmune": [ + "prone" + ], + "cr": "8", + "trait": [ + { + "name": "Adhesive (Object or Terrain Form Only)", + "entries": [ + "The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also {@condition grappled} by it (escape {@dc 15}). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait." + ] + }, + { + "name": "False Appearance (Object or Terrain Form Only)", + "entries": [ + "While the dune mimic remains motionless, it is indistinguishable from an ordinary sandy object or terrain feature." + ] + }, + { + "name": "Grappler", + "entries": [ + "The dune mimic has advantage on attack rolls against any creature {@condition grappled} by it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dune mimic makes three Pseudopod attacks. It can replace one attack with a use of Engulf." + ] + }, + { + "name": "Pseudopod", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait." + ] + }, + { + "name": "Engulf", + "entries": [ + "The dune mimic engulfs a Large or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded}, {@condition restrained}, and unable to breathe, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the mimic's turns or take 10 ({@damage 3d6}) slashing damage, as the creature is lacerated by the mimic's sand-coated form. If the mimic moves, any engulfed creatures move with it. The mimic can have no more than two creatures engulfed at a time." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The dune mimic transforms into a Huge sand- or gravel-covered object, shapes itself into a sandy or rocky terrain feature no larger than a 20-foot cube or transforms back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "desert" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Duskthorn Dryad", + "source": "ToB1-2023", + "page": 150, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 77, + "formula": "14d8 + 14" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 20, + "con": 13, + "int": 14, + "wis": 15, + "cha": 24, + "save": { + "con": "+3", + "wis": "+4" + }, + "skill": { + "animal handling": "+4", + "deception": "+9", + "nature": "+6", + "perception": "+4", + "persuasion": "+9", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Elvish", + "Sylvan", + "Umbral" + ], + "cr": "3", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The dryad casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell druidcraft}" + ], + "daily": { + "3e": [ + "{@spell charm person}", + "{@spell entangle}", + "{@spell invisibility}" + ], + "1e": [ + "{@spell barkskin}", + "{@spell spike growth}", + "{@spell suggestion}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The dryad has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Speak with Beasts and Plants", + "entries": [ + "The dryad can communicate with beasts and plants as if they shared a language." + ] + }, + { + "name": "Tree Stride", + "entries": [ + "Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The duskthorn dryad makes two Thorned Slam or Thorn attacks." + ] + }, + { + "name": "Thorned Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Thorn", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 80/320 ft., one target. {@h}10 ({@damage 2d4 + 5}) piercing damage." + ] + }, + { + "name": "Children of the Forest (1/Day)", + "entries": [ + "The dryad magically calls {@dice 1d4} boars, constrictor snakes, or wolves, or it calls 1 child of the briar. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the dryad and obeying her spoken commands. The creatures remain for 1 hour, until the dryad dies, or until the dryad dismisses them as a bonus action." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Magic Resistance", + "Tree Stride" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "P" + ], + "damageTagsSpell": [ + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflictSpell": [ + "charmed", + "invisible", + "restrained" + ], + "savingThrowForcedSpell": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dust Goblin", + "source": "ToB1-2023", + "page": 215, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "goblinoid" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 16, + "formula": "3d6 + 6" + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 16, + "con": 14, + "int": 10, + "wis": 8, + "cha": 8, + "skill": { + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Goblin" + ], + "cr": "1/4", + "trait": [ + { + "name": "Twisted", + "entries": [ + "When the dust goblin attacks a creature from hiding, the target must succeed on a {@dc 10} Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ] + } + ], + "action": [ + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage." + ] + } + ], + "environment": [ + "badlands", + "desert" + ], + "attachedItems": [ + "light crossbow|phb", + "shortsword|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "GO" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Dwarven Ringmage", + "source": "ToB1-2023", + "page": 409, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dwarf" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|PHB}" + ] + } + ], + "hp": { + "average": 136, + "formula": "21d8 + 42" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 15, + "int": 18, + "wis": 12, + "cha": 9, + "save": { + "con": "+5", + "int": "+7", + "wis": "+4" + }, + "skill": { + "arcana": "+7", + "history": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "poison" + ], + "languages": [ + "Common", + "Dwarvish" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The dwarven ringmage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell color spray}", + "{@spell mage hand}", + "{@spell true strike}" + ], + "daily": { + "3e": [ + "{@spell expeditious retreat}", + "{@spell fly}", + "{@spell haste}" + ], + "1e": [ + "{@spell greater invisibility}", + "{@spell wall of stone}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Dwarven Resilience", + "entries": [ + "The dwarven ringmage has advantage on saving throws against poison." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dwarven ringmage can use its Ring Magic. It then makes three Ring Staff attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Ring Staff", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 10 ({@damage 3d6}) acid, cold, fire, lightning, or thunder damage (the ringmage's choice)." + ] + }, + { + "name": "Ring Magic", + "entries": [ + "The dwarven ringmage draws circles of magic in the air and sends them toward one creature it can see within 30 feet of it, causing one of the following effects:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "• Rings of Binding", + "entries": [ + "The target must succeed on a {@dc 15} Strength saving throw or be {@condition restrained} by magical rings until the end of its next turn." + ] + }, + { + "type": "item", + "name": "• Rings of Bravery", + "entries": [ + "The target can't be {@condition frightened} and has advantage on melee weapon attack rolls until the end of its next turn." + ] + }, + { + "type": "item", + "name": "• Rings of Protection", + "entries": [ + "The target has a +2 bonus to its Armor Class until the end of its next turn." + ] + }, + { + "type": "item", + "name": "• Rings of Retribution", + "entries": [ + "When any creature hits the target before the start of the ringmage's next turn, the creature takes 4 ({@damage 1d8}) acid, cold, fire, lightning, or thunder damage (the ringmage's choice)." + ] + } + ] + } + ] + } + ], + "environment": [ + "arctic", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D" + ], + "damageTags": [ + "B" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "conditionInflictSpell": [ + "blinded", + "invisible" + ], + "savingThrowForced": [ + "strength" + ], + "savingThrowForcedSpell": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Eala", + "source": "ToB1-2023", + "page": 152, + "size": [ + "S" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 40, + "formula": "9d6 + 9" + }, + "speed": { + "walk": 10, + "fly": 60 + }, + "str": 10, + "dex": 16, + "con": 12, + "int": 2, + "wis": 12, + "cha": 16, + "save": { + "dex": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "fire" + ], + "cr": "2", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The eala makes two Wing Blades attacks." + ] + }, + { + "name": "Wing Blades", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The eala breathes fire in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one. The eala's fire breath ignites flammable objects and melts soft metals, such as gold and lead, in the area that aren't being worn or carried." + ] + } + ], + "reaction": [ + { + "name": "Swan Song", + "entries": [ + "When the eala is reduced to 0 hp, it can use its last breath to sing a plaintive and beautiful melody. Each creature within 20 feet of it that can hear the eala must succeed on a {@dc 13} Charisma saving throw or be {@condition incapacitated} until the end of its next turn. While {@condition incapacitated}, the creature's speed is reduced to 0." + ] + } + ], + "environment": [ + "mountain", + "planar" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "damageTags": [ + "F", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "charisma", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Eater of Dust", + "source": "ToB1-2023", + "page": 153, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d8 + 60" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 14, + "con": 20, + "int": 10, + "wis": 15, + "cha": 17, + "save": { + "str": "+9", + "con": "+9", + "cha": "+7" + }, + "skill": { + "athletics": "+9", + "intimidation": "+7", + "perception": "+6" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 16, + "resist": [ + "acid", + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "poison" + ], + "conditionImmune": [ + "blinded", + "poisoned" + ], + "languages": [ + "telepathy 120 ft. understands Abyssal", + "Common", + "Infernal", + "and Void Speech but can't speak" + ], + "cr": "9", + "trait": [ + { + "name": "Magic Maw", + "entries": [ + "The eater of dust's Maw-Arm attacks are magical. When the eater hits with its Maw-Arm, the weapon deals an extra {@damage 3d8} necrotic damage (included in the attack)." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The eater of dust regains 5 hp at the start of its turn. If it takes fire damage, this trait doesn't function at the start of eater's next turn. The eater dies only if it starts its turn with 0 hp and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The eater of dust makes one Maw-Arm attack and two Necrotic Blast attacks, or it makes three Necrotic Blast attacks." + ] + }, + { + "name": "Maw-Arm", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage plus 13 ({@damage 3d8}) necrotic damage, and the target must succeed on a {@dc 17} Constitution saving throw or its hp maximum is reduced by amount equal to the necrotic damage taken, and the eater regains hp equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." + ] + }, + { + "name": "Necrotic Burst", + "entries": [ + "{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}16 ({@damage 3d8 + 3}) necrotic damage." + ] + } + ], + "bonus": [ + { + "name": "Hungry Step", + "entries": [ + "The eater of dust magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space within 10 feet of a creature that isn't a Construct or Undead." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "CS", + "I", + "TP" + ], + "damageTags": [ + "N", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Edimmu", + "source": "ToB1-2023", + "page": 154, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d8 + 30" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 19, + "con": 16, + "int": 12, + "wis": 18, + "cha": 13, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 14, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "4", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "If destroyed, an edimmu rises again in {@dice 2d4} days, regaining all its hp and becoming active again. When the edimmu rises, it appears within 5 feet of its remains. Only burying its mortal remains in consecrated or hallowed ground prevents this trait from functioning." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The edimmu doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Water Siphon", + "entries": [ + "The edimmu has advantage on attack rolls against creatures made of or gaining power from magical water, such as water elementals, water jinnborn, water genies, and sorcerers with water-based origins. In addition, such creatures have disadvantage on the saving throw against the edimmu's Draining Touch and Multiattack." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The edimmu makes two Draining Touch attacks. If both attacks hit one creature that isn't a Construct or Undead, the target must succeed on a {@dc 14} Constitution saving throw or suffer one level of {@condition exhaustion}. A creature that fails this saving throw by 5 or more is also {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Draining Touch", + "entries": [ + "{@atk ms} {@hit 6} to hit, reach 5 ft., one creature. {@h}13 ({@damage 2d8 + 4}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest after drinking 1 pint of water. The target dies if this effect reduces its hp maximum to 0." + ] + } + ], + "environment": [ + "desert", + "grassland" + ], + "traitTags": [ + "Incorporeal Movement", + "Rejuvenation" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "N", + "O" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Eel Hound", + "source": "ToB1-2023", + "page": 155, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 77, + "formula": "14d8 + 14" + }, + "speed": { + "walk": 30, + "swim": 40 + }, + "str": 19, + "dex": 16, + "con": 13, + "int": 6, + "wis": 13, + "cha": 16, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "understands Sylvan but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The eel hound can breathe air and water." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The eel hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, and the target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the creature is {@condition restrained}, and the hound can't Bite another target." + ] + }, + { + "name": "Slick Spittle", + "entries": [ + "The eel hound covers the ground in a 5-foot square centered on a point it can see within 10 feet of it with its slippery spittle. Each creature standing in that area must succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}. A creature that enters the area or ends its turn there must also succeed on a {@dc 13} Dexterity saving throw or fall {@condition prone}. The spittle remains on the ground for 1 minute." + ] + } + ], + "bonus": [ + { + "name": "Water Step", + "entries": [ + "The eel hound teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain enough water to partially submerge the hound." + ] + } + ], + "environment": [ + "forest", + "underwater" + ], + "traitTags": [ + "Amphibious", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "S" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Einherjar", + "source": "ToB1-2023", + "page": 156, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item chain mail|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 16, + "con": 19, + "int": 10, + "wis": 14, + "cha": 11, + "skill": { + "animal handling": "+5", + "intimidation": "+6", + "perception": "+5" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "piercing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Celestial", + "Common" + ], + "cr": "7", + "trait": [ + { + "name": "Battle Frenzy", + "entries": [ + "The einherjar has advantage on all attack rolls it makes while it is below 30 hp." + ] + }, + { + "name": "Fearsome Gaze", + "entries": [ + "The stare of an einherjar is especially piercing to Humanoids. It has advantage on any Charisma ({@skill Intimidation}) check it makes against a Humanoid." + ] + }, + { + "name": "Runic Weapons", + "entries": [ + "The einherjar's weapon attacks are magical. When the einherjar hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The einherjar makes two Battleaxe attacks, or it makes three Celestial Bolt attacks. It can replace one attack with Celestial Blessing, if available." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) radiant damage." + ] + }, + { + "name": "Celestial Bolt", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}15 ({@damage 3d8 + 2}) radiant damage." + ] + }, + { + "name": "Celestial Blessing {@recharge 5}", + "entries": [ + "The einherjar calls on its celestial patrons for one of the following blessings:" + ] + }, + { + "name": "• Odin's Strength", + "entries": [ + "The einherjar roars a battle prayer to Odin. Each friendly creature within 60 feet of the einherjar and that can hear the prayer deals an extra 4 ({@damage 1d8}) radiant damage when it hits with any weapon. In addition, when an affected creature makes an attack roll, the creature can roll a {@dice d6} and add the number rolled to the attack roll." + ] + }, + { + "name": "• Valkyries' Mercy", + "entries": [ + "The einherjar pleads for the assistance of the valkyries to save one friendly creature it can see within 60 feet of it that has been reduced to 0 hp. The creature regains 13 {@dice 3d8} hp. Once the einherjar has aided a creature with Valkyries' Mercy, it can't target that creature with Valkyries' Mercy again until the creature finishes a long rest." + ] + } + ], + "environment": [ + "planar" + ], + "attachedItems": [ + "battleaxe|phb" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE" + ], + "damageTags": [ + "R", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Elder Shadow Drake", + "source": "ToB1-2023", + "page": 143, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 22, + "dex": 13, + "con": 18, + "int": 8, + "wis": 9, + "cha": 13, + "save": { + "dex": "+4", + "con": "+7", + "cha": "+4" + }, + "skill": { + "perception": "+5", + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "immune": [ + "cold" + ], + "vulnerable": [ + "radiant" + ], + "languages": [ + "Common", + "Draconic", + "Umbral" + ], + "cr": "7", + "trait": [ + { + "name": "Shadow Sight", + "entries": [ + "The drake has advantage on Wisdom ({@skill Perception}) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The elder shadow drake makes one Bite attack and two Tail Slap attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage." + ] + }, + { + "name": "Tail Slap", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The drake magically turns {@condition invisible} until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the drake wears or carries is {@condition invisible} with it. The drake must be in dim light or darkness to use this action." + ] + }, + { + "name": "Stygian Breath {@recharge 5}", + "entries": [ + "The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a {@dc 15} Constitution saving throw, taking 42 ({@damage 12d6}) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of the mist overlaps with an area of light created by a spell of 1st level or lower, the spell creating the light is dispelled." + ] + } + ], + "bonus": [ + { + "name": "Shadow Step", + "entries": [ + "The drake teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The origin and destination spaces must be in dim light or darkness." + ] + } + ], + "environment": [ + "forest", + "underdark" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "C", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Elemental Locus", + "source": "ToB1-2023", + "page": 157, + "size": [ + "G" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 290, + "formula": "20d20 + 80" + }, + "speed": { + "walk": 25 + }, + "str": 28, + "dex": 1, + "con": 18, + "int": 10, + "wis": 11, + "cha": 11, + "save": { + "int": "+6", + "wis": "+6", + "cha": "+6" + }, + "skill": { + "nature": "+6", + "perception": "+6" + }, + "senses": [ + "darkvision 120 ft.", + "tremorsense 120 ft." + ], + "passive": 16, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "acid", + "cold", + "fire", + "lightning", + "poison", + "thunder", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "unconscious" + ], + "languages": [ + "Primordial" + ], + "cr": "17", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The elemental locus doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immortal", + "entries": [ + "If the elemental locus dies, it returns to life in {@dice 1d12} months, regaining all its hp and becoming active again. The new body appears in a space of the locus's choice within its bound land. Only a {@spell wish} spell can prevent this trait from functioning." + ] + }, + { + "name": "Land Bound", + "entries": [ + "The elemental locus is bound to an area of land or ocean no larger than 100 square miles. If it leaves this region, it loses its Spawn Elemental action. If it remains outside the region, it automatically teleports back to the center of this area after 24 hours, regardless of distance." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The elemental locus has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The elemental locus deals double damage to objects and structures." + ] + }, + { + "name": "Unstoppable", + "entries": [ + "Moving through difficult terrain doesn't cost the elemental locus extra movement, and its speed can't be reduced." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The elemental locus makes three Slam attacks. It can replace one attack with a use of Spawn Elemental." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}31 ({@damage 5d8 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 18} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Spawn Elemental", + "entries": [ + "The elemental locus magically creates up to {@dice 2d6} mephits or 1 Elemental with a challenge rating of 5 or lower. The Elementals arrive at the start of the locus's next turn, acting as allies of the locus and obeying its spoken commands. The locus can create only Elementals that share an element with a terrain feature comprising at least 100,000 square feet of the locus's bound land. For example, a desert-bound locus can't create a water-based Elemental, unless its bound desert contains an oasis or other source of water around the size of a small pond. The Elementals remain for 1 hour, until the locus dies, or until the locus dismisses them as a bonus action. The locus can have any number of Elementals under its control at one time, provided the combined total CR of the Elementals is no higher than 8." + ] + } + ], + "environment": [ + "forest", + "grassland", + "hill", + "mountain" + ], + "traitTags": [ + "Magic Resistance", + "Siege Monster" + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "P" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Elvish Veteran Archer", + "source": "ToB1-2023", + "page": 410, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 66, + "formula": "12d8 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 18, + "con": 12, + "int": 11, + "wis": 13, + "cha": 11, + "skill": { + "nature": "+2", + "perception": "+5", + "stealth": "+5", + "survival": "+3" + }, + "passive": 15, + "languages": [ + "Common", + "Elvish" + ], + "cr": "3", + "trait": [ + { + "name": "Beast Hunter", + "entries": [ + "The elvish veteran archer has advantage on Wisdom ({@skill Survival}) checks to track Beasts and on Intelligence ({@skill Nature}) checks to recall information about Beasts." + ] + }, + { + "name": "Fey Ancestry", + "entries": [ + "The elvish veteran archer has advantage on saving throws against being {@condition charmed}, and magic can't put the archer to sleep." + ] + }, + { + "name": "Keen Hearing and Sight", + "entries": [ + "The elvish veteran archer has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight." + ] + }, + { + "name": "Point Blank Hunter", + "entries": [ + "A longbow deals one extra die of its damage when the archer hits with it (included in the attack). In addition, when the archer makes a ranged attack with a longbow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The elvish veteran archer makes three Shortsword attacks or two Longbow attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 150/600 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage. Instead of dealing damage, the archer can pin part of the target's clothing or body to the ground or to a nearby wall or tree. If it does so, the target is {@condition restrained}. A creature, including the target, can take its action to remove the arrow and free the {@condition restrained} target by succeeding on a {@dc 14} Strength check." + ] + }, + { + "name": "Arrow Spray {@recharge 5}", + "entries": [ + "The elvish veteran archer fires a flurry of arrows in a 15-foot cone. Each creature in the cone must make a {@dc 14} Dexterity saving throw, taking 18 ({@damage 4d8}) piercing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "longbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Fey Ancestry", + "Keen Senses" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Emerald Eye", + "source": "ToB1-2023", + "page": 163, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 54, + "formula": "12d4 + 24" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 3, + "dex": 15, + "con": 14, + "int": 18, + "wis": 12, + "cha": 16, + "save": { + "dex": "+4", + "con": "+4" + }, + "skill": { + "arcana": "+6", + "deception": "+5", + "history": "+6", + "perception": "+3", + "persuasion": "+5", + "religion": "+6" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "piercing" + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone", + "unconscious" + ], + "languages": [ + "Common", + "Draconic", + "telepathy 120 ft." + ], + "cr": "1", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The emerald eye doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The emerald eye is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Psychically Bound", + "entries": [ + "The emerald eye must be psychically bound to a creature to survive. It loses 5 ({@dice 2d4}) hp for every hour it is not bound to a creature or every hour it is more than 30 feet away from its bound creature." + ] + } + ], + "action": [ + { + "name": "Phrenic Burst", + "entries": [ + "{@atk ms,rs} {@hit 5} to hit, range 60 ft., one creature. {@h}10 ({@damage 2d6 + 3}) psychic damage." + ] + }, + { + "name": "Bind", + "entries": [ + "The emerald eye chooses a creature it can see within 30 feet of it that has an Intelligence of 6 or higher. The target must succeed on a {@dc 13} Charisma saving throw or the eye psychically binds itself to the target. If the target succeeds on the saving throw by 5 or more, it knows the eye attempted to bind to it. Otherwise, the target is unaware of the attempt. While bound to the emerald eye, the creature has resistance to psychic damage, but it has disadvantage on saving throws against the eye's Compulsion. The eye can be bound to only one target at a time. If it binds to another, the effect on the previous target ends." + ] + }, + { + "name": "Compel", + "entries": [ + "The emerald eye magically compels one creature it can see within 30 feet of it to move. The target must succeed on a {@dc 13} Charisma saving throw or be {@condition charmed} by the eye for 1 minute. At the start of each of the {@condition charmed} target's turns, the emerald eye chooses a direction horizontal to the eye, and the target must use as much of its movement as possible to move in that direction on its turn. The target can take its action before it moves. The target can't be compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "C", + "DR", + "TP" + ], + "damageTags": [ + "Y" + ], + "conditionInflict": [ + "charmed" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Emerald Order Cult Leader", + "source": "ToB1-2023", + "page": 410, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "ac": [ + { + "ac": 15, + "from": [ + "divine blessing" + ] + } + ], + "hp": { + "average": 156, + "formula": "24d8 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 10, + "con": 14, + "int": 15, + "wis": 20, + "cha": 15, + "save": { + "int": "+5", + "wis": "+8", + "cha": "+5" + }, + "skill": { + "arcana": "+5", + "deception": "+5", + "history": "+5", + "religion": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "any three languages" + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The Emerald Order cult leader casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell command}", + "{@spell light}", + "{@spell thaumaturgy}" + ], + "daily": { + "3e": [ + "{@spell detect thoughts}", + "{@spell dimension door}", + "{@spell silence}", + "{@spell slow}" + ], + "1e": [ + "{@spell divination}", + "{@spell freedom of movement}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Blessed Weapons", + "entries": [ + "The cult leader's weapons are blessed by its deity, and its weapon attacks are magical. When the cult leader hits with any weapon, the weapon deals an extra {@damage 3d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Divine Blessing", + "entries": [ + "While the cult leader is conscious and wearing no armor and wielding no shield, it adds its Wisdom modifier to its Armor Class (included above). In addition, it has advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Prophetic Tactics", + "entries": [ + "The cult leader has advantage on initiative rolls. In addition, at the start of each of the cult leader's turns, one friendly creature within 30 feet of the cult leader has advantage on the first attack roll it makes before the start of the cult leader's next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Emerald Order cult leader makes three Mace or Radiant Bolt attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Mace", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 13 ({@damage 3d8}) radiant damage." + ] + }, + { + "name": "Radiant Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}18 ({@damage 3d8 + 5}) radiant damage." + ] + } + ], + "reaction": [ + { + "name": "Esoteric Vengeance", + "entries": [ + "When a creature the cult leader can see within 30 feet of it hits it with an attack, the cult leader intonates a mind-bending arcane secret, and the attacker takes 7 ({@damage 2d6}) psychic damage." + ] + } + ], + "environment": [ + "desert", + "urban" + ], + "attachedItems": [ + "mace|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "X" + ], + "damageTags": [ + "B", + "R", + "Y" + ], + "damageTagsSpell": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflictSpell": [ + "deafened", + "prone" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Empty Cloak", + "source": "ToB1-2023", + "page": 164, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d8" + }, + "speed": { + "walk": 0, + "fly": 40 + }, + "str": 18, + "dex": 14, + "con": 10, + "int": 10, + "wis": 10, + "cha": 1, + "save": { + "dex": "+4", + "con": "+2" + }, + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "bludgeoning" + ], + "immune": [ + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Elvish and Umbral but can't speak" + ], + "cr": "1/2", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The empty cloak doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Diligent Sentinel", + "entries": [ + "The empty cloak has advantage on Wisdom ({@skill Perception}) checks." + ] + }, + { + "name": "Shadow Construction", + "entries": [ + "Made mostly of shadow, the empty cloak bursts into pieces then dissipates when a creature scores a critical hit against it." + ] + }, + { + "name": "Wrapping Embrace", + "entries": [ + "The empty cloak can occupy a Medium or smaller creature's space and vice versa. It has advantage on attack rolls against any creature in the same space as it." + ] + } + ], + "action": [ + { + "name": "Razor Cloak", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage." + ] + }, + { + "name": "Shadow Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft, one target. {@h}6 ({@damage 1d4 + 4}) bludgeoning damage." + ] + }, + { + "name": "Shadow Snare", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one Large or smaller creature. {@h}The target is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained} by tendrils of shadow. A creature, including the {@condition restrained} creature, can take its action to free the {@condition restrained} creature by succeeding on a {@dc 14} Strength check. The tendrils of shadow can be attack and destroyed (AC 12; hp 10; vulnerability to radiant damage; immunity to necrotic, poison, and psychic damage)." + ] + } + ], + "bonus": [ + { + "name": "Protective Embrace", + "entries": [ + "When a creature the cloak can see attacks a creature in the cloak's space, the cloak can briefly wrap itself around the creature in its space. The creature in its space takes only half the damage from the attack, and the cloak takes the other half." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "E" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Eonic Drifter", + "source": "ToB1-2023", + "page": 165, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "human" + ] + }, + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 65, + "formula": "10d8 + 20" + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 14, + "int": 18, + "wis": 11, + "cha": 13, + "skill": { + "arcana": "+6", + "history": "+6" + }, + "passive": 10, + "languages": [ + "Common", + "Eonic", + "Giant", + "Sylvan" + ], + "cr": "1", + "action": [ + { + "name": "Time-Warping Staff", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage plus 3 ({@damage 1d6}) force damage." + ] + }, + { + "name": "Drift Forward {@recharge 5}", + "entries": [ + "The drifter chooses one creature it can see within 5 feet of its future self. The target must make a {@dc 13} Wisdom saving throw. On a failure, the target takes 7 ({@damage 2d6}) psychic damage and is pulled forward in time. On a success, the target takes half the damage and isn't pulled forward in time. A target pulled forward in time disappears, along with the drifter's future self, as the future self pulls the target with it. At the end of the drifter's next turn, the target and the drifter's future self reappear in the spaces they previously occupied, or the nearest unoccupied spaces. When the target reappears, it has disadvantage on attack rolls until the end of its next turn as it recovers from the disorienting experience." + ] + } + ], + "bonus": [ + { + "name": "Call to the Future (1/Day)", + "entries": [ + "The eonic drifter calls to a future version of itself, which appears in an unoccupied space the drifter can see within 30 feet of it. The drifter's future self acts on the drifter's turn, and each turn it makes one Time-Warping Staff attack against a creature of the drifter's choice or uses the Help action to aid the drifter. The future self can be attacked and destroyed (AC 13; hp 30; resistance to bludgeoning, piercing, and slashing damage; immunity to poison and psychic damage), otherwise it remains until the drifter dismisses it as a bonus action or the drifter finishes a long rest. If the drifter's future self is destroyed, the drifter must succeed on a {@dc 13} Wisdom saving throw or be {@condition stunned} until the end of its next turn." + ] + } + ], + "environment": [ + "planar" + ], + "languageTags": [ + "C", + "GI", + "S" + ], + "damageTags": [ + "B", + "O", + "Y" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Erina", + "source": "ToB1-2023", + "page": 166, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "erina" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 12, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 22, + "formula": "4d6 + 8" + }, + "speed": { + "walk": 20, + "burrow": 20 + }, + "str": 9, + "dex": 12, + "con": 14, + "int": 13, + "wis": 10, + "cha": 11, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "poison" + ], + "languages": [ + "Common", + "Erina" + ], + "cr": "1/4", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The erina has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Hardy", + "entries": [ + "The erina has advantage on saving throws against poison." + ] + }, + { + "name": "Spines", + "entries": [ + "A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) piercing damage. In addition, a creature {@condition grappled} by or grappling the erina takes 2 ({@damage 1d4}) piercing damage at the start of the erina's turn." + ] + } + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}3 ({@damage 1d4 + 1}) slashing damage" + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit 3} to hit, range 30/120 ft., one target. {@h}3 ({@damage 1d4 + 1}) bludgeoning damage." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "attachedItems": [ + "dagger|phb", + "sling|phb" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Erina Defender", + "source": "ToB1-2023", + "page": 166, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "erina" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d6 + 16" + }, + "speed": { + "walk": 20, + "burrow": 20 + }, + "str": 11, + "dex": 14, + "con": 14, + "int": 13, + "wis": 12, + "cha": 11, + "skill": { + "athletics": "+4", + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "poison" + ], + "languages": [ + "Common", + "Erina" + ], + "cr": "1", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The erina has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Hardy", + "entries": [ + "The erina has advantage on saving throws against poison." + ] + }, + { + "name": "Spines", + "entries": [ + "A creature that touches the erina or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) piercing damage. In addition, a creature {@condition grappled} by or grappling the erina takes 5 ({@damage 2d4}) piercing damage at the start of the erina's turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The erina defender makes two Shortsword or Shortbow attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + } + ], + "reaction": [ + { + "name": "Protective Interference", + "entries": [ + "When a friendly creature the erina defender can see within 5 feet of it is the target of an attack, the defender can impose disadvantage on the attack roll. To do so, the defender must see the attacker and be wielding a melee weapon." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Eye Golem", + "source": "ToB1-2023", + "page": 216, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 9, + "con": 20, + "int": 5, + "wis": 11, + "cha": 1, + "skill": { + "perception": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 18, + "immune": [ + "poison", + "psychic", + "radiant", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "11", + "trait": [ + { + "name": "Blinding Demise", + "entries": [ + "When the golem reduces a creature to 0 hp, it can blind the creature permanently. If it does so, the creature is reduced to 1 hp instead." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The golem doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Light-Infused Fists", + "entries": [ + "The golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra {@damage 4d8} radiant damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The eye golem can use its Primal Voice of Doom. It then makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) radiant damage." + ] + }, + { + "name": "Gaze of Ancient Light {@recharge 5}", + "entries": [ + "The golem opens all of its eyes and emits a burst of blinding light. Each creature within 30 feet of it must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) radiant damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A creature that fails the saving throw by 5 or more is also {@condition stunned} until the end of its next turn. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Primal Voice of Doom", + "entries": [ + "The golem intones a disturbing invocation of the sun god at one creature it can see within 30 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} for 1 minute. The {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "R" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "frightened" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Far Darrig", + "source": "ToB1-2023", + "page": 167, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 84, + "formula": "13d6 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 16, + "con": 17, + "int": 11, + "wis": 15, + "cha": 17, + "save": { + "cha": "+5" + }, + "skill": { + "animal handling": "+4", + "nature": "+4", + "perception": "+4", + "survival": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "3", + "trait": [ + { + "name": "Enchanted Antlers", + "entries": [ + "The far darrig's attacks with its Antler Glaive are magical. When the far darrig hits with an Antler Glaive attack, the weapon deals an extra {@damage 1d6} force damage (included in the attack)." + ] + }, + { + "name": "Speak with Beasts", + "entries": [ + "The far darrig can communicate with Beasts as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The far darrig makes two Antler Glaive attacks." + ] + }, + { + "name": "Antler Glaive", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage or slashing damage (the far darrig's choice) plus 3 ({@damage 1d6}) force damage. The target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Woodland Friends (1/Day)", + "entries": [ + "The far darrig magically calls {@dice 1d4} elk or giant weasels. The called Beasts arrive in {@dice 1d4} rounds, acting as allies of the far darrig and obeying its spoken commands. The Beasts remain for 1 hour, until the far darrig dies, or until the far darrig dismisses them as a bonus action." + ] + } + ], + "bonus": [ + { + "name": "Nimble Woodsman", + "entries": [ + "The far darrig takes the Dash or Disengage action. The far darrig can use this bonus action only if it is in a forest." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "O", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fate Eater", + "source": "ToB1-2023", + "page": 168, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 130, + "formula": "20d8 + 40" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 18, + "dex": 12, + "con": 14, + "int": 18, + "wis": 16, + "cha": 9, + "save": { + "con": "+5" + }, + "skill": { + "arcana": "+7", + "history": "+7", + "insight": "+6", + "religion": "+7" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 13, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "telepathy 100 ft. understands all but can't speak" + ], + "cr": "6", + "trait": [ + { + "name": "Visionary Flesh", + "entries": [ + "A creature that eats the flesh of a fate eater must make a {@dc 15} Constitution saving throw. On a failure, the creature is {@condition poisoned} for 1 hour. On a success, the creature gains the benefits of the divination spell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fate eater makes two Bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Alter Fate {@recharge 5}", + "entries": [ + "The fate eater alters the fate of one creature it can see within 30 feet of it. The creature must make a {@dc 15} Charisma saving throw. On a failure, the creature takes 36 ({@damage 8d8}) psychic damage, and its fate is altered. Roll a {@dice d6} to determine which of the following alterations affects the creature. On a success, the creature takes half the damage, and its fate isn't altered. A creature with an altered fate for 1 minute or less can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, a creature with an altered fate can repeat the saving throw at the end of each long rest, ending the effect on itself on a success." + ] + }, + { + "name": "1 Forgotten Training", + "entries": [ + "The creatures loses the use of one random class feature, such as Action Surge or Channel Divinity, for 1 minute." + ] + }, + { + "name": "2 Lost Potential", + "entries": [ + "One of the creature's ability scores, chosen at random, is reduced by 2." + ] + }, + { + "name": "3 Seeing the Alternates", + "entries": [ + "The creature is {@condition incapacitated} for 1 minute." + ] + }, + { + "name": "4 Shifting Memories", + "entries": [ + "The creature loses proficiency in one random skill and gains proficiency in another random skill." + ] + }, + { + "name": "5 Took the Lesser Path", + "entries": [ + "The creature's current hp total becomes its hp maximum." + ] + }, + { + "name": "6 Untied from the Loop", + "entries": [ + "When the creature moves, it moves in a random direction for 1 minute." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "TP", + "XX" + ], + "damageTags": [ + "N", + "S", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated", + "poisoned" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fear Smith", + "source": "ToB1-2023", + "page": 169, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 149, + "formula": "23d8 + 46" + }, + "speed": { + "walk": 40, + "climb": 15 + }, + "str": 11, + "dex": 17, + "con": 14, + "int": 11, + "wis": 15, + "cha": 18, + "save": { + "wis": "+6" + }, + "skill": { + "intimidation": "+8", + "stealth": "+7" + }, + "senses": [ + "blindsight 30 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from attacks not made with cold iron weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "10", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The fear smith casts one of the following spells, requiring no verbal or material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell detect thoughts}", + "{@spell fear}" + ], + "daily": { + "2e": [ + "{@spell charm person}", + "{@spell command}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Distortion Gaze", + "entries": [ + "Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the fear smith can force the creature to make a {@dc 16} Wisdom saving throw if the fear smith isn't {@condition incapacitated} and can see the creature. On a failed save, the creature is disoriented until the start of its next turn. While disoriented, a creature can't take the Dash or Disengage action, and when it moves for the first time on its turn, it must succeed on a {@dc 16} Dexterity saving throw or fall {@condition prone}.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the fear smith until the start of its next turn, when it can avert its eyes again. If the creature looks at the fear smith in the meantime, it must immediately make the save." + ] + }, + { + "name": "Hidden Eye", + "entries": [ + "The fear smith has advantage on saving throws against being {@condition blinded}." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The fear smith has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fear smith makes three Claw attacks. It can replace one attack with a use of Heart-Stopping Stare." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage plus 9 ({@damage 2d8}) psychic damage. If the target is disoriented by Distortion Gaze, the fear smith regains hp equal to the amount of psychic damage dealt." + ] + }, + { + "name": "Heart-Stopping Stare", + "entries": [ + "The fear smith terrifies a creature within 30 feet of it with a look. The target must succeed on a {@dc 16} Wisdom saving throw or take 13 ({@damage 3d8}) psychic damage and be {@condition stunned} until the end of its next turn. The fear smith regains hp equal to the psychic damage dealt." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "prone" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fellforged", + "source": "ToB1-2023", + "page": 170, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 135, + "formula": "18d8 + 54" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 12, + "con": 17, + "int": 12, + "wis": 14, + "cha": 15, + "save": { + "str": "+5", + "wis": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "acid", + "cold", + "fire", + "lightning" + ], + "immune": [ + "necrotic", + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "5", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The fellforged doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Inhabiting Spirit", + "entries": [ + "The fellforged is inhabited and animated by a specter. If the fellforged fails a saving throw against an effect that turns undead, the specter is expelled into an unoccupied space within 5 feet of the fellforged with the hp total it had before it was expelled. The specter otherwise uses the statistics of a specter.", + "Without its animating specter, the fellforged becomes dormant for 1 minute then crumbles to pieces and is destroyed. The expelled specter can reinhabit the dormant fellforged as a bonus action while within 5 feet of the fellforged, making it active again and using the specter's current hp as the fellforged's hp total." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fellforged makes two Necrotic Slam attacks." + ] + }, + { + "name": "Necrotic Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." + ] + } + ], + "bonus": [ + { + "name": "Burst Gears", + "entries": [ + "The specter within the fellforged strains the construct's body, sending broken springs and gears flying. Each creature within 5 feet of the fellforged must make a {@dc 14} Dexterity saving throw, taking 7 ({@damage 2d6}) piercing damage on a failed save, or half as much damage on a successful one. Each time the fellforged uses this bonus action, its speed is reduced by 5 feet, and it can't use this bonus action if its speed is 0. Its speed returns to normal when it finishes a long rest." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fext", + "source": "ToB1-2023", + "page": 171, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "A" + ], + "ac": [ + { + "ac": 17, + "from": [ + "patron's blessing" + ] + } + ], + "hp": { + "average": 77, + "formula": "14d8 + 14" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 16, + "con": 12, + "int": 14, + "wis": 12, + "cha": 18, + "save": { + "dex": "+6", + "wis": "+4" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "truesight 20 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "6", + "trait": [ + { + "name": "Eldritch Weapons", + "entries": [ + "The fext's weapon attacks are magical. When the fext hits with any weapon, the weapon deals an extra {@damage 2d8} force damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The fext has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Patron's Blessing", + "entries": [ + "While the fext is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above)." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The fext doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fext makes two Eldritch Blade or Eldritch Fury attacks." + ] + }, + { + "name": "Eldritch Blade", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage plus 9 ({@damage 2d8}) force damage." + ] + }, + { + "name": "Eldritch Fury", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) force damage." + ] + }, + { + "name": "Patron's Might {@recharge 5}", + "entries": [ + "The fext channels its patron's awe\u2011inspiring presence, terrifying those nearby. Each creature within 10 feet of the fext must make a {@dc 15} Wisdom saving throw. On a failure, a creature takes 35 ({@damage 10d6}) psychic damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "O", + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Feyward Tree", + "source": "ToB1-2023", + "page": 186, + "size": [ + "H" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d12 + 48" + }, + "speed": { + "walk": 20 + }, + "str": 25, + "dex": 10, + "con": 18, + "int": 3, + "wis": 11, + "cha": 6, + "save": { + "dex": "+3", + "wis": "+3", + "cha": "+1" + }, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "lightning", + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "8", + "trait": [ + { + "name": "Aversion to Cold", + "entries": [ + "If the feyward tree takes cold damage, it has disadvantage on attack rolls and its speed is halved until the end of its next turn." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The feyward tree doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Enchanted Leaves", + "entries": [ + "The feyward tree's Razor-Leafed Branch attacks are magical. When the tree hits with its Razor-Leafed Branch, the branch deals an extra 9 ({@damage 2d8}) force damage (included in the attack)." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The feyward tree is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Lightning Absorption", + "entries": [ + "Whenever the feyward tree is subjected to lightning damage, it takes no damage and instead regains a number of hp equal to the lightning damage dealt." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The feyward tree has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Warden's Reach", + "entries": [ + "A creature within 15 feet of a feyward tree that moves away from it provokes an opportunity attack even if the creature takes the Disengage action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The feyward tree makes two Razor-Leafed Branch attacks." + ] + }, + { + "name": "Razor-Leafed Branch", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 15 ft., one target. {@h}16 ({@damage 2d8 + 7}) slashing damage plus 9 ({@damage 2d8}) force damage." + ] + }, + { + "name": "Flaying Leaves {@recharge 5}", + "entries": [ + "The feyward tree launches a barrage of razor-sharp cold iron leaves from its branches. Each creature within 20 feet of the tree must make a {@dc 15} Dexterity saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Damage Absorption", + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "O", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fidele Angel", + "isNamedCreature": true, + "source": "ToB1-2023", + "page": 19, + "size": [ + "M" + ], + "type": { + "type": "celestial", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "L", + "G" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 104, + "formula": "16d8 + 32" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(10 ft. fly 80 ft. in eagle form)" + } + }, + "str": 20, + "dex": 18, + "con": 14, + "int": 14, + "wis": 16, + "cha": 18, + "save": { + "dex": "+7", + "con": "+5", + "int": "+5", + "wis": "+6", + "cha": "+7" + }, + "skill": { + "insight": "+6", + "perception": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "fire", + "lightning", + "poison", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "cold" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "petrified", + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Infernal", + "telepathy 60 ft." + ], + "cr": "5", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The angel casts one of the following spells, requiring no material components and using Charisma as its spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell detect evil and good}", + "{@spell purify food and drink}", + "{@spell spare the dying}" + ], + "daily": { + "3e": [ + "{@spell bless}", + "{@spell cure wounds}", + "{@spell daylight}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Ever Connected", + "entries": [ + "Fidele angels are magically connected. Damage taken by the fidele angel is split evenly between the fidele angel and its paired fidele angel. The angel that was the original target of the attack takes any damage that won't divide evenly. All other effects, such as reducing ability scores or being the target of a {@spell bless} spell, affect only the target." + ] + }, + { + "name": "Immortal Nature", + "entries": [ + "The fidele angel doesn't require food, drink, or sleep." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The angel has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The angel's weapon attacks are magical." + ] + }, + { + "name": "Unshakeable Fidelity", + "entries": [ + "No spell, feature, trait, magic, or other effect can cause a fidele angel to act against or harm its mate or change its love or loyalty toward its mate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fidele angel makes three Longsword or Radiant Bolt attacks. Alternatively, it makes one Beak attack and two Talons attacks." + ] + }, + { + "name": "Longsword (Humanoid or True Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands." + ] + }, + { + "name": "Beak (Bird Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage." + ] + }, + { + "name": "Talons (Bird Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Radiant Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d6 + 4}) radiant damage." + ] + }, + { + "name": "To My Lover's Side", + "entries": [ + "If its mate is more than 1 mile away from it, the fidele angel can magically teleport, along with any equipment it is wearing or carrying, to an unoccupied space within 10 feet of its mate. The angel can use this action even if its mate is on another plane of existence." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The fidele angel transforms into a Medium or smaller Humanoid, a Large or smaller birdlike Beast, or back into its true form, which is a winged Celestial. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "planar" + ], + "attachedItems": [ + "longsword|phb" + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "C", + "CE", + "I", + "TP" + ], + "damageTags": [ + "P", + "R", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Firebird", + "source": "ToB1-2023", + "page": 187, + "size": [ + "S" + ], + "type": "celestial", + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 88, + "formula": "16d6 + 32" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 12, + "dex": 19, + "con": 14, + "int": 16, + "wis": 15, + "cha": 21, + "save": { + "wis": "+4", + "cha": "+7" + }, + "skill": { + "insight": "+4", + "medicine": "+4", + "perception": "+6" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Primordial", + "telepathy 60 ft." + ], + "cr": "4", + "trait": [ + { + "name": "Enforce Good Deeds", + "entries": [ + "A creature that has received assistance, such as healing or a glowing feather, from the firebird must succeed on a {@dc 15} Wisdom saving throw or be affected by the {@spell geas} spell for 30 days. While under the geas, the affected creature must assist nonhostile creatures suffering from starvation or thirst by alleviating the starvation or thirst." + ] + }, + { + "name": "Fiery Weapons", + "entries": [ + "The firebird's weapon attacks are magical. When the firebird hits with any weapon, the weapon deals an extra {@damage 2d6} fire damage (included in the attack)." + ] + }, + { + "name": "Glowing Feathers", + "entries": [ + "The firebird sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The firebird can alter the radius as a bonus action. If the firebird willingly gifts a feather to a creature, the feather sheds bright light in a 10-foot radius and dim light for an additional 10 feet indefinitely." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The firebird has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Warming Presence", + "entries": [ + "The firebird and each creature within 5 feet of it are immune to the effects of cold environments, provided the cold is caused by naturally occurring weather and climate. When the firebird is inside a structure, it can choose for this trait to affect all creatures within the structure (no action required), regardless of how close they are to it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The firebird makes one Beak attack and one Talon attack." + ] + }, + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Talon", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Blinding Ray {@recharge 5}", + "entries": [ + "The firebird fires a burning ray of light from its tail feathers in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 17 ({@damage 5d6}) fire damage and is {@condition blinded} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition blinded}." + ] + }, + { + "name": "Healing Feathers (3/Day)", + "entries": [ + "The firebird touches another creature, brushing its wings against the creature. The target magically regains 10 {@dice 3d6} hp and is freed from any disease, poison, blindness, or deafness." + ] + } + ], + "environment": [ + "forest", + "underdark" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "P", + "TP" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Firegeist", + "source": "ToB1-2023", + "page": 188, + "size": [ + "S" + ], + "type": "elemental", + "alignment": [ + "N", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 82, + "formula": "15d6 + 30" + }, + "speed": { + "walk": 40 + }, + "str": 7, + "dex": 18, + "con": 14, + "int": 4, + "wis": 16, + "cha": 6, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Ignan" + ], + "cr": "2", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The firegeist doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Hide By Firelight", + "entries": [ + "The firegeist has advantage on Dexterity ({@skill Stealth}) checks made to hide in fire or in areas lit by nonmagical fire." + ] + }, + { + "name": "Magical Light Sensitivity", + "entries": [ + "While in an area of light created by a spell or other magical effect, the firegeist has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Variable Illumination", + "entries": [ + "The firegeist sheds dim light in a 5- to 20-foot radius. It can alter the radius as a bonus action." + ] + }, + { + "name": "Water Susceptibility", + "entries": [ + "For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." + ] + } + ], + "action": [ + { + "name": "Burning Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage. If the target is a flammable object, it ignites. If the target is a creature, the target must succeed on a {@dc 13} Dexterity saving throw or ignite. Until a creature takes an action to douse the fire, the target takes 3 ({@damage 1d6}) fire damage at the start of each of its turns." + ] + }, + { + "name": "Burning Terror {@recharge 5}", + "entries": [ + "The firegeist assaults the mind of one creature it can see within 30 feet of it with the painful, humiliating memory of the firegeist's first death. The target must make a {@dc 13} Wisdom saving throw. On a failure, the target takes 14 ({@damage 4d6}) fire damage and is {@condition frightened} for 1 minute. On a success, the target takes half the damage and isn't {@condition frightened}. While {@condition frightened}, the creature takes 3 ({@damage 1d6}) fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "IG" + ], + "damageTags": [ + "B", + "C", + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Flab Giant", + "source": "ToB1-2023", + "page": 206, + "size": [ + "L" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d10 + 39" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 6, + "con": 16, + "int": 9, + "wis": 13, + "cha": 8, + "save": { + "con": "+5" + }, + "skill": { + "perception": "+3" + }, + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Dwarvish", + "Giant" + ], + "cr": "4", + "trait": [ + { + "name": "Massive Bulk", + "entries": [ + "A flab giant can't take the Dash action. In addition, a creature attempting to grapple, push, or knock the giant {@condition prone} has disadvantage on attack rolls and ability checks to do so." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant makes two Slam attacks. If both attacks hit a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 15})." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage." + ] + }, + { + "name": "Squatting Pin", + "entries": [ + "One creature {@condition grappled} by the flab giant must make a {@dc 15} Strength saving throw. On a failure, a creature takes 22 ({@damage 5d6 + 5}) bludgeoning damage and is {@condition restrained} until the grapple ends. On a success, a creature takes half the damage and isn't {@condition restrained}, but it remains {@condition grappled} until it escapes. While {@condition restrained}, a creature takes 8 ({@damage 1d6 + 5}) bludgeoning damage at the start of each of the giant's turns. If the flab giant moves, the target is no longer {@condition restrained} or {@condition grappled}." + ] + } + ], + "environment": [ + "forest" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D", + "GI" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Flame Dragon Wyrmling", + "source": "ToB1-2023", + "page": 119, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30, + "climb": 30, + "fly": 60 + }, + "str": 12, + "dex": 14, + "con": 15, + "int": 13, + "wis": 12, + "cha": 16, + "save": { + "dex": "+4", + "con": "+4", + "wis": "+3", + "cha": "+5" + }, + "skill": { + "deception": "+5", + "perception": "+5", + "persuasion": "+5", + "stealth": "+4" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic", + "Ignan" + ], + "cr": "2", + "trait": [ + { + "name": "Heated Body", + "entries": [ + "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d10 + 1}) piercing damage plus 3 ({@damage 1d6}) fire damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The dragon exhales fire in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw, taking 17 ({@damage 5d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "mountain", + "underdark" + ], + "dragonAge": "wyrmling", + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "C", + "DR", + "IG" + ], + "damageTags": [ + "F", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Flutterflesh", + "source": "ToB1-2023", + "page": 189, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 187, + "formula": "22d10 + 66" + }, + "speed": { + "walk": 10, + "fly": 60 + }, + "str": 11, + "dex": 18, + "con": 17, + "int": 12, + "wis": 16, + "cha": 10, + "save": { + "str": "+4", + "wis": "+7" + }, + "skill": { + "deception": "+4", + "perception": "+7", + "stealth": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "paralyzed", + "poisoned", + "stunned", + "unconscious" + ], + "languages": [ + "Common", + "Darakhul" + ], + "cr": "12", + "trait": [ + { + "name": "Merciful Exchange", + "entries": [ + "If the flutterflesh reduces a creature to 0 hp with a melee attack, it can cut off one of the creature's limbs. If it does so, the target is reduced to 1 hp instead." + ] + }, + { + "name": "Necrotic Weapons", + "entries": [ + "The flutterflesh's weapon attacks are magical. When the flutterflesh hits with any weapon, the weapon deals an extra {@damage 2d8} necrotic damage (included in the attack)." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The flutterflesh regains 10 hp at the start of its turn. If the flutterflesh takes fire or radiant damage, this trait doesn't function at the start of the flutterflesh's next turn. The flutterflesh dies only if it starts its turn with 0 hp and doesn't regenerate." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "The flutterflesh has advantage on saving throws against any effect that turns undead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The flutterflesh doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The flutterflesh makes three Bone Spur or Tormenting Gaze attacks. If two Tormenting Gaze attacks hit one creature, the target must succeed on a {@dc 16} Wisdom saving throw or be {@condition paralyzed} for 1 minute. A {@condition paralyzed} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Bone Spur", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d12 + 4}) piercing damage plus 9 ({@damage 2d8}) necrotic damage, and the flutterflesh impales the target on one of its bone spurs, grappling the target (escape {@dc 16}). The flutterflesh can have no more than two creatures impaled at a time." + ] + }, + { + "name": "Tormenting Gaze", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one creature. {@h}21 ({@damage 4d8 + 3}) psychic damage." + ] + }, + { + "name": "Creeping Death {@recharge 5}", + "entries": [ + "The flutterflesh emits a wave of necromantic energy, hastening the journey toward death. Each creature within 20 feet of the flutterflesh must make a {@dc 16} Constitution saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature below half its hp maximum has disadvantage on this saving throw." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Regeneration", + "Turn Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "P", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Folk of Leng", + "source": "ToB1-2023", + "page": 190, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 68, + "formula": "8d8 + 32" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 15, + "con": 18, + "int": 14, + "wis": 16, + "cha": 19, + "save": { + "dex": "+4", + "wis": "+5" + }, + "skill": { + "arcana": "+4", + "deception": "+8", + "perception": "+5" + }, + "passive": 15, + "resist": [ + "cold" + ], + "immune": [ + "necrotic" + ], + "conditionImmune": [ + "frightened" + ], + "languages": [ + "all" + ], + "cr": "2", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The folk of Leng casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell message}", + "{@spell minor illusion}" + ], + "daily": { + "3e": [ + "{@spell disguise self}", + "{@spell suggestion}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Ethereal Sight", + "entries": [ + "The folk of Leng can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa." + ] + }, + { + "name": "Leng Rejuvenation", + "entries": [ + "If the folk of Leng dies on the Material Plane, it gains a new body in {@dice 1d10} days, regaining all its hp and becoming active again, unless it is killed with radiant damage wielded by a good-aligned creature or its remains are sprinkled with holy water within 24 hours of its death. The folk's new body appears in its family's crypt in Leng." + ] + }, + { + "name": "Mortal Void Traveler", + "entries": [ + "The folk of Leng doesn't require air or ambient pressure." + ] + }, + { + "name": "Phrenic Weapons", + "entries": [ + "The folk of Leng's weapon attacks are magical. When the folk hits with any weapon, the weapon deals an extra {@damage 3d6} psychic damage (included in the attack)." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The folk of Leng regains 2 hp at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait doesn't function at the start of the folk's next turn. The folk of Leng dies only if it starts its turn with 0 hp and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 10 ({@damage 3d6}) psychic damage." + ] + }, + { + "name": "Psychic Bolt", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 120 ft., one creature. {@h}14 ({@damage 3d6 + 4}) psychic damage." + ] + }, + { + "name": "Hooked Spider Net", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 10/30 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 10 ({@damage 3d6}) psychic damage, and the target is {@condition restrained}. While {@condition restrained}, the target takes 5 ({@damage 1d10}) poison damage at the start of each of its turns. Any creature, including the {@condition restrained} target, can take an action to remove the net by succeeding on a {@dc 14} Strength check. If the check succeeds by 5 or more, the creature breaks the net instead, and the folk of Leng can't use the broken net again until it finishes a long rest." + ] + } + ], + "bonus": [ + { + "name": "Etherealness", + "entries": [ + "The folk of Leng enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane." + ] + } + ], + "environment": [ + "hill", + "mountain", + "planar" + ], + "attachedItems": [ + "scimitar|phb" + ], + "traitTags": [ + "Regeneration" + ], + "languageTags": [ + "XX" + ], + "damageTags": [ + "I", + "P", + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Forest Marauder", + "source": "ToB1-2023", + "page": 191, + "size": [ + "L" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 21, + "dex": 10, + "con": 18, + "int": 6, + "wis": 10, + "cha": 7, + "save": { + "con": "+6" + }, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "languages": [ + "Giant", + "Orc", + "Sylvan" + ], + "cr": "4", + "trait": [ + { + "name": "Forest Camouflage", + "entries": [ + "The giant has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The forest marauder makes two Boar Spear attacks. If both attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet away from the marauder. The marauder can choose not to push a creature." + ] + }, + { + "name": "Boar Spear", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 30/120 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage." + ] + } + ], + "bonus": [ + { + "name": "Forest Ambusher", + "entries": [ + "While in a forest, the forest marauder can take the Hide action." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI", + "O", + "S" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Fraughashar", + "source": "ToB1-2023", + "page": 192, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item leather armor|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 22, + "formula": "5d6 + 5" + }, + "speed": { + "walk": 25 + }, + "str": 8, + "dex": 14, + "con": 12, + "int": 10, + "wis": 14, + "cha": 7, + "skill": { + "stealth": "+4" + }, + "passive": 10, + "immune": [ + "cold" + ], + "languages": [ + "Sylvan" + ], + "cr": "1/2", + "trait": [ + { + "name": "Deft Snow Walk", + "entries": [ + "The fraughashar can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice and snow doesn't cost it extra movement. In addition, the fraughashar has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone} while in icy or snowy terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The fraughashar makes one Bite attack and one Dagger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Frost Bolt", + "entries": [ + "{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}7 ({@damage 2d4 + 2}) cold damage." + ] + } + ], + "environment": [ + "arctic" + ], + "attachedItems": [ + "dagger|phb" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "C", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Frostveil", + "source": "ToB1-2023", + "page": 193, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 67, + "formula": "9d8 + 27" + }, + "speed": { + "walk": 10, + "fly": { + "number": 15, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 20, + "con": 16, + "int": 1, + "wis": 11, + "cha": 1, + "skill": { + "stealth": "+7" + }, + "senses": [ + "blindsight 120 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "prone" + ], + "cr": "4", + "trait": [ + { + "name": "Chilling Acidic Body", + "entries": [ + "A creature that touches the frostveil or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage." + ] + }, + { + "name": "Damage Transfer", + "entries": [ + "While engulfing a creature, the frostveil takes only half the damage dealt to it (rounded down), and the engulfed creature takes the other half." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice." + ] + }, + { + "name": "Windborne", + "entries": [ + "In windy conditions, the frostveil's flying speed increases to 30 feet. In a wind of moderate or greater speed (at least 10 miles per hour), its flying speed increases to 60 feet." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The frostveil makes two Frozen Tendril attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 15}), and the frostveil uses Snowy Engulf on it." + ] + }, + { + "name": "Frozen Tendril", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d8 + 5}) bludgeoning damage plus 3 ({@damage 1d6}) cold damage." + ] + }, + { + "name": "Snowy Engulf", + "entries": [ + "The frostveil engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded} and {@condition restrained}, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the frostveil's turns or take 4 ({@damage 1d8}) acid damage and 3 ({@damage 1d6}) cold damage. If the frostveil moves, the engulfed target moves with it. The frostveil can have only one creature engulfed at a time." + ] + }, + { + "name": "Spirit Spores {@recharge}", + "entries": [ + "The frostveil releases a puff of psychotropic spores around itself. Each creature within 10 feet of the frostveil must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) cold damage and is {@condition incapacitated} for 1 minute. On a success, a creature takes half the damage and isn't {@condition incapacitated}. When an {@condition incapacitated} creature moves, it moves in a random direction. An {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "C" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "incapacitated", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Garroter Crab", + "source": "ToB1-2023", + "page": 194, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 18, + "formula": "4d4 + 8" + }, + "speed": { + "walk": 30, + "swim": 20 + }, + "str": 14, + "dex": 10, + "con": 14, + "int": 1, + "wis": 10, + "cha": 2, + "skill": { + "athletics": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "cr": "1/4", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The garroter crab can breathe air and water." + ] + }, + { + "name": "Strangling Divination", + "entries": [ + "A Humanoid reduced to 0 hp while {@condition grappled} by the garroter crab experiences a brief vision of the future. This effect works like the divination spell, except the reply is only as a mental vision and it can be about any specific goal, event, or activity to occur within 30 days. Once a creature has received a vision in this way, it can't do so again for 30 days." + ] + } + ], + "action": [ + { + "name": "Whip-Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 10 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target can't speak or cast spells with verbal components, and the crab can't use its Whip Claw on another target." + ] + } + ], + "environment": [ + "forest", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gbahali", + "source": "ToB1-2023", + "page": 195, + "size": [ + "H" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d12 + 48" + }, + "speed": { + "walk": 50 + }, + "str": 19, + "dex": 14, + "con": 19, + "int": 2, + "wis": 13, + "cha": 7, + "skill": { + "perception": "+4", + "stealth": "+8" + }, + "passive": 14, + "cr": "6", + "trait": [ + { + "name": "Shifting Camouflage", + "entries": [ + "The gbahali's hide adapts to its current surroundings. The gbahali has advantage on Dexterity ({@skill Stealth}) checks made to hide in nonmagical, natural terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gbahali makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the gbahali can't Bite another target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + } + ], + "environment": [ + "grassland" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gearforged Templar", + "source": "ToB1-2023", + "page": 196, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 71, + "formula": "11d8 + 22" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 9, + "con": 15, + "int": 12, + "wis": 16, + "cha": 10, + "save": { + "dex": "+2", + "con": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "6", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The gearforged templar doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gearforged templar makes four Greatsword or Javelin attacks. If two Greatsword attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet away from the templar. The templar can choose not to push a creature." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Whirlwind {@recharge 5}", + "entries": [ + "The gearforged templar whirls its greatsword in a great arc. Each creature within 10 feet of the gearforged must make a {@dc 15} Dexterity saving throw, taking 27 ({@damage 5d10}) slashing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Defensive Zone", + "entries": [ + "When a creature enters the gearforged templar's reach, the templar makes one Greatsword attack against the creature." + ] + }, + { + "name": "Parry", + "entries": [ + "The gearforged templar adds 3 to its AC against one melee attack that would hit it. To do so, the templar must be able to see the attacker and must be wielding a melee weapon." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "greatsword|phb", + "javelin|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gerridae", + "source": "ToB1-2023", + "page": 198, + "size": [ + "L" + ], + "type": "fey", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "9d10 + 27" + }, + "speed": { + "walk": 40, + "swim": { + "number": 80, + "condition": "(20 ft. when walking on land)" + } + }, + "str": 16, + "dex": 15, + "con": 17, + "int": 2, + "wis": 13, + "cha": 7, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "1", + "trait": [ + { + "name": "Bred to the Saddle", + "entries": [ + "The gerridae can't be {@condition charmed} or {@condition frightened} while it has a rider." + ] + }, + { + "name": "Water Bound", + "entries": [ + "For every hour the gerridae spends on dry land, its hp maximum is reduced by 2 ({@dice 1d4})." + ] + }, + { + "name": "Water Walker", + "entries": [ + "The gerridae can move across the surface of water as if it were harmless, solid ground. This trait works like the {@spell water walk} spell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gerridae makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) slashing damage." + ] + } + ], + "environment": [ + "coastal", + "forest", + "underwater" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ghost Knight", + "source": "ToB1-2023", + "page": 199, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "{@item half plate armor|PHB|half plate}" + ] + } + ], + "hp": { + "average": 130, + "formula": "20d8 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 15, + "con": 14, + "int": 8, + "wis": 10, + "cha": 7, + "skill": { + "animal handling": "+3", + "athletics": "+6", + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "7", + "trait": [ + { + "name": "Locked Saddle", + "entries": [ + "The ghost knight can't be knocked {@condition prone}, dismounted, or moved against its will while mounted." + ] + }, + { + "name": "Mounted Warrior", + "entries": [ + "The ghost knight is rarely seen without its warhorse skeleton mount. The warhorse skeleton wears custom barding that raises its Armor Class to 15, and it has immunity to necrotic damage. While the ghost knight is mounted, its mount can't be {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Necrotic Weapons", + "entries": [ + "The ghost knight's weapon attacks are magical. When the knight hits with any weapon, the weapon deals an extra {@damage 2d6} necrotic damage (included in the attack)." + ] + }, + { + "name": "Spirited Charge", + "entries": [ + "If the ghost knight moves at least 20 feet straight toward a creature while mounted and then hits with a Lance attack on the same turn, the ghost knight can use a bonus action to command its mount to make one melee weapon attack against that creature as a reaction." + ] + }, + { + "name": "Turning Defiance", + "entries": [ + "The ghost knight and any undead within 30 feet of it have advantage on saving throws against effects that turn undead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The ghost knight doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ghost knight makes three Battleaxe or Lance attacks. If the ghost knight is mounted, it can make two Battleaxe or Lance attacks, and its mount can make one melee weapon attack." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands, plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Lance", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d12 + 3}) piercing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "attachedItems": [ + "battleaxe|phb", + "lance|phb" + ], + "traitTags": [ + "Turn Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ghostwalk Spider", + "source": "ToB1-2023", + "page": 343, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 119, + "formula": "14d10 + 42" + }, + "speed": { + "walk": 50, + "climb": 50 + }, + "str": 15, + "dex": 20, + "con": 17, + "int": 9, + "wis": 14, + "cha": 8, + "save": { + "dex": "+9", + "cha": "+3" + }, + "skill": { + "perception": "+6", + "stealth": "+9" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 16, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Undercommon but can't speak" + ], + "cr": "9", + "trait": [ + { + "name": "Ghostly Body (Ghostwalk Form Only)", + "entries": [ + "The ghostwalk spider has resistance to acid, cold, fire, lightning, and thunder damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it has immunity to the {@condition grappled}, {@condition paralyzed}, {@condition petrified}, and {@condition restrained} conditions." + ] + }, + { + "name": "Incorporeal Movement (Ghostwalk Form Only)", + "entries": [ + "The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Web Walker", + "entries": [ + "The spider ignores movement restrictions caused by webbing." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ghostwalk spider makes one Bite attack and one Ghostly Snare attack, or it makes two Bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage. If the ghostwalk spider is in its true form, the target must make a {@dc 15} Constitution saving throw, taking 13 ({@damage 3d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but {@condition poisoned} for 1 hour, even after regaining hp, and is {@condition paralyzed} while {@condition poisoned} in this way." + ] + }, + { + "name": "Ghostly Snare (Ghostwalk Form Only, Recharge 4-6)", + "entries": [ + "{@atk rw} {@hit 9} to hit, range 30/60 ft., one target. {@h}The target is {@condition restrained} by {@condition invisible} webbing. While {@condition restrained} in this way, the target is {@condition invisible}. As an action, the {@condition restrained} target can make a {@dc 15} Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; immunity to bludgeoning, poison, and psychic damage)." + ] + } + ], + "bonus": [ + { + "name": "Ghostwalk", + "entries": [ + "The ghostwalk spider magically takes on a ghostly form or returns to its true, tangible form. Its statistics are the same in each form. Any equipment it is wearing or carrying becomes ghostly with it. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Incorporeal Movement", + "Spider Climb", + "Web Walker" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "U" + ], + "damageTags": [ + "I", + "O", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "invisible", + "paralyzed", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Giant Ant", + "source": "ToB1-2023", + "page": 22, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "7d10 + 14" + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 13, + "con": 15, + "int": 1, + "wis": 9, + "cha": 2, + "senses": [ + "blindsight 60 ft." + ], + "passive": 9, + "cr": "2", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The giant ant has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant ant makes one Bite attack and one Sting attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). Until this grapple ends, the target is {@condition restrained}, and the giant ant can't Bite a different target." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage. The target must make a {@dc 12} Constitution saving throw, taking 11 ({@damage 2d10}) poison damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "forest", + "underdark" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Giant Ant Queen", + "isNamedCreature": true, + "source": "ToB1-2023", + "page": 22, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d10 + 42" + }, + "speed": { + "walk": 40 + }, + "str": 17, + "dex": 13, + "con": 16, + "int": 2, + "wis": 11, + "cha": 4, + "senses": [ + "blindsight 60 ft." + ], + "passive": 10, + "cr": "5", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The giant ant queen has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Queen's Scent", + "entries": [ + "Giant ants within 30 feet of the queen have advantage on attack rolls against any creature that attacked the queen within the last minute." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The giant ant queen makes two Bite attacks and one Sting attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the giant ant queen can't Bite a different target." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage. The target must make a {@dc 13} Constitution saving throw, taking 22 ({@damage 4d10}) poison damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "forest", + "underdark" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true + }, + { + "name": "Gilded Devil", + "source": "ToB1-2023", + "page": 95, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 15, + "con": 17, + "int": 15, + "wis": 18, + "cha": 17, + "save": { + "con": "+6", + "wis": "+7", + "cha": "+6" + }, + "skill": { + "deception": "+9", + "history": "+5", + "insight": "+7", + "persuasion": "+9", + "sleight of hand": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Draconic", + "Infernal", + "telepathy 120 ft." + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The gilded devil casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell alter self}", + "{@spell detect thoughts}", + "{@spell suggestion}" + ], + "daily": { + "3e": [ + "{@spell charm person}", + "{@spell scrying}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the gilded devil's darkvision." + ] + }, + { + "name": "Golden Flail", + "entries": [ + "The gilded devil's Golden Flail attacks are magical. When the devil hits with the Golden Flail, the flail deals an extra {@damage 4d6} fire damage (included in the attack). In addition, the devil can transform the flail into gold jewelry or back into a weapon as a bonus action." + ] + }, + { + "name": "Liar's Largesse", + "entries": [ + "If a creature accepts a gift of jewelry from the gilded devil, the creature becomes cursed until cured by a {@spell remove curse} spell or similar magic. While cursed, the creature has disadvantage on saving throws against the devil's spells and abilities." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The gilded devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gilded devil makes two Golden Flail attacks or three Hurl Flame attacks." + ] + }, + { + "name": "Golden Flail", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d10 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) fire damage." + ] + }, + { + "name": "Hurl Flame", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}14 ({@damage 3d6 + 4}) fire damage." + ] + }, + { + "name": "Teleport {@recharge 4}", + "entries": [ + "The gilded devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + }, + { + "name": "Voracious Greed", + "entries": [ + "The gilded devil magically consumes up to 1 cubic foot of nonmagical jewelry or coins made of precious material within 5 feet of it. It regains 5 hp for every 200 gp of the consumed objects' value. If the jewelry or coins are being worn or carried by a creature, that creature must succeed on a {@dc 15} Dexterity saving throw to prevent the consumption." + ] + } + ], + "bonus": [ + { + "name": "Betrayal of Riches {@recharge 4}", + "entries": [ + "One creature wearing jewelry (an object made of precious material and worth at least 100 gp) the gilded devil can see within 60 feet of it must make a {@dc 15} Wisdom saving throw. On a failure, the target takes 13 ({@damage 3d8}) bludgeoning damage and suffers an effect until it finishes a short rest. The effect is based on the location of the worn jewelry (devil's choice if worn in multiple locations): on upper limbs, its melee damage is halved; on lower limbs, its speed is halved; on head, it is {@condition blinded} or {@condition deafened} (devil's choice); on body, it has vulnerability to bludgeoning damage. On a success, the target takes half the damage and doesn't suffer an additional effect." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "CE", + "DR", + "I", + "TP" + ], + "damageTags": [ + "B", + "F" + ], + "damageTagsSpell": [ + "B", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Glass Gator", + "source": "ToB1-2023", + "page": 211, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "7d10 + 7" + }, + "speed": { + "walk": 30, + "swim": 50 + }, + "str": 15, + "dex": 14, + "con": 12, + "int": 4, + "wis": 10, + "cha": 5, + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 12, + "cr": "1", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The glass gator can breathe air and water." + ] + }, + { + "name": "Constricting Lunge", + "entries": [ + "If the glass gator jumps at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target must succeed on a {@dc 12} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the gator can make one Constrict attack against it as a bonus action." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The glass gator's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start." + ] + }, + { + "name": "Transparent", + "entries": [ + "The glass gator has advantage on Dexterity ({@skill Stealth}) checks made to hide while underwater or in dim light." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). Until the grapple ends, the target is {@condition restrained} and takes 5 ({@damage 2d4}) poison damage at the start of each of its turns, and the glass gator can't use Constrict on another target." + ] + } + ], + "reaction": [ + { + "name": "Silt Cloud (Recharges after a Short or Long Rest)", + "entries": [ + "When it takes damage while underwater and within 5 feet of the bottom of a body of water, the glass gator stirs up a 10-foot-radius sphere of silt centered on it. The silt spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a strong current disperses it. The glass gator can then swim up to half its speed. The cloud of silt doesn't move with the glass gator." + ] + } + ], + "environment": [ + "desert", + "grassland", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "B", + "I", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gnarljak", + "source": "ToB1-2023", + "page": 212, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 88, + "formula": "16d6 + 32" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 21, + "con": 15, + "int": 2, + "wis": 14, + "cha": 1, + "save": { + "str": "+4" + }, + "skill": { + "perception": "+5", + "stealth": "+8" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "cr": "6", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The gnarljak doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the gnarljak remains motionless, it is indistinguishable from a normal bear trap." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gnarljak makes one Gnawing Bite attack and two Chain Tail attacks, or it makes three Chain Tail attacks." + ] + }, + { + "name": "Gnawing Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage, and the gnarljak attaches to the target. While attached, the gnarljak can't make Gnawing Bite attacks, and at the start of each of the gnarljak's turns, the target takes 14 ({@damage 2d8 + 5}) piercing damage.", + "The attached gnarljak moves with the target whenever the target moves, requiring none of the gnarljak's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the gnarljak by succeeding on a {@dc 16} Strength check." + ] + }, + { + "name": "Chain Tail", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage." + ] + } + ], + "bonus": [ + { + "name": "Secure Tail", + "entries": [ + "When within 10 feet of the ground, structure, wall, or other solid surface, the gnarljak can secure its tail spike on a point in the surface within 10 feet of it. While secured, the gnarljak can't be knocked {@condition prone}, it can't move more than 10 feet from that point, and its Chain Tail attack's reach is reduced to 5 feet. If the gnarljak is attached to a creature while its tail is secured, the creature is {@condition restrained} until the gnarljak is no longer attached to it." + ] + } + ], + "environment": [ + "farmland", + "forest", + "urban" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gnoll Havoc Runner", + "source": "ToB1-2023", + "page": 212, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "gnoll" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 14, + "con": 14, + "int": 8, + "wis": 12, + "cha": 9, + "skill": { + "athletics": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Gnoll" + ], + "cr": "3", + "trait": [ + { + "name": "Harrying Attacks", + "entries": [ + "If the gnoll attacks more than one creature in the same turn, the first target has disadvantage on attack rolls until the end of its next turn." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The gnoll has advantage on attack rolls against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gnoll makes one Bite attack and two Battleaxe attacks." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage, or 8 ({@damage 1d10 + 3}) slashing damage if used with two hands." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Lightning Lope", + "entries": [ + "The gnoll takes the Dash or Disengage action." + ] + } + ], + "environment": [ + "desert", + "grassland" + ], + "attachedItems": [ + "battleaxe|phb" + ], + "traitTags": [ + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "OTH" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Goat-Man", + "source": "ToB1-2023", + "page": 214, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 65, + "formula": "10d8 + 20" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 14, + "con": 14, + "int": 10, + "wis": 13, + "cha": 8, + "save": { + "dex": "+4" + }, + "skill": { + "acrobatics": "+4", + "athletics": "+6", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "understands Common", + "Giant", + "and Trollkin but can't speak" + ], + "cr": "3", + "trait": [ + { + "name": "Charge", + "entries": [ + "If the goat-man moves at least 20 feet straight toward a target and then hits it with a Slam attack on the same turn, the target takes an extra 4 ({@damage 1d8}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The goat-man makes one Bite attack and two Slam attacks. If both Slam attacks hit the same target, the target must succeed on a {@dc 14} Constitution saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) bludgeoning damage." + ] + } + ], + "environment": [ + "badlands", + "grassland" + ], + "traitTags": [ + "Charge" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS", + "GI" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gray Thirster", + "source": "ToB1-2023", + "page": 221, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 16, + "con": 15, + "int": 6, + "wis": 12, + "cha": 14, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "necrotic" + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "understands the languages it knew in life but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Thirst Aura", + "entries": [ + "A creature that starts its turn within 30 feet of the gray thirster must succeed on a {@dc 12} Constitution saving throw or suffer one level of {@condition exhaustion}. On a successful saving throw, the creature is immune to the gray thirster's Thirst Aura for the next 24 hours." + ] + }, + { + "name": "Thirsting Dead Nature", + "entries": [ + "The gray thirster doesn't require air, food, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gray thirster makes two Claw attacks, or it makes one Claw attack and one Withering Turban attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Withering Turban", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) necrotic damage. The target must succeed on a {@dc 12} Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. The target has disadvantage on this saving throw if it failed the saving throw against the thirster's Thirst Aura. This reduction lasts until the target finishes a long rest with no levels of {@condition exhaustion}. The target dies if this effect reduces its hp maximum to 0." + ] + }, + { + "name": "Drought (1/Day)", + "entries": [ + "The gray thirster draws the moisture from containers and creatures around it. Nonmagical water and other liquids within 20 feet of the thirster that aren't being worn or carried turn to dust. Each creature within 20 feet of the thirster that isn't a Construct or Undead must make a {@dc 12} Constitution saving throw. On a failure, a creature takes 9 ({@damage 2d8}) necrotic damage and up to 5 gallons of nonmagical liquid it is wearing or carrying turn to dust. On a success, a creature takes half the damage, and nonmagical liquids it is wearing or carrying don't turn to dust. Plants, Oozes, creatures with the Amphibious or Water Breathing trait, and creatures made mostly of water, such as water elementals or steam mephitis, have disadvantage on the saving throw." + ] + } + ], + "environment": [ + "badlands", + "desert" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Greater Death Butterfly Swarm", + "source": "ToB1-2023", + "page": 70, + "size": [ + "H" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 84, + "formula": "13d12" + }, + "speed": { + "walk": 5, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 18, + "con": 10, + "int": 1, + "wis": 15, + "cha": 12, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "vulnerable": [ + "cold", + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "cr": "6", + "trait": [ + { + "name": "Potent Poison", + "entries": [ + "Undead with resistance or immunity to poison damage or the {@condition poisoned} condition can be affected by the swarm's poison." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp." + ] + }, + { + "name": "Weight of Wings", + "entries": [ + "A creature that starts its turn in the swarm's space has its speed halved and must succeed on a {@dc 15} Dexterity saving throw or become {@condition blinded}. Both effects end when the creature ends its turn outside the swarm's space. On a successful saving throw, the creature is immune to the blinding effect of Weight of Wings for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The swarm makes two Bites attacks." + ] + }, + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 0 ft., one creature in the swarm's space. {@h}21 ({@damage 6d6}) piercing damage, or 10 ({@damage 3d6}) piercing damage if the swarm has half of its hp or fewer. The target must make a {@dc 15} Constitution saving throw. On a failure, it takes 10 ({@damage 3d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, it takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "farmland", + "forest", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Greyfur", + "source": "ToB1-2023", + "page": 250, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "lemurfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 67, + "formula": "15d6 + 15" + }, + "speed": { + "walk": 30, + "climb": 20 + }, + "str": 9, + "dex": 16, + "con": 12, + "int": 16, + "wis": 12, + "cha": 10, + "skill": { + "acrobatics": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common", + "Lemurfolk" + ], + "cr": "3", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The greyfur casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 13}):" + ], + "will": [ + "{@spell light}", + "{@spell mage hand}", + "{@spell prestidigitation}" + ], + "daily": { + "3e": [ + "{@spell color spray}", + "{@spell sleep}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Glide", + "entries": [ + "The greyfur has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The greyfur can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The greyfur lemurfolk makes two Greyfur's Staff or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Greyfur's Staff", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) force damage." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflictSpell": [ + "blinded", + "unconscious" + ], + "savingThrowForcedSpell": [ + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Grim Jester", + "source": "ToB1-2023", + "page": 224, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d8 + 64" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 22, + "con": 18, + "int": 16, + "wis": 16, + "cha": 20, + "save": { + "dex": "+10", + "con": "+8", + "cha": "+9" + }, + "skill": { + "acrobatics": "+10", + "deception": "+9", + "perception": "+7", + "performance": "+9", + "sleight of hand": "+10", + "stealth": "+10" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold" + ], + "immune": [ + "necrotic", + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Gnomish", + "telepathy 120 ft." + ], + "cr": "11", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The grim jester casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell disguise self}", + "{@spell grease}" + ], + "daily": { + "3e": [ + "{@spell magic mouth} (as an action)", + "{@spell mirror image}" + ], + "1e": [ + "{@spell mislead}", + "{@spell seeming}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Last Laugh", + "entries": [ + "Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester gains a new body in {@dice 1d20} days, regaining all its hp and becoming active again. The new body appears in a place of the god's choosing." + ] + }, + { + "name": "Mock the Dying", + "entries": [ + "Death saving throws made within 60 feet of the grim jester have disadvantage." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "The grim jester has advantage on saving throws against any effect that turns undead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The grim jester doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The grim jester can use its Killing Joke. It then makes two Necrotic Claw attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Necrotic Claw", + "entries": [ + "{@atk ms} {@hit 9} to hit, range 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 14 ({@damage 4d6}) necrotic damage." + ] + }, + { + "name": "Killing Joke", + "entries": [ + "The grim jester tells an ancient, nihilistic joke to one creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or fall {@condition prone} in a fit of laughter, becoming {@condition incapacitated} and unable to stand up for 1 minute. A creature that fails this saving throw by 5 or more is reduced to 0 hp instead. The {@condition incapacitated} target can repeat the saving throw at the end of each of its turns, taking 14 ({@damage 4d6}) necrotic damage on a failed save or ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Joker's Shuffle {@recharge}", + "entries": [ + "The grim jester exchanges locations with a Medium or smaller creature it can see within 60 feet of it. The jester and target each teleport to the other's space, and each becomes covered in a magical illusion to look and sound like the other. A creature must take an action to visually inspect an illusion and succeed on a {@dc 19} Intelligence ({@skill Investigation}) check to discern that the jester and target are disguised. The illusions last for 1 minute, until the jester dies, or until the jester dismisses them as a bonus action." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Turn Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "CE", + "G", + "TP" + ], + "damageTags": [ + "N", + "S" + ], + "spellcastingTags": [ + "O" + ], + "conditionInflict": [ + "prone" + ], + "conditionInflictSpell": [ + "blinded", + "deafened", + "invisible", + "prone" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gug", + "source": "ToB1-2023", + "page": 225, + "size": [ + "H" + ], + "type": "giant", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 230, + "formula": "20d12 + 100" + }, + "speed": { + "walk": 40 + }, + "str": 24, + "dex": 10, + "con": 21, + "int": 10, + "wis": 8, + "cha": 14, + "save": { + "str": "+11", + "dex": "+4", + "con": "+9", + "cha": "+6" + }, + "skill": { + "athletics": "+11", + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 240 ft." + ], + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "poisoned" + ], + "languages": [ + "Deep Speech", + "Giant", + "Undercommon" + ], + "cr": "12", + "trait": [ + { + "name": "Towering Strength", + "entries": [ + "The gug is considered to be a Gargantuan giant for the purpose of determining its carrying capacity." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The gug makes two four Grasping Claw attacks, or it makes two Grasping Claw attacks and two Stomp attacks. It can replace one Grasping Claw attack with a use of Fling or Swallow." + ] + }, + { + "name": "Grasping Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}18 ({@damage 2d10 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Large or smaller creature. The gug has four Grasping Claws, each of which can grapple only one target." + ] + }, + { + "name": "Stomp", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage, and the target must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Fling", + "entries": [ + "One Large or smaller object held or creature {@condition grappled} by the gug is thrown up to 60 feet in a random direction and knocked {@condition prone}. If a thrown target strikes a solid surface, the target takes 3 ({@damage 1d6}) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a {@dc 17} Dexterity saving throw or take the same damage and be knocked {@condition prone}." + ] + }, + { + "name": "Swallow", + "entries": [ + "The gug makes one Grasping Claw attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the gug, and it takes 14 ({@damage 4d6}) acid damage at the start of each of the gug's turns. A gug can have only one creature swallowed at a time.", + "If the gug takes 30 damage or more on a single turn from the swallowed creature, the gug must succeed on a {@dc 19} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of the gug. If the gug dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}." + ] + } + ], + "environment": [ + "planar", + "underdark" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "DS", + "GI", + "U" + ], + "damageTags": [ + "A", + "B" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Gypsosphinx", + "source": "ToB1-2023", + "page": 340, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 190, + "formula": "20d10 + 80" + }, + "speed": { + "walk": 40, + "fly": 70 + }, + "str": 20, + "dex": 14, + "con": 18, + "int": 18, + "wis": 18, + "cha": 18, + "skill": { + "arcana": "+9", + "history": "+9", + "perception": "+9", + "religion": "+9" + }, + "senses": [ + "truesight 90 ft." + ], + "passive": 19, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Darakhul", + "Sphinx" + ], + "cr": "14", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The sphinx casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell comprehend languages}", + "{@spell detect magic}", + "{@spell mage hand}" + ], + "daily": { + "3e": [ + "{@spell blur}", + "{@spell dispel magic}", + "{@spell locate object}" + ], + "1e": [ + "{@spell major image}", + "{@spell greater invisibility}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Death Sense", + "entries": [ + "The sphinx can pinpoint, by scent, the location of each creature below half its hp maximum within 60 feet of it, and it can sense the general direction of creatures that don't have all of their hp within 1 mile of it. In addition, the sphinx can foretell the age and manner of a creature's death by looking at it. This effect doesn't take into account possible circumstances that might change the outcome, such as the casting of powerful spells or the creature making a radical change in its life's path." + ] + }, + { + "name": "Inscrutable", + "entries": [ + "The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the sphinx's intentions or sincerity have disadvantage." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The sphinx's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sphinx makes one Beak attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a {@dc 18} Strength saving throw or take 14 ({@damage 4d6}) slashing damage and be knocked {@condition prone}." + ] + }, + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage." + ] + }, + { + "name": "Carrion Breath {@recharge 5}", + "entries": [ + "The gypsosphinx exhales rotting breath in a 30-foot cone. Each creature in the area must make a {@dc 18} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and 27 ({@damage 6d8}) necrotic damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. While {@condition poisoned} in this way, a creature has disadvantage on death saving throws. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "legendary": [ + { + "name": "Beak Attack", + "entries": [ + "The sphinx makes one Beak attack." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "The sphinx uses Spellcasting." + ] + }, + { + "name": "Teleport (Costs 2 Actions)", + "entries": [ + "The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + } + ], + "environment": [ + "desert", + "underdark", + "urban" + ], + "traitTags": [ + "Magic Weapons" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "OTH" + ], + "damageTags": [ + "I", + "N", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned", + "prone" + ], + "conditionInflictSpell": [ + "invisible" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Haugbui", + "source": "ToB1-2023", + "page": 231, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "N" + ], + "ac": [ + 15 + ], + "hp": { + "average": 153, + "formula": "18d8 + 72" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 18, + "dex": 20, + "con": 18, + "int": 15, + "wis": 20, + "cha": 16, + "save": { + "dex": "+10", + "con": "+9", + "wis": "+10" + }, + "skill": { + "arcana": "+7", + "history": "+7", + "intimidation": "+8", + "perception": "+10", + "religion": "+12" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 20, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "necrotic", + "thunder" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "restrained" + ], + "languages": [ + "telepathy 120 ft. all the languages it knew in life" + ], + "cr": "13", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The haugbui casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save {@dc 18}):" + ], + "will": [ + "{@spell dancing lights}", + "{@spell mending}", + "{@spell purify food and drink}", + "{@spell spare the dying}" + ], + "daily": { + "3e": [ + "{@spell gust of wind}", + "{@spell telekinesis}" + ], + "1e": [ + "{@spell dispel magic}", + "{@spell remove curse}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "The haugbui has advantage on saving throws against any effect that turns undead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The hangbui doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The haugbui makes three Psychic Blast attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Psychic Blast", + "entries": [ + "{@atk ms,rs} {@hit 10} to hit, range 120 ft., one target. {@h}27 ({@damage 5d8 + 5}) psychic damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The haugbui magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the haugbui wears or carries is {@condition invisible} with it." + ] + } + ], + "bonus": [ + { + "name": "Sepulchral Scrying {@recharge}", + "entries": [ + "While within 1 mile of its burial mound, the haugbui creates an {@condition invisible} sensor within 5 miles of the mound for 1 minute. When it uses this bonus action and as a bonus action on each of its turns for the duration, the haugbui can switch between using its own senses and projecting its senses through the sensor. While projecting its senses through the sensor, it can see, hear, telepathically communicate, and cast spells as if it was in the sensor's space, and it is {@condition blinded} and {@condition deafened} with regard to its own senses. The sensor can be dispelled ({@dc 14})." + ] + } + ], + "environment": [ + "farmland", + "hill" + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity", + "Turn Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF", + "TP" + ], + "damageTags": [ + "O", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "conditionInflict": [ + "invisible" + ], + "conditionInflictSpell": [ + "restrained" + ], + "savingThrowForcedSpell": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Herald of Blood", + "source": "ToB1-2023", + "page": 232, + "size": [ + "H" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 184, + "formula": "16d12 + 80" + }, + "speed": { + "walk": 30, + "fly": 50, + "swim": 30 + }, + "str": 22, + "dex": 12, + "con": 20, + "int": 14, + "wis": 17, + "cha": 16, + "save": { + "str": "+10", + "con": "+9", + "wis": "+7" + }, + "skill": { + "arcana": "+10", + "perception": "+7" + }, + "senses": [ + "darkvision 240 ft." + ], + "passive": 17, + "resist": [ + "cold", + "fire", + "lightning" + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common", + "Draconic", + "Infernal", + "Void Speech" + ], + "cr": "12", + "trait": [ + { + "name": "Blood Armor", + "entries": [ + "Each time a creature with blood hits the herald with a melee attack while within 10 feet of the herald, the creature takes 4 ({@damage 1d8}) necrotic damage, and the herald's AC increases by 1 until the end of its next turn. The herald's AC can't be increased to more than 20 from this trait." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The herald makes three Herald's Staff or Blood Bolt attacks, or it makes two Herald's Staff attacks and one Grasping Slam attack." + ] + }, + { + "name": "Herald's Staff", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage." + ] + }, + { + "name": "Grasping Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 17}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained} and takes 9 ({@damage 2d8}) necrotic damage at the start of each of its turns, and the herald can't use its Grasping Slam on another target." + ] + }, + { + "name": "Blood Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}25 ({@damage 5d8 + 3}) necrotic damage. If the target is a creature with blood, it must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Call Blood {@recharge 5}", + "entries": [ + "Each creature with blood within 10 feet of the herald must make a {@dc 17} Constitution saving throw, taking 45 ({@damage 10d8}) necrotic damage on a failed save, or half as much damage on a successful one. The herald then gains temporary hp equal to the single highest amount of necrotic damage dealt. A creature that fails the saving throw by 5 or more also suffers one level of {@condition exhaustion}." + ] + } + ], + "bonus": [ + { + "name": "Grant Blood Rage", + "entries": [ + "The herald of blood infuses reckless rage in one creature it can see within 60 feet of it that isn't a Construct or Undead. The target must succeed on a {@dc 17} Constitution saving throw or be enraged for a number of rounds equal to the target's Constitution modifier. While enraged, the target has advantage on all melee attack rolls, and attack rolls against it have advantage. When the rage ends, the target takes 13 ({@damage 3d8}) necrotic damage and suffers one level of {@condition exhaustion}. A creature with any levels of {@condition exhaustion} automatically succeeds on this saving throw." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "I" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "exhaustion", + "grappled", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Herald of Darkness", + "source": "ToB1-2023", + "page": 233, + "size": [ + "L" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d10 + 50" + }, + "speed": { + "walk": 30, + "fly": 50, + "swim": 30 + }, + "str": 20, + "dex": 14, + "con": 20, + "int": 12, + "wis": 15, + "cha": 19, + "save": { + "str": "+8", + "con": "+8", + "cha": "+7" + }, + "skill": { + "athletics": "+8", + "deception": "+7", + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 240 ft." + ], + "passive": 15, + "resist": [ + "bludgeoning", + "cold", + "lightning" + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common", + "Elvish", + "Goblin", + "Infernal", + "Sylvan" + ], + "cr": "7", + "trait": [ + { + "name": "Made of Shadows (Shadow Form Only)", + "entries": [ + "The herald of darkness has resistance to bludgeoning, piercing, and slashing damage and can enter a hostile creature's space and stop there. In addition, it can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Shadow's Sight", + "entries": [ + "Magical darkness doesn't impede the herald's darkvision." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The herald of darkness makes two Embrace Darkness or Shadow Sword attacks." + ] + }, + { + "name": "Embrace Darkness (Shadow Form Only)", + "entries": [ + "{@atk ms} {@hit 7} to hit, reach 0 ft., one creature in the herald's space. {@h}18 ({@damage 3d8 + 5}) necrotic damage, and the target must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} until the end of its next turn." + ] + }, + { + "name": "Shadow Sword (Fiend Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) slashing damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Majesty of the Abyss {@recharge 5}", + "entries": [ + "The herald of darkness emits a sinister burst of infernal power. Each creature within 15 feet of the herald and that can see it must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 27 ({@damage 6d8}) necrotic damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A creature that fails the saving throw by 5 or more is also {@condition paralyzed} until the end of its next turn. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Shadow Shape", + "entries": [ + "The herald magically transforms into a Large shadow or back into its true form, which is a Fiend. Its statistics are the same in each form. Any equipment it is wearing or carrying transforms with it. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "GO", + "I", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hoard Golem", + "source": "ToB1-2023", + "page": 217, + "size": [ + "H" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 161, + "formula": "14d12 + 70" + }, + "speed": { + "walk": 40 + }, + "str": 22, + "dex": 15, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "save": { + "con": "+9" + }, + "skill": { + "athletics": "+10", + "perception": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "immune": [ + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "12", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The golem doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Enchanted Weapons", + "entries": [ + "The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra {@damage 4d8} force damage (included in the attack)." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Strike with Awe", + "entries": [ + "A creature that enters a space within 120 feet of the hoard golem or starts its turn there must succeed on a {@dc 17} Wisdom saving throw or have disadvantage on Wisdom ({@skill Perception}) checks while it remains within 120 feet of the golem." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hoard golem makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d10 + 6}) bludgeoning damage plus 18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Thieving Whirlwind {@recharge 5}", + "entries": [ + "The hoard golem partially disperses into a whirlwind of coins, gemstones, and other valuables then recoalesces. Each creature within 20 feet of the golem must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 44 ({@damage 8d10}) bludgeoning damage and loses one object it is wearing or carrying. On a success, a creature takes half the damage and doesn't lose an object. Each object the golem steals must weigh no more than 20 pounds and not be wrapped around or firmly attached to a creature. For example, the golem could steal a belt pouch full of coins or a creature's jewel-encrusted dagger, but it can't steal a creature's shirt or armor. The hoard golem steals objects of high value over those of minimal value. The stolen object becomes part of the golem's body and can't be retrieved until the golem dies." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Horakh", + "source": "ToB1-2023", + "page": 234, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 161, + "formula": "19d8 + 76" + }, + "speed": { + "walk": 40, + "climb": 30 + }, + "str": 18, + "dex": 19, + "con": 19, + "int": 5, + "wis": 15, + "cha": 10, + "save": { + "dex": "+8" + }, + "skill": { + "athletics": "+8", + "perception": "+6", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 30 ft." + ], + "passive": 20, + "languages": [ + "understands Undercommon but can't speak" + ], + "cr": "9", + "trait": [ + { + "name": "Implant Egg", + "entries": [ + "If the horakh reduces a creature to 0 hp with a Bite attack or as a bonus action while within 5 feet of a creature with 0 hp, the horakh can implant an egg in the creature. The implanted egg rests in the creature's eye socket for 14 days while it incubates. A host creature can carry only one horakh egg to term at a time. While the egg is implanted, the host can't use its eye and has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight. Exactly 24 hours before the egg hatches, the host becomes {@condition blinded}. When the egg hatches, the young horakh erupts from the host's head, killing the host in the process.", + "A {@spell lesser restoration} spell cast on the host destroys the egg. Alternatively, a creature other than the host can take an action to remove the egg by succeeding on a {@dc 16} Wisdom ({@skill Medicine}) check. On a failure, the host takes 9 ({@damage 2d8}) slashing damage." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The horakh's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The horakh makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d8 + 4}) piercing damage. If the horakh scores a critical hit, it removes one of the target's eyes, provided the target has eyes, and places the eye in a fluid sac on its thorax. While missing half or less of its total number of eyes, the target has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight. While missing more than half its total number of eyes, the target is {@condition blinded} until its sight is restored." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) slashing damage." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the horakh takes the Hide action." + ] + } + ], + "environment": [ + "underdark" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "U" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hound of the Night", + "source": "ToB1-2023", + "page": 235, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d10 + 30" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 16, + "con": 14, + "int": 7, + "wis": 14, + "cha": 10, + "save": { + "dex": "+6", + "con": "+5", + "wis": "+5" + }, + "skill": { + "intimidation": "+3", + "perception": "+5", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "understands Elvish and Umbral but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Fey Scent", + "entries": [ + "The hound of the night has advantage on Wisdom ({@skill Perception}) checks that rely on smell. If it is tracking a Fey, Giant, or Humanoid whose scent it knows, the hound can continue tracking that creature if the creature moves into the Border Ethereal or teleports, provided the creature isn't in the Border Ethereal for more than 1 minute or that the creature doesn't teleport more than 100 feet at a time." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hound of the night makes two Bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 4 ({@damage 1d8}) cold damage, and the target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Frost Breath {@recharge 5}", + "entries": [ + "The hound exhales frost in a 15-foot cone. Each creature in the area must make a {@dc 14} Dexterity saving throw, taking 27 ({@damage 6d8}) cold damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Teleport {@recharge 4}", + "entries": [ + "The hound magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the hound can make one Bite attack." + ] + } + ], + "environment": [ + "forest", + "planar" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Teleport" + ], + "languageTags": [ + "CS", + "E" + ], + "damageTags": [ + "C", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hraesvelgr", + "isNamedCreature": true, + "source": "ToB1-2023", + "page": 207, + "size": [ + "H" + ], + "type": { + "type": "giant", + "tags": [ + "shapechanger", + "titan" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 241, + "formula": "21d12 + 105" + }, + "speed": { + "walk": { + "number": 50, + "condition": "(20 ft. fly 120 ft. in roc form)" + } + }, + "str": 25, + "dex": 10, + "con": 20, + "int": 16, + "wis": 17, + "cha": 20, + "save": { + "dex": "+6", + "int": "+9", + "wis": "+9", + "cha": "+11" + }, + "skill": { + "athletics": "+13", + "perception": "+9", + "survival": "+9" + }, + "passive": 19, + "resist": [ + "lightning", + "thunder" + ], + "immune": [ + "cold", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion" + ], + "languages": [ + "Auran", + "Common", + "Giant (can't speak in roc form)" + ], + "cr": "19", + "trait": [ + { + "name": "Keen Sight (Roc Form Only)", + "entries": [ + "Hraesvelgr has advantage on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Influence Weather", + "entries": [ + "Nearby weather responds to Hraesvelgr's desires. At the start of each minute, Hraesvelgr can choose to change the precipitation and wind within 3 miles of him by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the {@spell control weather} spell, except Hraesvelgr can't change the temperature and the conditions change immediately." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If Hraesvelgr fails a saving throw, he can choose to succeed instead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "Hraesvelgr makes one Beak attack and two Talon attacks, or he makes three Fist attacks. Alternatively, he can make three Gale Blast attacks. If two Fist attacks hit one creature, the target must succeed on a {@dc 19} Constitution saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Beak (Roc Form Only)", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}25 ({@damage 4d8 + 7}) piercing damage." + ] + }, + { + "name": "Fist (Giant Form Only)", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Talons (Roc Form Only)", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d6 + 7}) slashing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}. Hraesvelgr has two talons, each of which can grapple only one target." + ] + }, + { + "name": "Gale Blast", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) cold damage." + ] + }, + { + "name": "Swallow (Roc Form Only)", + "entries": [ + "Hraesvelgr makes one Beak attack against a Large or smaller creature he is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside Hraesvelgr, and it takes 17 ({@damage 5d6}) acid damage at the start of each of Hraesvelgr's turns. Hraesvelgr can have only one creature swallowed at a time.", + "If Hraesvelgr takes 40 damage or more on a single turn from the swallowed creature, Hraesvelgr must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 10 feet of Hraesvelgr. Hraesvelgr has disadvantage on this saving throw if he isn't in his roc form. If Hraesvelgr dies, a swallowed creature is no longer {@condition restrained} by him and can escape from the corpse by using 15 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Sudden Gust {@recharge 5}", + "entries": [ + "Hraesvelgr unleashes a powerful gust of wind in a 60- foot line that is 10 feet wide. Each creature in the line must make a {@dc 19} Strength saving throw. On a failure, a creature takes 63 ({@damage 18d6}) bludgeoning damage and is pushed up to 15 feet away from Hraesvelgr. On a success, a creature takes half the damage and isn't pushed." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "Hraesvelgr transforms into a roc or back into his true form, which is a Giant. His statistics, other than his speed, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "Hraesvelgr makes a Fist or Talons attack." + ] + }, + { + "name": "Move", + "entries": [ + "Hraesvelgr moves up to his speed, or flies up to half his flying speed if in roc form, without provoking opportunity attacks." + ] + }, + { + "name": "Ear-Splitting Screech (Costs 2 Actions; Roc Form Only)", + "entries": [ + "Hraesvelgr lets out an ear-splitting screech. Each creature within 30 feet of Hraesvelgr must succeed on a {@dc 19} Constitution saving throw or take 14 ({@damage 4d6}) thunder damage and be {@condition deafened} until the end of its next turn." + ] + } + ], + "legendaryGroup": { + "name": "Hraesvelgr", + "source": "ToB1-2023" + }, + "environment": [ + "mountain" + ], + "traitTags": [ + "Keen Senses", + "Legendary Resistances" + ], + "actionTags": [ + "Multiattack", + "Shapechanger", + "Swallow" + ], + "languageTags": [ + "AU", + "C", + "CS", + "GI" + ], + "damageTags": [ + "A", + "B", + "C", + "P", + "S", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "deafened", + "grappled", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hulking Whelp", + "source": "ToB1-2023", + "page": 236, + "size": [ + "S" + ], + "type": { + "type": "fey", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 94, + "formula": "9d12 + 36" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 10, + "con": 18, + "int": 7, + "wis": 14, + "cha": 9, + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "cr": "5", + "trait": [ + { + "name": "Frightened Anger (Hulking Form Only)", + "entries": [ + "The hulking whelp has disadvantage on saving throws against spells and other magical effects that reduce strong emotions, such as the {@spell calm emotions} spell." + ] + }, + { + "name": "Pacify (Hulking Form Only)", + "entries": [ + "A friendly creature that has interacted peacefully with the hulking whelp in its whelp form can try to calm it by speaking firmly and persuasively. The hulking whelp must be able to hear the creature, who must take an action to make a {@dc 15} Charisma ({@skill Persuasion}) check. If the check succeeds, the hulking whelp transforms back into its whelp form on its next turn and stops attacking. If the hulking whelp takes damage before then, it remains in its hulking form and continues attacking." + ] + }, + { + "name": "Unleashed Emotion (Hulking Form Only)", + "entries": [ + "On each of the hulking whelp's turns, it attacks the nearest creature it can see. If no creature is near enough to move to and attack, the hulking whelp attacks an object, with preference for an object smaller than itself. If no creature is near enough to move to and attack for two turns in a row, the hulking whelp uses Change Shape to return to its whelp form and stops attacking." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hulking whelp makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The hulking whelp transforms into a Huge, hulking canine or back into its true whelp form, which is Fey. Its statistics, other than its size and creature type, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "reaction": [ + { + "name": "Defensive Transformation (Whelp Form Only)", + "entries": [ + "When the hulking whelp is hit with an attack or when a creature it can see or hear within 30 feet of it threatens to harm it, it must succeed on a {@dc 12} Wisdom saving throw or transform into its hulking canine form (see the Change Shape bonus action)." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Hundun", + "source": "ToB1-2023", + "page": 237, + "size": [ + "L" + ], + "type": "celestial", + "alignment": [ + "C", + "G" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 154, + "formula": "18d10 + 54" + }, + "speed": { + "walk": 40, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 14, + "con": 16, + "int": 4, + "wis": 20, + "cha": 18, + "save": { + "con": "+7", + "wis": "+9", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "insight": "+9", + "perception": "+9" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 19, + "resist": [ + "lightning", + "radiant", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "psychic" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone", + "stunned", + "unconscious" + ], + "languages": [ + "understands Celestial and Primordial", + "but can't speak intelligibly" + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The hundun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell create or destroy water}", + "{@spell dancing lights}", + "{@spell minor illusion}", + "{@spell prestidigitation}" + ], + "daily": { + "3e": [ + "{@spell Evard's black tentacles}", + "{@spell fabricate} (as an action)", + "{@spell Otto's irresistible dance}" + ], + "1e": [ + "{@spell creation} (as an action)", + "{@spell plant growth}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Inscrutable", + "entries": [ + "The hundun is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the hundun's intentions or sincerity have disadvantage." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The hundun has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Radiant Fists", + "entries": [ + "The hundun's Slam attacks are magical. When the hundun hits with a Slam attack, the attack deals an extra {@damage 2d6} radiant damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hundun can use its Motivating Babble. It then makes four Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) radiant damage." + ] + }, + { + "name": "Motivating Babble", + "entries": [ + "The hundun babbles incoherently at one creature it can see within 60 feet of it. The target must succeed on a {@dc 17} Wisdom saving throw or suffer one of the following effects until the end of its next turn. Roll a {@dice d4} to determine which effect happens." + ] + }, + { + "name": "1 Distracted", + "entries": [ + "The target is distracted with a flood of new ideas and has disadvantage on attack rolls and saving throws." + ] + }, + { + "name": "2 Enlightened", + "entries": [ + "The target's mind fills with solutions to many of its problems, reducing its burden on itself. Its speed is increased by half, and its jump distance is doubled." + ] + }, + { + "name": "3 Inspired", + "entries": [ + "The target is inspired by new ideas and has advantage on attack rolls and saving throws." + ] + }, + { + "name": "4 Struck with Genius", + "entries": [ + "The target's speed is reduced to 0 and it must use its next action to write itself a note, tie a small knot, or create some other physical reminder of the great idea that just struck it." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "CS", + "P" + ], + "damageTags": [ + "B", + "R" + ], + "damageTagsSpell": [ + "B" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflictSpell": [ + "restrained" + ], + "savingThrowForced": [ + "wisdom" + ], + "savingThrowForcedSpell": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ice Maiden", + "source": "ToB1-2023", + "page": 238, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 84, + "formula": "13d8 + 26" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 17, + "con": 15, + "int": 19, + "wis": 13, + "cha": 20, + "save": { + "con": "+5", + "cha": "+8" + }, + "skill": { + "deception": "+8", + "persuasion": "+8", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "Common", + "Giant", + "Sylvan" + ], + "cr": "6", + "trait": [ + { + "name": "Chilling Presence", + "entries": [ + "A creature that starts its turn within 15 feet of the ice maiden must succeed on a {@dc 16} Constitution saving throw or take 3 ({@damage 1d6}) cold damage. Unprotected, nonmagical flames within 15 feet of the maiden are extinguished, and water freezes if it remains within 15 feet of the maiden for at least 1 minute." + ] + }, + { + "name": "Ice Walk", + "entries": [ + "The ice maiden can move across icy and snowy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ice maiden has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Snow Sight", + "entries": [ + "The ice maiden can see through areas obscured by snow or fog without penalty." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ice maiden makes two Ice Blade or Ice Bolt attacks." + ] + }, + { + "name": "Ice Blade", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage plus 14 ({@damage 4d6}) cold damage." + ] + }, + { + "name": "Ice Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}19 ({@damage 4d6 + 5}) cold damage." + ] + }, + { + "name": "Kiss of the Frozen Heart", + "entries": [ + "The ice maiden kisses a willing Humanoid, freezing the target's heart. The target has immunity to cold damage, but it is {@condition charmed} by the ice maiden until the maiden ends the effect (no action required) or until the target is kissed by a creature that loves it. The {@condition charmed} target obeys the maiden's verbal commands. If the target suffers any harm from the maiden or her allies, or if it receives a suicidal command, it can make a {@dc 16} Wisdom saving throw, ending the effect on itself on a success. The maiden can have no more than three Humanoids {@condition charmed} at a time." + ] + }, + { + "name": "Icy Embrace {@recharge 5}", + "entries": [ + "The ice maiden blasts wintry weather on a point she can see within 60 feet of her. Each creature within 15 feet of that point must make a {@dc 16} Dexterity saving throw. On a failure, a creature takes 28 ({@damage 8d6}) cold damage and is {@condition restrained} by ice until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition restrained}. The area then becomes icy, difficult terrain for 1 minute." + ] + } + ], + "bonus": [ + { + "name": "Snow Step", + "entries": [ + "The ice maiden teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. The origin and destination spaces must contain snow or ice." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI", + "S" + ], + "damageTags": [ + "C", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Idolic Deity", + "source": "ToB1-2023", + "page": 239, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d6 + 56" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 20, + "con": 18, + "int": 10, + "wis": 11, + "cha": 20, + "save": { + "wis": "+3" + }, + "skill": { + "deception": "+8", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal", + "telepathy 60 ft." + ], + "cr": "8", + "trait": [ + { + "name": "Apostasy Aura", + "entries": [ + "The idolic deity's presence causes devout followers to doubt their faith. When a creature attempts to use divine or celestial power, such as a cleric casting a spell or a paladin using Divine Smite, it must make a {@dc 16} Wisdom saving throw. On a failure, the spell, class feature, or other divine or celestial power is expended, but it has no effect." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The idolic deity doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the idolic deity remains motionless, it is indistinguishable from a normal statue." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The idolic deity can use its Seduce the Righteous. It then makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) psychic damage." + ] + }, + { + "name": "Seduce the Righteous", + "entries": [ + "The idolic deity corrupts one creature it can see within 30 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or have disadvantage on attack rolls, ability checks, or saving throws (the idolic deity's choice) until the end of its next turn. Creatures that wield divine or celestial power, such as clerics, paladins, or aasimars, have disadvantage on the saving throw." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the idolic deity takes the Hide action." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "False Appearance", + "Incorporeal Movement" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I", + "TP" + ], + "damageTags": [ + "B", + "O", + "Y" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Imperial Ghoul", + "source": "ToB1-2023", + "page": 203, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|PHB}" + ] + } + ], + "hp": { + "average": 93, + "formula": "17d8 + 17" + }, + "speed": { + "walk": 30, + "burrow": 15 + }, + "str": 16, + "dex": 14, + "con": 12, + "int": 13, + "wis": 14, + "cha": 14, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul", + "Undercommon" + ], + "cr": "4", + "trait": [ + { + "name": "Hungry Dead Nature", + "entries": [ + "The ghoul requires no air or sleep." + ] + }, + { + "name": "Turning Defiance", + "entries": [ + "The ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The imperial ghoul makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and, if the target is a Humanoid, it must succeed on a {@dc 11} Constitution saving throw or contract the darakhul fever disease." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach, one target. {@h}17 ({@damage 4d6 + 3}) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a {@dc 11} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + } + ], + "environment": [ + "underdark" + ], + "attachedItems": [ + "light crossbow|phb" + ], + "traitTags": [ + "Turn Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "U" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ink Devil", + "source": "ToB1-2023", + "page": 96, + "size": [ + "S" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 54, + "formula": "12d6 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 18, + "con": 12, + "int": 20, + "wis": 8, + "cha": 18, + "save": { + "dex": "+6" + }, + "skill": { + "arcana": "+9", + "deception": "+6", + "history": "+9", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 9, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Draconic", + "Infernal", + "telepathy 120 ft." + ], + "cr": "2", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The ink devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell detect magic}", + "{@spell illusory script} (as an action)" + ], + "daily": { + "1": [ + "{@spell glyph of warding}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the ink devil's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ink devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) slashing damage." + ] + }, + { + "name": "Devil's Ink", + "entries": [ + "{@atk ms,rs} {@hit 6} to hit, reach 5 ft. or range 60 ft., one target. {@h}13 ({@damage 2d8 + 4}) poison damage, and the target must succeed on a {@dc 13} Dexterity saving throw or be marked with a small, fiendish tattoo for 24 hours. Devils have advantage on attack rolls against the marked target, and the target has disadvantage on saving throws against the spells and abilities of devils." + ] + }, + { + "name": "Corrupt Scroll", + "entries": [ + "The ink devil touches a scroll, corrupting it. A creature using the scroll must succeed a {@dc 13} Intelligence saving throw or the spell harms the caster (if an offensive spell), helps the nearest devil (if beneficial), or fails, consuming the scroll (if not offensive or if no devils are in range to benefit from the magic)." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The ink devil magically turns {@condition invisible} until it attacks or uses Disrupt Concentration, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the ink devil wears or carries is {@condition invisible} with it." + ] + } + ], + "bonus": [ + { + "name": "Disrupt Concentration", + "entries": [ + "One spellcaster {@status concentration||concentrating} on a spell within 30 feet of the ink devil that the devil can see must succeed on a {@dc 13} Wisdom saving throw or lose {@status concentration} on the spell." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "CE", + "DR", + "I", + "TP" + ], + "damageTags": [ + "I", + "S" + ], + "damageTagsSpell": [ + "A", + "C", + "F", + "L", + "T" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "dexterity", + "intelligence", + "wisdom" + ], + "savingThrowForcedSpell": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Iron Ghoul", + "source": "ToB1-2023", + "page": 204, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|PHB}" + ] + } + ], + "hp": { + "average": 143, + "formula": "22d8 + 44" + }, + "speed": { + "walk": 30, + "burrow": 20 + }, + "str": 18, + "dex": 16, + "con": 14, + "int": 14, + "wis": 14, + "cha": 14, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul", + "Undercommon" + ], + "cr": "5", + "trait": [ + { + "name": "Hungry Dead Nature", + "entries": [ + "The ghoul requires no air or sleep." + ] + }, + { + "name": "Turning Defiance", + "entries": [ + "The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The iron ghoul makes one Bite attack and one Claw attack, or it makes three Glaive attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) piercing damage. If the target is a Humanoid, it must succeed on a {@dc 13} Constitution saving throw or contract the darakhul fever disease." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage. If the target is a creature other than an elf or Undead, it must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Glaive", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}9 ({@damage 1d10 + 4}) slashing damage." + ] + }, + { + "name": "Heavy Crossbow", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 100/400, one target. {@h}8 ({@damage 1d10 + 3}) piercing damage." + ] + } + ], + "environment": [ + "underdark" + ], + "attachedItems": [ + "glaive|phb", + "heavy crossbow|phb" + ], + "traitTags": [ + "Turn Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "U" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Isonade", + "source": "ToB1-2023", + "page": 240, + "size": [ + "G" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 222, + "formula": "12d20 + 96" + }, + "speed": { + "walk": 10, + "swim": 100 + }, + "str": 30, + "dex": 14, + "con": 26, + "int": 6, + "wis": 18, + "cha": 8, + "save": { + "str": "+15", + "con": "+13", + "wis": "+9" + }, + "skill": { + "athletics": "+15", + "perception": "+9" + }, + "senses": [ + "darkvision 90 ft." + ], + "passive": 19, + "immune": [ + "cold" + ], + "languages": [ + "understands Aquan and Elvish", + "but can't speak" + ], + "cr": "14", + "trait": [ + { + "name": "Influence Weather", + "entries": [ + "Nearby weather responds to the isonade's desires. At the start of each minute, the isonade can choose to change the precipitation and wind within 1 mile of it by one stage, up or down (no action required). This effect works like the changing weather conditions aspect of the {@spell control weather} spell, except the isonade can't change the temperature and the conditions change immediately." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The isonade has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The isonade deals double damage to objects and structures." + ] + }, + { + "name": "Water Breathing", + "entries": [ + "The isonade can breathe only underwater." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The isonade makes one Bite attack and two Tail Slap attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}36 ({@damage 4d12 + 10}) piercing damage. If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the isonade. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the isonade, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the isonade's turns. An isonade can have no more than four creatures swallowed at a time. If the isonade takes 30 damage or more on a single turn from a creature inside it, it must succeed on a {@dc 23} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Tail Slap", + "entries": [ + "{@atk mw} {@hit 15} to hit, reach 15 ft., one target. {@h}24 ({@damage 4d6 + 10}) bludgeoning damage." + ] + }, + { + "name": "Breach", + "entries": [ + "If the isonade swims at least 20 feet as part of its movement, it can use this action to emerge in a space on the surface of the water that contains one or more other creatures. Each of those creatures and each creature within 10 of the isonade's space must make a {@dc 18} Dexterity saving throw. On a failure, a creature takes 49 ({@damage 14d6}) bludgeoning damage and is knocked {@condition prone}. On a success, a creature takes half the damage and is pushed up to 10 feet out of the isonade's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls {@condition prone} in the isonade's space." + ] + } + ], + "environment": [ + "underwater" + ], + "traitTags": [ + "Magic Resistance", + "Siege Monster", + "Water Breathing" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "AQ", + "CS", + "E" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "prone", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "J'ba Fofi Spider", + "source": "ToB1-2023", + "page": 344, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 75, + "formula": "10d10 + 20" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 17, + "dex": 17, + "con": 15, + "int": 4, + "wis": 13, + "cha": 6, + "skill": { + "stealth": "+5" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 11, + "cr": "3", + "trait": [ + { + "name": "Camouflaged Webs", + "entries": [ + "With 10 minutes of work, the j'ba fofi can create a camouflaged web in a 10-foot cube. The web must be anchored between two solid mases or layered across a floor, wall, or ceiling. A camouflaged web layered over a flat surface has a depth of 5 feet. The web is camouflaged to match its surroundings, requiring a successful {@dc 15} Wisdom ({@skill Perception}) check to notice them. Each creature that starts its turn in the camouflaged web or that enters it during the creature's turn must succeed on a {@dc 13} Dexterity saving throw or be {@condition restrained}. A creature, including the {@condition restrained} creature, can take its action to break the webbing and free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)." + ] + }, + { + "name": "Forest Camouflage", + "entries": [ + "The j'ba fofi has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Spider Passivism", + "entries": [ + "No spider can willingly attack the j'ba fofi, unless attacked first. A spider can be forced to do so through magical means." + ] + }, + { + "name": "Web Sense", + "entries": [ + "While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web." + ] + }, + { + "name": "Web Walker", + "entries": [ + "The j'ba fofi ignores movement restrictions caused by webbing." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one creature. {@h}8 ({@damage 1d10 + 3}) piercing damage, and the target must make a {@dc 12} Constitution saving throw, taking 18 ({@damage 4d8}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but {@condition poisoned} for 1 hour, even after regaining hp, and is {@condition paralyzed} while {@condition poisoned} in this way." + ] + }, + { + "name": "Call Spiderlings (1/Day)", + "entries": [ + "The j'ba fofi releases pheromones and calls 1 swarm of spiders. The spiders arrive in {@dice 1d4} rounds, acting as allies of the j'ba fofi and obeying its pheromone commands. The spiders remain for 1 hour, until the j'ba fofi dies, or until the j'ba fofi dismisses them as a bonus action." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Spider Climb", + "Web Sense", + "Web Walker" + ], + "senseTags": [ + "B", + "D" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "paralyzed", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Jaculus", + "source": "ToB1-2023", + "page": 241, + "size": [ + "S" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 65, + "formula": "10d6 + 30" + }, + "speed": { + "walk": 20, + "climb": 20, + "fly": 10 + }, + "str": 14, + "dex": 18, + "con": 17, + "int": 13, + "wis": 13, + "cha": 13, + "save": { + "dex": "+6", + "cha": "+3" + }, + "skill": { + "acrobatics": "+6", + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "lightning" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "3", + "trait": [ + { + "name": "Spearhead", + "entries": [ + "If the jaculus moves at least 10 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 4 ({@damage 1d8}) piercing damage. If the target is a creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The jaculus's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The jaculus makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Jotun", + "source": "ToB1-2023", + "page": 209, + "size": [ + "G" + ], + "type": "giant", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 370, + "formula": "20d20 + 160" + }, + "speed": { + "walk": 60 + }, + "str": 30, + "dex": 8, + "con": 26, + "int": 18, + "wis": 20, + "cha": 14, + "save": { + "con": "+15", + "wis": "+12", + "cha": "+9" + }, + "skill": { + "arcana": "+11", + "history": "+11", + "nature": "+11", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "immune": [ + "cold", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Common", + "Giant" + ], + "cr": "22", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The jotun casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 20}):" + ], + "will": [ + "{@spell earthquake}", + "{@spell speak with animals}" + ], + "daily": { + "1": [ + "{@spell divination}" + ], + "3": [ + "{@spell bestow curse}", + "{@spell gust of wind}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Demigod's Vitality", + "entries": [ + "The jotun's ability scores and hp maximum can't be reduced except by means of a {@spell wish} spell." + ] + }, + { + "name": "Icy Weapons", + "entries": [ + "The jotun's weapon attacks are magical. When the jotun hits with any weapon, the weapon deals an extra {@damage 6d8} cold damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The jotun has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Material Bound", + "entries": [ + "The jotun is immune to any spell or effect that would force it to leave the Material Plane, unless the jotun wants to leave. It has disadvantage on saving throws against effects that would return it to the Material Plane from another plane of existence." + ] + }, + { + "name": "Too Big to Notice", + "entries": [ + "While the jotun remains motionless in nonmagical, natural terrain, it has advantage on Dexterity ({@skill Stealth}) checks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The jotun can use its Frightful Presence. It then makes three Greatclub or Rock attacks." + ] + }, + { + "name": "Greatclub", + "entries": [ + "{@atk mw} {@hit 17} to hit, reach 15 ft., one target. {@h}28 ({@damage 4d8 + 10}) bludgeoning damage plus 27 ({@damage 6d8}) cold damage." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 17} to hit, range 60/240 ft., one target. {@h}32 ({@damage 4d10 + 10}) bludgeoning damage plus 27 ({@damage 6d8}) cold damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the jotun's choice within 120 feet of the jotun and aware of it must succeed on a {@dc 20} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jotun's Frightful Presence for the next 24 hours." + ] + }, + { + "name": "Icy Sweep {@recharge 5}", + "entries": [ + "The jotun swings its ice-coated greatclub in a wide arc. Each creature within 20 feet of the jotun must make a {@dc 23} Dexterity saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and 54 ({@damage 12d8}) cold damage and is pushed up to 15 feet away from the jotun and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}." + ] + } + ], + "reaction": [ + { + "name": "Rock Catching", + "entries": [ + "If a rock or similar object is hurled at the jotun, the jotun can, with a successful {@dc 10} Dexterity saving throw, catch the missile and take no bludgeoning damage from it." + ] + } + ], + "environment": [ + "arctic" + ], + "attachedItems": [ + "greatclub|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "C" + ], + "damageTagsSpell": [ + "B", + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "frightened", + "prone" + ], + "conditionInflictSpell": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kalke", + "source": "ToB1-2023", + "page": 242, + "size": [ + "S" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 18, + "formula": "4d6 + 4" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 8, + "dex": 14, + "con": 12, + "int": 13, + "wis": 7, + "cha": 13, + "skill": { + "perception": "+0", + "sleight of hand": "+4", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "poison" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal" + ], + "cr": "1/4", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The kalke has advantage on saving throws against spells and magical effects." + ] + }, + { + "name": "Sense Magic", + "entries": [ + "The kalke senses magic within 120 feet of it at will and can sense the general direction of spells being cast within 1 mile of it. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + }, + { + "name": "Use Magic Item {@recharge 5}", + "entries": [ + "The kalke activates a magic item in its possession and can ignore all class, race, and level requirements on the item. The kalke must make a {@dc 11} Intelligence saving throw. On a success, the item activates normally. On a failure, the item doesn't activate and can't be used again until the next dawn. If the kalke fails the saving throw by 5 or more, it causes a magical backlash. Each creature within 5 feet of the kalke, including the kalke, must make a {@dc 11} Dexterity saving throw, taking 5 ({@damage 2d4}) force damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Nimble Escape", + "entries": [ + "The kalke takes the Disengage or Hide action." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "AB", + "C", + "I" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "intelligence" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kikimora", + "source": "ToB1-2023", + "page": 243, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 18, + "con": 15, + "int": 12, + "wis": 16, + "cha": 21, + "skill": { + "deception": "+8", + "persuasion": "+8", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "5", + "trait": [ + { + "name": "Hidden Home", + "entries": [ + "The kikimora can spend 1 minute scribing a magical symbol on a wall, baseboard, cupboard, or other semi\u2011permanent object within a structure. The symbol remains until the kikimora inscribes another symbol elsewhere. While within 5 feet of the surface where the symbol is inscribed, the kikimora can use an action to touch the symbol and be transported to an extradimensional space just large enough to hold the kikimora and up to 50 pounds of nonmagical objects. Only the kikimora can enter this space, along with any nonmagical objects it is wearing or carrying, up to the extradimensional space's limits. While inside the extradimensional space, the kikimora can see out as if through a 2-foot-by-2-foot window centered on the symbol and can exit the space as an action, appearing in an unoccupied space within 10 feet of the surface where the symbol is inscribed.", + "If the kikimora is killed or if it creates a second symbol while objects remain within the extradimensional space, the objects are safely ejected to an unoccupied space nearest the surface where the first symbol was inscribed." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The kikimora has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kikimora makes three Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Domestic Magic", + "entries": [ + "The kikimora can cast the {@spell mending}, minor illusion, and {@spell prestidigitation} cantrips at will, requiring no material components and using Charisma as the spellcasting ability." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The kikimora magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the kikimora wears or carries is {@condition invisible} with it." + ] + }, + { + "name": "House Pests (1/Day)", + "entries": [ + "The kikimora magically calls 1 swarm of bats, insects, or rats. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the kikimora and obeying its spoken commands. The Beasts remain for 1 hour, until the kikimora dies, or until the kikimora dismisses them as a bonus action." + ] + } + ], + "bonus": [ + { + "name": "Homeward Step", + "entries": [ + "While within a structure containing its hidden home (see the Hidden Home trait), the kikimora magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of the hidden home's symbol." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kishi Demon", + "source": "ToB1-2023", + "page": 84, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 50 + }, + "str": 19, + "dex": 20, + "con": 19, + "int": 15, + "wis": 11, + "cha": 22, + "save": { + "dex": "+8", + "con": "+7", + "wis": "+3" + }, + "skill": { + "deception": "+9", + "perception": "+3", + "performance": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Draconic", + "telepathy 120 ft." + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The kishi casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 17}):" + ], + "will": [ + "{@spell detect evil and good}", + "{@spell detect magic}", + "{@spell suggestion}" + ], + "daily": { + "1": [ + "{@spell dominate person}" + ], + "3": [ + "{@spell glibness}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Fiendish Weapons", + "entries": [ + "The kishi's weapon attacks are magical. When the kishi hits with any weapon, the weapon deals an extra {@damage 2d8} cold damage (included in the attack)." + ] + }, + { + "name": "Two Heads", + "entries": [ + "The kishi has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The kishi has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kishi makes one Bite attack and two Spear attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 9 ({@damage 2d8}) cold damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 9 ({@damage 2d8}) cold damage." + ] + } + ], + "bonus": [ + { + "name": "Trophy Shield", + "entries": [ + "The kishi absorbs some of the essence of a creature it killed since the end of its previous turn and magically creates a grisly trophy of the creature on its shield or spear. For 1 hour, its Armor Class becomes 20, and creatures of the same type as the slain creature have disadvantage on attack rolls against the kishi." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "attachedItems": [ + "spear|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "CE", + "DR", + "TP" + ], + "damageTags": [ + "C", + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kobold Alchemist", + "source": "ToB1-2023", + "page": 244, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "kobold" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d6 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 7, + "dex": 16, + "con": 15, + "int": 16, + "wis": 9, + "cha": 8, + "save": { + "dex": "+5" + }, + "skill": { + "arcana": "+5", + "medicine": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "2", + "trait": [ + { + "name": "Apothecary", + "entries": [ + "At the start of each of the kobold alchemist's turns, the alchemist chooses one of the following damage types: acid, cold, fire, lightning, or poison. The alchemist has resistance to that damage type until the start of its next turn." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kobold makes two Alchemical Dagger or Alchemical Bolt attacks." + ] + }, + { + "name": "Alchemical Dagger", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 {@damage 1d4 + 3} piercing damage plus 3 ({@damage 1d6}) damage of the type determined by Apothecary." + ] + }, + { + "name": "Alchemical Bolt", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}10 ({@damage 2d6 + 3}) damage of the type determined by Apothecary." + ] + }, + { + "name": "Alchemical Vapors {@recharge}", + "entries": [ + "The kobold alchemist releases alchemical vapors pleasing to draconic senses and unpleasant to all others. Each creature that isn't a dragonborn or kobold within 15 feet of the alchemist must make a {@dc 13} Constitution saving throw, taking 17 ({@damage 5d6}) poison damage on a failed save, or half as much damage on a successful one. Each dragonborn and kobold within 15 feet of the alchemist has resistance to damage of the type determined by Apothecary for 1 minute." + ] + }, + { + "name": "Explosive Flask {@recharge 5}", + "entries": [ + "The kobold alchemist throws a flask of volatile substances at a point it can see within 30 feet of it. The flask explodes, and each creature within 15 feet of that point must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 14 {@damage 4d6} damage of the type determined by Apothecary and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "Pack Tactics", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "I" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kobold Chieftain", + "source": "ToB1-2023", + "page": 245, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "kobold" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item studded leather armor|PHB|studded leather}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 110, + "formula": "20d6 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 14, + "con": 14, + "int": 11, + "wis": 13, + "cha": 14, + "save": { + "dex": "+5", + "cha": "+5" + }, + "skill": { + "intimidation": "+6", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "5", + "trait": [ + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when the chieftain hits with it (included in the attack)." + ] + }, + { + "name": "Chieftain's Presence", + "entries": [ + "Dragons and kobolds within 30 feet of the chieftain can't be {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The kobold chieftain has advantage on attack rolls against a creature if at least one of the chieftain's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the kobold chieftain has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kobold makes three Spear or Shortbow attacks." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage, or 13 ({@damage 2d8 + 4}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Inspiring Shriek (Recharge after Short or Long Rest)", + "entries": [ + "The kobold chieftain shrieks a draconic battle cry. Each creature that isn't a dragonborn or kobold within 30 feet of the chieftain must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "Each dragonborn and kobold within 30 feet of the chieftain is inspired for 1 minute. Whenever an inspired creature makes an attack roll or saving throw, the creature can roll a {@dice d4} and add the number rolled to the attack roll or saving throw." + ] + } + ], + "reaction": [ + { + "name": "Springspike Shield", + "entries": [ + "When the kobold chieftain is wielding its shield and is hit by a melee attack within 5 feet of it, the chieftain can fire one of its shield spikes at the attacker. The attacker takes 5 ({@damage 2d4}) piercing damage." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "attachedItems": [ + "shortbow|phb", + "spear|phb" + ], + "traitTags": [ + "Brute", + "Pack Tactics", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "frightened", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kobold Trapsmith", + "source": "ToB1-2023", + "page": 246, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "kobold" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 54, + "formula": "12d6 + 12" + }, + "speed": { + "walk": 30 + }, + "str": 7, + "dex": 16, + "con": 12, + "int": 16, + "wis": 13, + "cha": 8, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common", + "Draconic" + ], + "cr": "2", + "trait": [ + { + "name": "Improvised Tools", + "entries": [ + "The kobold trapsmith can use any Tiny objects at hand to pick locks and disarm traps, as if any such object was part of a set of thieves' tools. It is proficient in using Tiny objects in this way. In addition, the trapsmith has advantage on ability checks to pick locks and disarm traps." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the kobold trapsmith has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The trapsmith uses Makeshift Trap then makes one Dagger or Spare Part attack." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Spare Part", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage or slashing damage (the trapsmith's choice)." + ] + }, + { + "name": "Makeshift Trap", + "entries": [ + "The kobold trapsmith cobbles together a quick trap with materials at hand and throws it at a point on the ground it can see within 30 feet of it. The trapsmith chooses one of the following traps. Each creature in the trap's area must succeed on a {@dc 13} Dexterity saving throw or suffer the trap's effects." + ] + }, + { + "name": "• Bursting Much-Heavy Net", + "entries": [ + "Each creature that fails the saving throw within 10 feet of where the trap lands takes 10 ({@damage 3d6}) bludgeoning damage and is {@condition restrained} for 1 minute. A creature can take an action to free the {@condition restrained} creature by succeeding on a {@dc 13} Strength check.", + "• Spikes-on-Spikes. Each creature within 10 feet of where the trap lands takes 10 ({@damage 4d4}) piercing damage and the area within 10 feet of the point is difficult terrain for 1 minute." + ] + }, + { + "name": "• Spring-Loaded Whirly Blades", + "entries": [ + "Each creature that fails the saving throw within 10 feet of where the trap lands takes 14 ({@damage 4d6}) slashing damage and its speed is reduced by 10 feet until the end of its next turn." + ] + }, + { + "name": "• Static-Generating Thingamabob", + "entries": [ + "Each creature that fails the saving throw within 5 feet of where the trap lands takes 9 ({@damage 2d8}) lightning damage and is {@condition stunned} until the end of its next turn." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "attachedItems": [ + "dagger|phb" + ], + "traitTags": [ + "Pack Tactics", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "L", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "restrained", + "stunned" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kongamato", + "source": "ToB1-2023", + "page": 247, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 127, + "formula": "17d10 + 34" + }, + "speed": { + "walk": 10, + "fly": 60 + }, + "str": 19, + "dex": 18, + "con": 14, + "int": 2, + "wis": 10, + "cha": 7, + "skill": { + "perception": "+3" + }, + "passive": 13, + "cr": "6", + "trait": [ + { + "name": "Breaker of Boats", + "entries": [ + "The kongamato deals double damage to objects and structures made of wood or lighter materials." + ] + }, + { + "name": "Carry Off", + "entries": [ + "The kongamato can fly at half its flying speed when dragging two creatures it has {@condition grappled} or at its full flying speed if dragging only one creature it has {@condition grappled}." + ] + }, + { + "name": "Flyby", + "entries": [ + "The kongamato doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kongamato makes one Beak attack and two Claw attacks." + ] + }, + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Medium or smaller creature. The kongamato has two claws, each of which can grapple only one target." + ] + }, + { + "name": "Terrifying Screech {@recharge 5}", + "entries": [ + "The kongamato releases a screech in a 30-foot cone. Each creature in the area must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 28 ({@damage 8d6}) thunder damage and is {@condition frightened} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition frightened}." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Flyby" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "grappled" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Koralk Devil", + "source": "ToB1-2023", + "page": 97, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d10 + 48" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 13, + "con": 17, + "int": 10, + "wis": 11, + "cha": 13, + "save": { + "con": "+7", + "wis": "+4", + "cha": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal", + "telepathy 120 ft." + ], + "cr": "11", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness does not impair the koralk's darkvision." + ] + }, + { + "name": "Harvester Venom", + "entries": [ + "The koralk produces a potent poison that liquefies the innards of those affected by it. Every hour that elapses after a creature succumbs to this poison, it must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) poison damage, and its hp maximum is reduced by that amount. Creatures with resistance or immunity to poison or the {@condition poisoned} condition can be affected by this poison. Such creatures have advantage on the saving throw. This potent poison remains within the creature's body until removed by the {@spell greater restoration} spell or similar magic. If a creature dies while suffering from this poison, it rises as a lemure 1 hour later under the control of the nearest non-lemure devil within 1 mile." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The koralk has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Steadfast", + "entries": [ + "The koralk can't be {@condition frightened} while it can see an ally within 30 feet of it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The koralk makes one Bite attack, one Scythe attack, and three Stinger attacks. It can replace its Scythe attack with a Vestigial Arms attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage." + ] + }, + { + "name": "Scythe", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) slashing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 17} Constitution saving throw or succumb to the devil's venom (see the Harvester Venom trait)." + ] + }, + { + "name": "Vestigial Arms", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the creature is {@condition restrained}, and the devil can't use its Vestigial Arms on another target." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I", + "TP" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Kot Bayun", + "source": "ToB1-2023", + "page": 248, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 66, + "formula": "12d8 + 12" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 16, + "dex": 16, + "con": 13, + "int": 12, + "wis": 16, + "cha": 17, + "save": { + "dex": "+5" + }, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "3", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The kot bayun can use its Slumbering Song. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The kot bayun magically turns {@condition invisible} until it attacks or uses Slumbering Song, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the kot bayun wears or carries is {@condition invisible} with it." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Krake Spawn", + "source": "ToB1-2023", + "page": 249, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 175, + "formula": "14d12 + 84" + }, + "speed": { + "walk": 20, + "swim": 60 + }, + "str": 24, + "dex": 12, + "con": 22, + "int": 17, + "wis": 15, + "cha": 18, + "save": { + "str": "+12", + "con": "+11", + "int": "+8", + "cha": "+9" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 12, + "immune": [ + "cold", + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Infernal", + "Primordial", + "Void Speech" + ], + "cr": "14", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The krake spawn can breathe air and water." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The krake spawn makes one Bite attack and eight Tentacle attacks, or it makes four Freezing Water Bolt attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft, one target. {@h}12 ({@damage 1d10 + 7}) slashing damage." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}10 ({@damage 1d6 + 7}) bludgeoning damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}. The krake spawn has eight tentacles, each of which can grapple only one target." + ] + }, + { + "name": "Freezing Water Bolt", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 60 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 10 ({@damage 3d6}) cold damage." + ] + }, + { + "name": "Ink Cloud {@recharge 5}", + "entries": [ + "While underwater, the krake spawn emits a 20-foot-radius cloud of ink all around itself. Each creature in the cloud must make a {@dc 17} Constitution saving throw, taking 55 ({@damage 10d10}) poison damage on a failed save, or half as much damage on a successful one. The area is heavily obscured for 1 minute, although a significant current can disperse the ink." + ] + }, + { + "name": "Vomit Forth the Deeps {@recharge 5}", + "entries": [ + "The krake spawn sprays half\u2011digested food from its maw in a 30-foot cone. Each creature in the area must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 27 ({@damage 6d8}) acid damage plus 27 ({@damage 5d10}) poison damage and is {@condition incapacitated}. On a success, a creature takes half the damage and isn't {@condition incapacitated}." + ] + } + ], + "bonus": [ + { + "name": "Water Jet", + "entries": [ + "Each creature within 5 feet of the krake spawn must succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}. The spawn then swims up to half its swimming speed without provoking opportunity attacks. The spawn must be underwater to use this bonus action." + ] + } + ], + "environment": [ + "arctic", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "C", + "I", + "P" + ], + "damageTags": [ + "A", + "B", + "C", + "I", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "incapacitated", + "prone", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lake Troll", + "source": "ToB1-2023", + "page": 370, + "size": [ + "L" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d10 + 60" + }, + "speed": { + "walk": 20, + "swim": 40 + }, + "str": 22, + "dex": 13, + "con": 20, + "int": 8, + "wis": 10, + "cha": 6, + "skill": { + "perception": "+3", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Giant" + ], + "cr": "7", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The lake troll can breathe air and water." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The lake troll has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The lake troll regains 10 hp at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hp at the start of its next turn. If the lake troll takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hp and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The lake troll makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature that is wielding a weapon, the target must succeed on a {@dc 16} Dexterity saving throw or the target's weapon takes a permanent and cumulative -1 penalty to damage rolls. If the weapon's penalty drops to -5, the weapon is destroyed. If the target is wielding more than one weapon, the troll chooses which weapon to affect." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}10 ({@damage 1d8 + 6}) slashing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} +9 to to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) piercing damage." + ] + } + ], + "environment": [ + "coastal", + "forest", + "underwater" + ], + "traitTags": [ + "Amphibious", + "Keen Senses", + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lantern Dragonette", + "source": "ToB1-2023", + "page": 136, + "size": [ + "T" + ], + "type": "dragon", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 28, + "formula": "8d4 + 8" + }, + "speed": { + "walk": 15, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 7, + "dex": 15, + "con": 13, + "int": 16, + "wis": 13, + "cha": 12, + "save": { + "wis": "+3", + "cha": "+3" + }, + "skill": { + "arcana": "+5", + "history": "+5", + "nature": "+5", + "perception": "+3", + "religion": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Draconic", + "Primordial", + "telepathy 60 ft." + ], + "cr": "1/2", + "trait": [ + { + "name": "Magical Darkness Hypersensitivity", + "entries": [ + "While in an area of magical darkness, the lantern dragonette can't fly or use Lantern Belly, and it takes 3 ({@damage 1d6}) necrotic damage each minute." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Fire Breath", + "entries": [ + "The lantern dragonette breathes fire in a 15-foot cone. Each creature in the area must make a {@dc 11} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half the damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Lantern Belly", + "entries": [ + "The dragonette sheds bright light in a 20-foot radius and dim light for an additional 20 feet or stops shedding light. To shed light, it must have eaten at least 4 ounces of candle wax in the past 24 hours. It can shed light for up to 1 hour for every 4 ounces of candle wax it has eaten in the past 24 hours, to a maximum of 4 hours every 24 hours." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "C", + "DR", + "P", + "TP" + ], + "damageTags": [ + "F", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lemurfolk", + "source": "ToB1-2023", + "page": 250, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "lemurfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + 12 + ], + "hp": { + "average": 21, + "formula": "6d6" + }, + "speed": { + "walk": 30, + "climb": 20 + }, + "str": 10, + "dex": 15, + "con": 11, + "int": 12, + "wis": 10, + "cha": 8, + "skill": { + "acrobatics": "+4", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Common", + "Lemurfolk" + ], + "cr": "1/4", + "trait": [ + { + "name": "Glide", + "entries": [ + "The lemurfolk has membranes between its fore and hind limbs that expand when falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The lemurfolk can't gain height with its gliding membranes alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + }, + { + "name": "Blowgun", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 25/100 ft., one creature. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 hour. If the saving throw fails by 5 or more, the target is also {@condition unconscious} while {@condition poisoned} in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "blowgun|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned", + "unconscious" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Leshy", + "source": "ToB1-2023", + "page": 251, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "7d8 + 14" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 12, + "con": 14, + "int": 14, + "wis": 15, + "cha": 16, + "skill": { + "deception": "+5", + "perception": "+4", + "stealth": "+3", + "survival": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan" + ], + "cr": "1", + "trait": [ + { + "name": "Mimicry", + "entries": [ + "The leshy can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check." + ] + }, + { + "name": "Plant Camouflage", + "entries": [ + "The leshy has advantage on Dexterity ({@skill Stealth}) checks it makes in any terrain with ample obscuring plant life." + ] + }, + { + "name": "Speak with Beasts and Plants", + "entries": [ + "The leshy can communicate with Beasts and Plants as if they shared a language." + ] + }, + { + "name": "Vine-Wrapped Weapons", + "entries": [ + "The poisonous vines growing from the leshy entwine around its weapon. When the leshy hits with any weapon, the weapon deals an extra {@damage 2d4} poison damage (included in the attack)." + ] + }, + { + "name": "Woodland Stride", + "entries": [ + "Difficult terrain composed of magical or nonmagical plants doesn't cost the leshy extra movement." + ] + } + ], + "action": [ + { + "name": "Club", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) poison damage." + ] + }, + { + "name": "Frightening Mien {@recharge 5}", + "entries": [ + "The leshy briefly appears to grow to an enormous size, taking on a malicious mien before returning to normal. Each creature within 15 feet of the leshy and that can see it must succeed on a {@dc 13} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to Frightening Mien if it can see through illusions." + ] + }, + { + "name": "Encourage Growth (1/Day)", + "entries": [ + "The leshy whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "club|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "B", + "I" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Library Automaton", + "source": "ToB1-2023", + "page": 252, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 24, + "formula": "7d6" + }, + "speed": { + "walk": 30 + }, + "str": 8, + "dex": 13, + "con": 10, + "int": 16, + "wis": 12, + "cha": 8, + "skill": { + "history": "+5", + "investigation": "+5" + }, + "senses": [ + "blindsight 60 ft.", + "truesight 10 ft." + ], + "passive": 11, + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Bibliophile", + "entries": [ + "The library automaton understands any written language it can see, provided it is touching the surface on which the words are written." + ] + }, + { + "name": "Bibliotelekinesis", + "entries": [ + "The library automaton is surrounded by an {@condition invisible}, shapeless, magical force that can perform simple tasks at the automaton's command. This force has a Strength equal to the automaton's Strength, and it can interact with objects up to 15 feet away from the automaton. The automaton can use this force to perform simple tasks that a Small humanoid with two hands could do, such as opening a door, moving a bookshelf's ladder, picking up and organizing books, and similar tasks. The automaton can't use this force to make attacks or wield a weapon or shield." + ] + }, + { + "name": "Book Safekeeper", + "entries": [ + "The library automaton's body contains a small, extradimensional space. This space can hold up to 100 pounds of Small or smaller objects. This space can hold only books, scrolls, parchment, or other written works on paper or other paper- or wood-like materials. The automaton is the only creature capable of retrieving items from this space while it is alive. If the automaton is destroyed, the objects within its extradimensional space are ejected into an unoccupied space nearest it." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The library automaton doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Piston-Powered Kick", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}6 ({@damage 2d4 + 1}) bludgeoning damage." + ] + }, + { + "name": "Unnerving Gaze", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 60 ft., one target. {@h}6 ({@damage 1d6 + 3}) psychic damage, and the target must succeed on a {@dc 13} Wisdom saving throw or have disadvantage on the next attack roll, ability check, or saving throw it makes before the start of the automaton's next turn." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "B", + "U" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lich Hound", + "source": "ToB1-2023", + "page": 253, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 85, + "formula": "10d8 + 40" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 10, + "dex": 18, + "con": 18, + "int": 6, + "wis": 10, + "cha": 16, + "save": { + "wis": "+2", + "cha": "+5" + }, + "skill": { + "acrobatics": "+6", + "perception": "+4" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands Common and Darakhul but can't speak" + ], + "cr": "4", + "trait": [ + { + "name": "Blood Sense", + "entries": [ + "The lich hound can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The lich hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The lich hound doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The lich hound can use its Eerie Howl. It then makes two Bite attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) slashing damage and be {@condition incapacitated} until the end of its next turn." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Eerie Howl", + "entries": [ + "The lich hound releases an eerie howl that fades in and out and echoes strangely. Each creature within 30 feet of the lich hound must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the lich hound's Eerie Howl for the next 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Ethereal Jaunt", + "entries": [ + "The lich hound magically shifts from the Material Plane to the Ethereal Plane, or vice versa." + ] + } + ], + "environment": [ + "any", + "planar" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened", + "incapacitated", + "prone" + ], + "savingThrowForced": [ + "constitution", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Likho", + "source": "ToB1-2023", + "page": 254, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d8 + 42" + }, + "speed": { + "walk": 40 + }, + "str": 16, + "dex": 18, + "con": 16, + "int": 13, + "wis": 16, + "cha": 19, + "save": { + "dex": "+7", + "cha": "+7" + }, + "skill": { + "acrobatics": "+7", + "perception": "+6", + "stealth": "+10" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "languages": [ + "Common", + "Goblin", + "Void Speech" + ], + "cr": "5", + "trait": [ + { + "name": "Limited Telepathy", + "entries": [ + "The likho can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond." + ] + }, + { + "name": "Pounce", + "entries": [ + "If the likho moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the likho can make one Claw attack against it as a bonus action." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The likho has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The likho can use its Disruptive Gaze. It then makes four Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage." + ] + }, + { + "name": "Disruptive Gaze", + "entries": [ + "One creature the likho can see within 60 feet of it must succeed on a {@dc 15} Charisma saving throw or have disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn." + ] + } + ], + "environment": [ + "badlands", + "hill" + ], + "traitTags": [ + "Magic Resistance", + "Pounce" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GO" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "charisma", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lindwurm", + "source": "ToB1-2023", + "page": 255, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 136, + "formula": "16d10 + 48" + }, + "speed": { + "walk": 40, + "swim": 20 + }, + "str": 18, + "dex": 20, + "con": 16, + "int": 6, + "wis": 12, + "cha": 8, + "save": { + "str": "+7", + "dex": "+8", + "con": "+6" + }, + "skill": { + "acrobatics": "+8", + "athletics": "+7", + "perception": "+4", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 120 ft." + ], + "passive": 14, + "immune": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "paralyzed", + "unconscious" + ], + "languages": [ + "Draconic" + ], + "cr": "6", + "trait": [ + { + "name": "Ice Walk", + "entries": [ + "The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement." + ] + }, + { + "name": "Sure-Footed Skater", + "entries": [ + "While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it {@condition prone}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The lindwurm makes one Bite attack and two Claw attacks. It can replace its Bite attack with one Constrict attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a creature, it must succeed on a {@dc 15} Constitution saving throw or contract a disease and be {@condition poisoned} until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of {@condition exhaustion} and doesn't regain expended Hit Dice from the rest. On a success, the creature's {@condition exhaustion} level decreases by one, and it regains expended Hit Dice as normal from the rest. If a successful saving throw reduces the diseased creature's level of {@condition exhaustion} below 1, the creature recovers from the disease, ending it." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the lindwurm can't Constrict another target." + ] + } + ], + "environment": [ + "arctic", + "underwater" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "DR" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Liosalfar", + "source": "ToB1-2023", + "page": 256, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "N" + ], + "ac": [ + 17 + ], + "hp": { + "average": 132, + "formula": "24d10" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 25, + "con": 10, + "int": 18, + "wis": 18, + "cha": 12, + "save": { + "con": "+4", + "int": "+8", + "wis": "+8", + "cha": "+5" + }, + "skill": { + "arcana": "+8", + "insight": "+8", + "perception": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 18, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic", + "radiant" + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Celestial", + "Common", + "Elvish", + "Giant" + ], + "cr": "10", + "trait": [ + { + "name": "Darkness Hypersensitivity", + "entries": [ + "The liosalfar takes 15 necrotic damage when it starts its turn in magical darkness. While in magical darkness, it has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Elemental Nature", + "entries": [ + "The liosalfar doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Inscrutable", + "entries": [ + "The liosalfar is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom ({@skill Insight}) checks made to ascertain the liosalfar's intentions or sincerity have disadvantage." + ] + }, + { + "name": "Light Form", + "entries": [ + "The liosalfar can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. In addition, it sheds bright light in a 10- to 30\u2011foot radius and dim light for an additional number of feet equal to the chosen radius. The liosalfar can alter the radius as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The liosalfar makes two Radiant Touch or Ray of Light attacks. If both Radiant Touch attacks hit one creature, the target must succeed on a {@dc 16} Constitution saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Radiant Touch", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}29 ({@damage 4d10 + 7}) radiant damage." + ] + }, + { + "name": "Ray of Light", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}31 ({@damage 6d8 + 4}) radiant damage, and the target must succeed on a {@dc 16} Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + }, + { + "name": "Mesmerizing Radiance", + "entries": [ + "The liosalfar causes the light radiating from its body to shift color and pattern in a spellbinding display. Each creature within 60 feet of the liosalfar and that can see it must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} until the display ends. The liosalfar must take a bonus action on its subsequent turns to continue the display. It can stop the display at any time, and the display ends if the liosalfar is {@condition incapacitated}. While {@condition charmed} by the liosalfar's display, a creature is also {@condition incapacitated}, and its speed is reduced to 0, as it is transfixed by the display. The effect ends for a {@condition charmed} creature if it takes any damage or if someone uses an action to shake the creature out of its stupor." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "E", + "GI" + ], + "damageTags": [ + "N", + "R" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "charmed", + "incapacitated", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Living Wick", + "source": "ToB1-2023", + "page": 257, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 28, + "formula": "8d6" + }, + "speed": { + "walk": 20 + }, + "str": 14, + "dex": 10, + "con": 10, + "int": 5, + "wis": 5, + "cha": 5, + "passive": 7, + "immune": [ + "poison", + "psychic" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "1/4", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The living wick doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Wick-Powered", + "entries": [ + "The living wick is inactive and {@condition unconscious} while its wick is unlit. When its wick is lit, it obeys the commands of the creature that lit the wick, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The living wick's hp maximum is reduced by 2 ({@dice 1d4}) for every 24 hours it remains lit and active, and no effect short of a {@spell wish} spell can remove this reduction. The living wick dies when its hp maximum is reduced to 0.", + "A creature grappling the active living wick can take its action to extinguish the wick by succeeding on a {@dc 12} Dexterity check. A creature within 5 feet of a living wick that is dormant from an unlit wick can take an action to light the wick, gaining command of the living wick." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage." + ] + }, + { + "name": "Consuming Inferno", + "entries": [ + "The living wick's controller can command the living wick to rapidly burn through the remains of its wick, creating a devastating ball of fire. Each creature within 20 feet of the living wick must make a {@dc 12} Dexterity saving throw, taking 7 ({@damage 2d6}) fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area and that aren't being worn or carried ignite. The living wick then dies, becoming a lifeless puddle of wax." + ] + } + ], + "environment": [ + "urban" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lord of the Hunt", + "source": "ToB1-2023", + "page": 174, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 229, + "formula": "27d8 + 108" + }, + "speed": { + "walk": 40 + }, + "str": 21, + "dex": 18, + "con": 19, + "int": 14, + "wis": 18, + "cha": 15, + "save": { + "str": "+11", + "wis": "+10", + "cha": "+8" + }, + "skill": { + "athletics": "+11", + "perception": "+10", + "survival": "+10" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 120 ft." + ], + "passive": 20, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with cold iron weapons", + "cond": true + } + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Draconic", + "Elvish", + "Sylvan" + ], + "cr": "18", + "trait": [ + { + "name": "Huntsman's Weapons", + "entries": [ + "The Lord of the Hunt's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 ({@damage 4d6}) poison damage (included in the attack)." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Lord of the Hunt fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Sure Seat", + "entries": [ + "While mounted and not {@condition incapacitated}, the Lord of the Hunt can't be knocked {@condition prone}, dismounted, or moved against his will." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Lord of the Hunt makes three Spear or Longbow attacks." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 11} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage, or 9 ({@damage 1d8 + 5}) piercing damage if used in two hands, plus 14 ({@damage 4d6}) poison damage. If the Lord of the Hunt throws the spear, the spear teleports up to 120 feet to the Lord of the Hunt's hand at the start of his next turn. If he has no hand free, the spear teleports to the ground at his feet." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 10} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 14 ({@damage 4d6}) poison damage." + ] + }, + { + "name": "Hunter's Quarry", + "entries": [ + "The Lord of the Hunt magically calls {@dice 3d6} elk or boars, {@dice 1d4} giant boars or giant elk, or 1 elephant. The called Beasts arrive in {@dice 1d4} rounds, acting as allies of the Lord and obeying its spoken commands. The Beasts remain for 1 hour, until the Lord dies, or until the Lord dismisses them as a bonus action. The Lord can have any number of Beasts under its control at one time provided the combined total CR of the Beasts is no higher than 8." + ] + } + ], + "bonus": [ + { + "name": "Fey Mount", + "entries": [ + "The Lord of the Hunt can summon or dismiss a magical Fey mount, mounting or dismounting it as part of this bonus action without spending movement. The mount uses the statistics of a warhorse, except it has 40 hp, is a Fey, has the same damage and condition resistances and immunities as the Lord of the Hunt, and uses the Lord's saving throw bonuses in place of its own. If the mount is slain, it disappears, leaving behind no physical form, and the Lord of the Hunt must wait 1 hour before summoning the mount again." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The Lord of the Hunt increases his AC by 6 against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "The Lord of the Hunt makes one Spear or Longbow attack." + ] + }, + { + "name": "Tenacious Stride", + "entries": [ + "The Lord of the Hunt moves up to his speed without provoking opportunity attacks. If he is mounted, he can force the mount to move up to half its speed without provoking opportunity attacks instead." + ] + }, + { + "name": "Call to the Hunt (Costs 2 Actions)", + "entries": [ + "The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a {@dc 16} Charisma saving throw or be {@condition charmed} by the Lord of the Hunt for 8 hours. The {@condition charmed} target obeys the Lord's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lord's Call to the Hunt for the next 24 hours. The Lord can have only one target {@condition charmed} at a time. If he charms another, the effect on the previous target ends." + ] + } + ], + "legendaryGroup": { + "name": "Lord of the Hunt", + "source": "ToB1-2023" + }, + "environment": [ + "forest", + "planar" + ], + "attachedItems": [ + "longbow|phb", + "spear|phb" + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C", + "DR", + "E", + "S" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "charmed", + "prone" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lorelei", + "source": "ToB1-2023", + "page": 258, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 10, + "dex": 21, + "con": 18, + "int": 16, + "wis": 16, + "cha": 21, + "save": { + "dex": "+8", + "cha": "+8" + }, + "skill": { + "deception": "+8", + "performance": "+8", + "persuasion": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "5", + "trait": [ + { + "name": "Alluring Presence", + "entries": [ + "When a Humanoid that can see the lorelei starts its turn within 30 feet of the lorelei, the lorelei can force it to make a {@dc 15} Wisdom saving throw if the lorelei isn't {@condition incapacitated} and can see the Humanoid. On a failed save, the Humanoid is {@condition charmed} until the start if its next turn. While {@condition charmed}, the target is {@condition incapacitated} and must move on its turn toward the lorelei by the most direct route, trying to get within 5 feet of the lorelei for a kiss from her. The Humanoid doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the Humanoid can repeat the saving throw. If the saving throw is successful, the effect ends for it, and it regains its senses for the remainder of its turn.", + "Unless surprised, a Humanoid can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can't see the lorelei until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the lorelei in the meantime, it must immediately make the save." + ] + }, + { + "name": "Amphibious", + "entries": [ + "The lorelei can breathe air and water." + ] + }, + { + "name": "Free Water Spirit", + "entries": [ + "While in contact with water, the lorelei ignores difficult terrain, and magical effects can't reduce her speed or cause her to be {@condition restrained}. In addition, she can spend 5 feet of movement to escape from nonmagical restraints or being {@condition grappled}." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The lorelei can use her Stunning Glance. She then makes three Psychic Blast attacks. She can replace one attack with a use of Corrupted Kiss." + ] + }, + { + "name": "Corrupted Kiss", + "entries": [ + "{@atk ms} {@hit 8} to hit, reach 5 ft., one willing creature, or a creature that is {@condition incapacitated} or {@condition restrained}. {@h}14 ({@damage 2d8 + 5}) necrotic damage, and the lorelei regains hp equal to that amount." + ] + }, + { + "name": "Psychic Blast", + "entries": [ + "{@atk ms,rs} {@hit 8} to hit, reach 5 ft. or range 60 ft., one target. {@h}12 ({@damage 2d6 + 5}) psychic damage." + ] + }, + { + "name": "Stunning Glance", + "entries": [ + "The lorelei sends a seductive glance at a creature she can see within 30 feet of her. The target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the end of its next turn. On a successful save, a creature is immune to this lorelei's Stunning Glance for the next 24 hours." + ] + } + ], + "environment": [ + "forest", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "N", + "Y" + ], + "conditionInflict": [ + "incapacitated", + "stunned" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Loxoda", + "source": "ToB1-2023", + "page": 259, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 147, + "formula": "14d12 + 56" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 12, + "con": 19, + "int": 12, + "wis": 14, + "cha": 10, + "skill": { + "athletics": "+7", + "survival": "+5" + }, + "passive": 12, + "languages": [ + "Loxodan" + ], + "cr": "6", + "trait": [ + { + "name": "Trampling Charge", + "entries": [ + "If the loxoda moves at least 20 feet straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the loxoda can make one Stomp attack against it as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The loxoda makes one Slam attack and one Spear attack." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}22 ({@damage 4d8 + 4}) bludgeoning damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}14 ({@damage 3d6 + 4}) piercing damage, or 17 ({@damage 3d8 + 4}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Stomp", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one {@condition prone} creature. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage." + ] + }, + { + "name": "Tooth-Rattling Pound {@recharge 5}", + "entries": [ + "The loxoda rears up and lands heavily, rattling the land and creatures around it. Each creature in contact with the ground within 20 feet of the loxoda must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and takes an extra 10 ({@damage 3d6}) thunder damage at the end of its next turn as the shockwaves from the Tooth-Rattling Pound continue up through its body. On a success, a creature takes half the damage and doesn't take extra thunder damage from shockwaves." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "attachedItems": [ + "spear|phb" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P", + "T" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW", + "THW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Lunar Devil", + "source": "ToB1-2023", + "page": 98, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 94, + "formula": "9d10 + 45" + }, + "speed": { + "walk": 40, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 21, + "dex": 21, + "con": 20, + "int": 16, + "wis": 15, + "cha": 18, + "save": { + "str": "+8", + "dex": "+8", + "con": "+8", + "wis": "+5" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Draconic", + "Elvish", + "Infernal", + "Sylvan", + "telepathy 120 ft." + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The lunar devil casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell fly}", + "{@spell major image}" + ], + "daily": { + "1": [ + "{@spell wall of ice}" + ], + "3": [ + "{@spell greater invisibility}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the lunar devil's darkvision." + ] + }, + { + "name": "Light Incorporeality", + "entries": [ + "The lunar devil is translucent when standing in moonlight and is immune to damage from all nonmagical weapons in such conditions." + ] + }, + { + "name": "Lightwalking", + "entries": [ + "Once on its turn, the lunar devil can use half its movement to step magically into one area of moonlight within its reach and emerge from a second area of moonlight within 80 feet of the first, appearing in an unoccupied space within that second area." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The lunar devil has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The lunar devil makes one Bite attack, one Claw attack, and one Tail attack, or it makes three Hurl Moonlight attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 9 ({@damage 2d8}) cold damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Hurl Moonlight", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 150 ft., one target. {@h}17 ({@damage 3d8 + 4}) cold damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition blinded} until the end of its next turn." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "DR", + "E", + "I", + "S", + "TP" + ], + "damageTags": [ + "B", + "C", + "P", + "S" + ], + "damageTagsSpell": [ + "C" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded" + ], + "conditionInflictSpell": [ + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mahoru", + "source": "ToB1-2023", + "page": 260, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d10 + 28" + }, + "speed": { + "walk": 10, + "swim": 60 + }, + "str": 18, + "dex": 19, + "con": 14, + "int": 3, + "wis": 12, + "cha": 7, + "skill": { + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "cr": "3", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The mahoru can breathe air and water." + ] + }, + { + "name": "Blood Frenzy", + "entries": [ + "The mahoru has advantage on melee attack rolls against any creature that doesn't have all of its hp." + ] + }, + { + "name": "Keen Sight and Smell", + "entries": [ + "The mahoru has advantage on Wisdom ({@skill Perception}) checks that rely on sight or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d10 + 4}) slashing damage. If the mahoru scores a critical hit, the target must succeed on a {@dc 14} Strength saving throw or the mahoru bites off one of the target's limbs. A creature is immune to this effect if it is immune to slashing damage." + ] + }, + { + "name": "Roar", + "entries": [ + "The mahoru roars while above water or emits a loud, low thrum while underwater. Each creature within 30 feet of the mahoru that can hear the roar or thrum must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is also {@condition paralyzed} until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Roar of all mahoru for the next 24 hours." + ] + } + ], + "environment": [ + "arctic", + "coastal", + "underwater" + ], + "traitTags": [ + "Amphibious", + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Malakbel Demon", + "source": "ToB1-2023", + "page": 85, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d8 + 48" + }, + "speed": { + "walk": 40 + }, + "str": 14, + "dex": 17, + "con": 19, + "int": 13, + "wis": 16, + "cha": 20, + "save": { + "dex": "+7", + "wis": "+7" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "truesight 30 ft." + ], + "passive": 17, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison", + "radiant" + ], + "conditionImmune": [ + "blinded", + "poisoned" + ], + "languages": [ + "Abyssal", + "telepathy 120 ft." + ], + "cr": "9", + "trait": [ + { + "name": "Blistering Radiance", + "entries": [ + "The malakbel sheds searing, bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of the malakbel's turns, each creature in the bright light shed by the malakbel takes 11 ({@damage 2d10}) radiant damage. If any of the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell creating the darkness is dispelled." + ] + }, + { + "name": "Distortion", + "entries": [ + "Ranged attacks against the malakbel are made with disadvantage." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The malakbel has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The malakbel makes two Scorching Blast attacks." + ] + }, + { + "name": "Scorching Blast", + "entries": [ + "{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 120 ft., one target. {@h}18 ({@damage 3d8 + 5}) fire damage." + ] + }, + { + "name": "Searing Flare {@recharge 5}", + "entries": [ + "The malakbel intensifies the heat and light it sheds to withering levels. Each creature in the bright light shed by the malakbel's Blistering Radiance trait must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 13 ({@damage 3d8}) fire damage and 22 ({@damage 4d10}) radiant damage and suffers one level of {@condition exhaustion}. On a success, a creature takes half the damage and doesn't suffer {@condition exhaustion}." + ] + }, + { + "name": "Teleport", + "entries": [ + "The malakbel magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "AB", + "TP" + ], + "damageTags": [ + "F", + "R" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mallqui", + "source": "ToB1-2023", + "page": 261, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 120, + "formula": "16d8 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 9, + "con": 16, + "int": 11, + "wis": 18, + "cha": 14, + "save": { + "int": "+3", + "cha": "+5" + }, + "skill": { + "history": "+3", + "insight": "+7", + "religion": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "8", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The mallqui casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell druidcraft}" + ], + "daily": { + "3e": [ + "{@spell create or destroy water}", + "{@spell entangle}" + ], + "1e": [ + "{@spell locate animals or plants}", + "{@spell wind wall}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The mallqui regains 10 hp at the start of its turn. If the mallqui takes radiant damage, this trait doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hp and doesn't regenerate." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The mallqui doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Water Hypersusceptibility", + "entries": [ + "For every 5 feet the mallqui moves in water, or for every gallon of water splashed on it, it takes 2 ({@damage 1d4}) radiant damage. In addition, the mallqui takes 10 radiant damage when it starts its turn at least partially submerged in water." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mallqui can use its Xeric Aura. It then makes three Xeric Blast attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Xeric Blast", + "entries": [ + "{@atk ms,rs} {@hit 7} to hit, reach 5 ft. or range 60 ft., one target. {@h}18 ({@damage 4d6 + 4}) necrotic damage." + ] + }, + { + "name": "Xeric Aura", + "entries": [ + "Each creature within 20 feet of the mallqui must succeed on a {@dc 15} Constitution saving throw or suffer one level of {@condition exhaustion}, as moisture is drained from its body. If a creature's saving throw is successful, it is immune to the mallqui's Xeric Aura for the next 24 hours." + ] + } + ], + "environment": [ + "arctic", + "mountain" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "R" + ], + "damageTagsSpell": [ + "B" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE" + ], + "conditionInflictSpell": [ + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Malphas", + "source": "ToB1-2023", + "page": 262, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 135, + "formula": "18d8 + 54" + }, + "speed": { + "walk": 40, + "fly": 30 + }, + "str": 19, + "dex": 19, + "con": 16, + "int": 14, + "wis": 13, + "cha": 18, + "save": { + "dex": "+7", + "con": "+6", + "wis": "+4" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Ravenfolk", + "Sylvan" + ], + "cr": "6", + "trait": [ + { + "name": "Shadow-Infused Weapons", + "entries": [ + "The malphas's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra {@damage 3d6} necrotic damage (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The malphas makes two Longsword attacks or three Shadow Bolt attacks. If both Longsword attacks hit one creature, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition blinded} until the end of its next turn, as shadows fill its eyes. A creature that can see through magical darkness has advantage on this saving throw." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Shadow Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) necrotic damage." + ] + } + ], + "reaction": [ + { + "name": "Shadow Call", + "entries": [ + "When the malphas is hit by a ranged attack, it can make one Shadow Bolt attack against the attacker. The malphas doesn't have disadvantage on this attack from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "attachedItems": [ + "longsword|phb" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mamura", + "source": "ToB1-2023", + "page": 263, + "size": [ + "S" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d6 + 60" + }, + "speed": { + "walk": 20, + "fly": 30 + }, + "str": 8, + "dex": 18, + "con": 19, + "int": 17, + "wis": 11, + "cha": 16, + "save": { + "dex": "+7", + "con": "+7", + "cha": "+6" + }, + "skill": { + "acrobatics": "+7", + "perception": "+6", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Common", + "Goblin", + "Sylvan", + "Void Speech" + ], + "cr": "6", + "trait": [ + { + "name": "Distracting Babble", + "entries": [ + "When a spellcaster that is {@status concentration||concentrating} on a spell starts its turn within 20 feet of the mamura, the spellcaster must succeed on a {@dc 15} Constitution saving throw or lose {@status concentration} on the spell. In addition, if a spellcaster within 20 feet of the mamura casts a spell, it must succeed on a {@dc 15} Constitution saving throw or the spell fails to cast, using the action, bonus action, or reaction to cast the spell but not expending the spell slot." + ] + }, + { + "name": "Flyby", + "entries": [ + "The mamura doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The mamura has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Radial Eyes", + "entries": [ + "The mamura has advantage on Wisdom ({@skill Perception}) checks that rely on sight and on saving throws against being {@condition blinded}. In addition, if the mamura isn't {@condition blinded}, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the mamura, such as the Pack Tactics trait or Sneak Attack class feature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mamura makes three Claw attacks and one Whiptail Stinger attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, range 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage." + ] + }, + { + "name": "Whiptail Stinger", + "entries": [ + "{@atk mw} {@hit 7} to hit, range 10 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or take 7 ({@damage 2d6}) poison damage and be {@condition poisoned} for 1 minute. While {@condition poisoned}, the creature takes 3 ({@damage 1d6}) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the mamura takes the Hide action." + ] + } + ], + "environment": [ + "badlands", + "grassland" + ], + "traitTags": [ + "Flyby", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GO", + "S" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Map Mimic", + "source": "ToB1-2023", + "page": 269, + "size": [ + "T" + ], + "type": { + "type": "monstrosity", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 22, + "formula": "5d4 + 10" + }, + "speed": { + "walk": 30, + "fly": 15 + }, + "str": 7, + "dex": 15, + "con": 14, + "int": 5, + "wis": 13, + "cha": 16, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "acid" + ], + "conditionImmune": [ + "prone" + ], + "cr": "1/4", + "trait": [ + { + "name": "False Appearance (Object Form Only)", + "entries": [ + "While the mimic remains motionless, it is indistinguishable from an ordinary object." + ] + }, + { + "name": "Life Path", + "entries": [ + "Regardless of the form it takes, the map mimic can make a map on its surface (no action required) that shows the route it has traveled since it left its parent mimic. The map shows terrain features and landmarks of where it has been, but doesn't show the names of those places." + ] + } + ], + "action": [ + { + "name": "Pseudopod", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) bludgeoning damage, and it attaches to the target. While attached, the mimic can't attack, the target is {@condition blinded}, and at the start of each of the mimic's turns, the target takes 5 ({@damage 1d6 + 2}) bludgeoning damage.", + "The attached mimic moves with the target whenever the target moves, requiring none of the mimic's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the mimic by succeeding on a {@dc 8} Strength check." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The mimic transforms into a Tiny object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Shapechanger" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mask Wight", + "source": "ToB1-2023", + "page": 264, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 207, + "formula": "18d8 + 126" + }, + "speed": { + "walk": 40 + }, + "str": 22, + "dex": 18, + "con": 24, + "int": 15, + "wis": 16, + "cha": 18, + "save": { + "str": "+11", + "dex": "+9", + "con": "+12", + "int": "+7", + "wis": "+8", + "cha": "+9" + }, + "senses": [ + "darkvision 60 ft.", + "truesight 30 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "stunned", + "unconscious" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal" + ], + "cr": "13", + "trait": [ + { + "name": "Necrotic Weapons", + "entries": [ + "The mask wight's weapon attacks are magical. When the mask wight hits with any weapon, the weapon deals an extra {@damage 3d8} necrotic damage (included in the attack)." + ] + }, + { + "name": "Single-Minded Purpose", + "entries": [ + "The mask wight has advantage on attack rolls against fiends and creatures wielding fiendish power, such as tieflings or some sorcerers and warlocks." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The mask wight doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mask wight makes two Khopesh of Oblivion attacks and one Spiked Gauntlet attack. If both Khopesh of Oblivion attacks hit one creature, the target must succeed on a {@dc 17} Wisdom saving throw or forget cherished memories of one object or location until it interacts with that object or location again. The object or location can't be an object on the target or a location within its sight when it fails this saving throw." + ] + }, + { + "name": "Khopesh of Oblivion", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 13 ({@damage 3d8}) necrotic damage." + ] + }, + { + "name": "Spiked Gauntlet", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage. If the target is a Large or smaller creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Wail of the Forgotten {@recharge}", + "entries": [ + "The mask wight emits an ear\u2011piercing wail. Each creature within 30 feet of the mask wight must make a {@dc 17} Charisma saving throw. On a failure, a creature takes 35 ({@damage 10d6}) thunder damage and 27 ({@damage 6d8}) psychic damage and is {@condition deafened} for 1 hour. On a success, a creature takes half the damage and isn't {@condition deafened}. A creature killed by this wail is erased from the memories of every creature in the planes that ever saw or interacted with it, all written or pictorial references to the target fade away, and its body is obliterated. Only divine beings and creatures that saw the creature die are unaffected by this memory erasure. The slain creature can be restored to life only by means of a true resurrection or a {@spell wish} spell." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "D", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I" + ], + "damageTags": [ + "B", + "N", + "S", + "T", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "deafened", + "prone" + ], + "savingThrowForced": [ + "charisma", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mavka", + "source": "ToB1-2023", + "page": 265, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 170, + "formula": "20d8 + 80" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 15, + "con": 18, + "int": 13, + "wis": 13, + "cha": 18, + "save": { + "str": "+9", + "dex": "+6", + "con": "+8", + "cha": "+8" + }, + "skill": { + "athletics": "+9", + "nature": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 90 ft." + ], + "passive": 15, + "resist": [ + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal", + "Sylvan" + ], + "cr": "12", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The mavka casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell create or destroy water}", + "{@spell dancing lights}" + ], + "daily": { + "3e": [ + "{@spell darkness}", + "{@spell hold person}", + "{@spell silence}" + ], + "1e": [ + "{@spell bestow curse}", + "{@spell dispel magic}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Mounted Warrior", + "entries": [ + "While the mavka is mounted, her mount can't be {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Nightmare Mount", + "entries": [ + "The mavka has formed a bond with a nightmare. The nightmare acts as a controlled mount while carrying the mavka, obeying the mavka's spoken commands. Mounting and dismounting the nightmare costs the mavka only 5 feet of movement." + ] + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The mavka doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mavka makes two Enervating Slam attacks or three Necrotic Bolt attacks. If she is riding a nightmare, the nightmare can then make one Hooves attack. If both Enervating Slam attacks hit one creature, the mavka regains hp equal to the total necrotic damage dealt by both attacks." + ] + }, + { + "name": "Enervating Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage plus 16 ({@damage 3d10}) necrotic damage." + ] + }, + { + "name": "Necrotic Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}26 ({@damage 4d10 + 4}) necrotic damage." + ] + }, + { + "name": "Flame Burst {@recharge 5}", + "entries": [ + "While riding a nightmare, the mavka channels her power into her mount, causing its fiery light to burn those nearby. Each creature within 20 feet of the mavka must make a {@dc 16} Dexterity saving throw, taking 54 ({@damage 12d8}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I", + "S" + ], + "damageTags": [ + "B", + "F", + "N", + "R" + ], + "damageTagsSpell": [ + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflictSpell": [ + "deafened", + "paralyzed" + ], + "savingThrowForced": [ + "dexterity" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mbielu Dinosaur", + "source": "ToB1-2023", + "page": 101, + "size": [ + "H" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "8d12 + 24" + }, + "speed": { + "walk": 30, + "swim": 20 + }, + "str": 19, + "dex": 14, + "con": 16, + "int": 2, + "wis": 12, + "cha": 6, + "skill": { + "perception": "+3" + }, + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "3", + "trait": [ + { + "name": "Hold Breath", + "entries": [ + "The mbielu can hold its breath for 30 minutes." + ] + }, + { + "name": "Toxic Skin", + "entries": [ + "A creature that touches the mbielu or hits it with a melee attack while within 5 feet of it takes 2 ({@damage 1d4}) poison damage and must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, a creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws as it experiences mild hallucinations. The {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "action": [ + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}20 ({@damage 3d10 + 4}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage. If the target is a Large or smaller creature, it must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Rumbling Bellow {@recharge 5}", + "entries": [ + "The mbielu releases a deep bellow that vibrates within the bodies of those nearby. Each creature within 15 feet of the mbielu must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. If a creature {@condition poisoned} by the mbielu's Toxic Skin fails this saving throw, it is also {@condition incapacitated} until the end of its next turn as the combined vibrations and hallucinations disorient it." + ] + } + ], + "environment": [ + "grassland", + "underwater" + ], + "traitTags": [ + "Hold Breath" + ], + "damageTags": [ + "B", + "I", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned", + "prone" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mi-go", + "source": "ToB1-2023", + "page": 266, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d8 + 50" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 16, + "dex": 19, + "con": 21, + "int": 25, + "wis": 15, + "cha": 13, + "save": { + "str": "+6", + "con": "+8", + "cha": "+4" + }, + "skill": { + "arcana": "+10", + "deception": "+7", + "medicine": "+5", + "perception": "+5", + "stealth": "+7" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "radiant" + ], + "languages": [ + "Common", + "Void Speech" + ], + "cr": "5", + "trait": [ + { + "name": "Deathly Spores", + "entries": [ + "When a mi-go dies, its body crumbles into millions of spores. Each creature within 10 feet of the mi-go must succeed on a {@dc 15} Dexterity saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Void Traveler", + "entries": [ + "The mi-go doesn't require air, food, drink, sleep, or ambient pressure. It requires only minimal exposure to starlight a few times each year to sustain itself." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mi-go makes two Claw or Psychic Bolt attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 15}) if it is a Large or smaller creature." + ] + }, + { + "name": "Psychic Bolt", + "entries": [ + "{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}17 ({@damage 3d6 + 7}) psychic damage." + ] + }, + { + "name": "Spore Burst {@recharge 5}", + "entries": [ + "The mi-go releases hallucinogenic spores in a 30-foot cone. Each creature in the area must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition incapacitated}." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "I", + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "incapacitated", + "poisoned" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Millitaur", + "source": "ToB1-2023", + "page": 267, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 40, + "burrow": 20, + "climb": 30 + }, + "str": 17, + "dex": 14, + "con": 16, + "int": 8, + "wis": 16, + "cha": 10, + "skill": { + "acrobatics": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 30 ft." + ], + "passive": 13, + "resist": [ + "poison", + "slashing" + ], + "conditionImmune": [ + "prone" + ], + "languages": [ + "Common", + "Millitaur" + ], + "cr": "3", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The millitaur makes two Handaxe attacks." + ] + }, + { + "name": "Handaxe", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 3 ({@damage 1d6}) poison damage." + ] + }, + { + "name": "Poisonous Flask {@recharge 5}", + "entries": [ + "The millitaur hastily combines alchemical substances into a poisonous concoction and throws it at a point the millitaur can see within 30 feet. Each creature within 15 feet of that point must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 14 ({@damage 4d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can make a {@dc 13} Constitution saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Healing Tonic (2/Day)", + "entries": [ + "The millitaur administers a healing tonic to a willing creature within 5 feet of it. The target magically regains 7 {@dice 2d6} hp and is freed from any disease or poison." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "handaxe|phb" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "I", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mindrot Thrall", + "source": "ToB1-2023", + "page": 270, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 14, + "con": 17, + "int": 11, + "wis": 14, + "cha": 6, + "save": { + "con": "+5" + }, + "senses": [ + "tremorsense 30 ft." + ], + "passive": 12, + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "3", + "trait": [ + { + "name": "Fungal Aura", + "entries": [ + "A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a {@dc 13} Constitution saving throw or become infected with the mindrot disease." + ] + }, + { + "name": "Mindrot", + "entries": [ + "A creature infected with this disease manifests symptoms in {@dice 1d4} days after infection, which include migraines and muscle weakness. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a {@dc 13} Constitution saving throw or take 9 ({@damage 2d8}) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the creature finishes a long rest after the disease is cured. The creature dies if the disease reduces its hp maximum to 0. One day after the creature dies, it rises as a mindrot thrall. A creature that succeeds on two saving throws recovers from the disease." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mindrot thrall makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage." + ] + }, + { + "name": "Spore Breath {@recharge 4}", + "entries": [ + "The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 18 ({@damage 4d8}) acid damage and is infected with the mindrot disease (see the Mindrot trait). On a success, a creature takes half the damage and isn't infected." + ] + } + ], + "environment": [ + "badlands", + "underdark" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "A", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mirager", + "source": "ToB1-2023", + "page": 271, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 16, + "con": 14, + "int": 10, + "wis": 14, + "cha": 19, + "skill": { + "deception": "+6", + "perception": "+4", + "performance": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "3", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The mirager casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "daily": { + "3": [ + "{@spell charm person}" + ], + "1e": [ + "{@spell hallucinatory terrain} (as an action)", + "{@spell suggestion}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Sensuous Grace", + "entries": [ + "The mirager moves with a flowing grace that Humanoids find appealing. If the mirager moves at least 10 feet on its turn, each Humanoid within 30 feet of it that can see it must succeed on a {@dc 14} Charisma saving throw or be {@condition charmed} until the end of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mirager makes two Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is also {@condition grappled} (escape {@dc 13}). The mirager can grapple only one creature at a time." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage." + ] + }, + { + "name": "Thirsting Kiss", + "entries": [ + "{@atk ms} {@hit 6} to hit, reach 5 ft., one willing creature, or a creature that is {@condition grappled} by the mirager, {@condition incapacitated}, or {@condition restrained}. {@h}22 ({@damage 4d8 + 4}) necrotic damage, and the mirager gains temporary hp equal to half that amount." + ] + }, + { + "name": "Blow Kiss", + "entries": [ + "The mirager blows a kiss at a creature {@condition charmed} by it. The target must make a {@dc 14} Charisma saving throw. On a failure, a creature takes 17 ({@damage 5d6}) psychic damage and is {@condition stunned} until the end of its next turn. On a success, a creature takes half the damage and the {@condition charmed} condition immediately ends on it." + ] + }, + { + "name": "Illusory Appearance", + "entries": [ + "The mirager covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the mirager takes a bonus action to end it or if the mirager dies.", + "The changes wrought by this effect fail to hold up to physical inspection. For example, the mirager could appear to have smooth skin, but someone touching it would feel its rough, sand-like skin. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the mirager is disguised." + ] + } + ], + "bonus": [ + { + "name": "Sand Dancer", + "entries": [ + "While in sandy terrain, the mirager takes the Dash or Disengage action." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "B", + "N", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed", + "grappled", + "stunned" + ], + "conditionInflictSpell": [ + "charmed" + ], + "savingThrowForced": [ + "charisma" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Miremal", + "source": "ToB1-2023", + "page": 272, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + 12 + ], + "hp": { + "average": 22, + "formula": "5d6 + 5" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 10, + "dex": 15, + "con": 12, + "int": 10, + "wis": 12, + "cha": 8, + "skill": { + "perception": "+3", + "stealth": "+6", + "survival": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "languages": [ + "Sylvan", + "Umbral" + ], + "cr": "1/2", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The miremal can breathe air and water." + ] + }, + { + "name": "Muddled Escape (Recharges after a Short or Long Rest)", + "entries": [ + "If the miremal takes 7 damage or less that would reduce it to 0 hp, it is reduced to 1 hp instead and becomes a puddle of filthy swamp water. At the start of the miremal's next turn, it can move up to 15 feet as a puddle. Then it returns to its normal form." + ] + }, + { + "name": "Swamp Camouflage", + "entries": [ + "The miremal has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The miremal makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage." + ] + }, + { + "name": "Bog Spew {@recharge 5}", + "entries": [ + "The miremal spews a noxious stream of bog filth mixed with stomach acid at one creature it can see within 20 feet of it. The target must make a {@dc 11} Constitution saving throw. On a failure, the target takes 7 ({@damage 2d6}) acid damage and is {@condition blinded} until the end of its next turn. On a success, the target takes half the damage and isn't {@condition blinded}." + ] + } + ], + "environment": [ + "swamp" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "A", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mirror Hag", + "source": "ToB1-2023", + "page": 227, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 147, + "formula": "14d8 + 84" + }, + "speed": { + "walk": 30, + "fly": 10 + }, + "str": 15, + "dex": 16, + "con": 22, + "int": 12, + "wis": 14, + "cha": 19, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "thunder" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The blood hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell disguise self}", + "{@spell ray of enfeeblement}" + ], + "daily": { + "1e": [ + "{@spell dispel magic}", + "{@spell locate creature}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Confounding Ugliness", + "entries": [ + "Any Humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must succeed on a {@dc 15} Wisdom saving throw or be {@condition incapacitated} until the start of its next turn. If the Humanoid's saving throw is successful, it is immune to the hag's Confounding Ugliness for the next 24 hours.", + "Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes to avoid the saving throw at the start of its turn. If the Humanoid does so, it can't see the hag until the start of its next turn, when it can avert its eyes again. If the Humanoid looks at the hag in the meantime, it must immediately make the save." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mirror hag can use her Reconfiguring Curse. She then makes one Bite attack and two Claw attacks. She can replace her Bite attack with a use of Spellcasting." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage plus 5 ({@damage 2d4}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 5 ({@damage 2d4}) necrotic damage." + ] + }, + { + "name": "Reconfiguring Curse", + "entries": [ + "The mirror hag curses one creature she can see within 60 feet of her, corrupting its form. The target must make a {@dc 15} Constitution saving throw. On a success, the target is immune to the hag's Reconfiguring Curse for the next 24 hours. On a failure, the target is cursed, suffering one of the following effects of the hag's choice:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "• Disfigured", + "entries": [ + "The target's skin erupts with growths and lesions, and it has disadvantage on all Charisma checks made to influence Humanoids, except for {@skill Intimidation}." + ] + }, + { + "type": "item", + "name": "• Sickly", + "entries": [ + "The target becomes frail and unhealthy, and it has disadvantage on Constitution saving throws. It regains only half its lost hp at the end of a long rest, and it halves the result of any Hit Dice rolled to restore hp during a short rest." + ] + }, + { + "type": "item", + "name": "• Twisted", + "entries": [ + "The target's limbs and spine become bent and clumsy. It has disadvantage on all Dexterity checks and Dexterity saving throws, and its speed is reduced by 10 feet." + ] + }, + { + "type": "item", + "name": "• Withered", + "entries": [ + "The target's muscles atrophy, and it has disadvantage on all Strength checks and Strength saving throws." + ] + } + ] + } + ] + } + ], + "environment": [ + "forest", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "N", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mithral Dragon Wyrmling", + "source": "ToB1-2023", + "page": 123, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d8 + 8" + }, + "speed": { + "walk": 50, + "fly": 60 + }, + "str": 12, + "dex": 14, + "con": 13, + "int": 14, + "wis": 15, + "cha": 14, + "save": { + "dex": "+4", + "con": "+3", + "wis": "+4", + "cha": "+4" + }, + "skill": { + "insight": "+4", + "perception": "+6", + "stealth": "+4" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "force" + ], + "immune": [ + "slashing" + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "all", + "telepathy 30 ft." + ], + "cr": "1", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The dragon has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage. Instead of dealing damage, the dragon can attempt to end one magical effect of its choice of 2nd level or lower on the target. This effect works like the {@spell dispel magic} spell, except the dragon must always make an ability check. Its ability check for this is +4." + ] + }, + { + "name": "Shard Breath {@recharge 5}", + "entries": [ + "The mithral dragon spits metallic shards in a 15-foot cone. Each creature in that area must make a {@dc 11} Dexterity saving throw, taking 14 ({@damage 4d6}) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the dragon's next turn, then the shards dissolve into wisps of silvery smoke." + ] + } + ], + "environment": [ + "mountain" + ], + "dragonAge": "wyrmling", + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Mngwa", + "source": "ToB1-2023", + "page": 273, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "ethereal coat" + ] + } + ], + "hp": { + "average": 91, + "formula": "14d8 + 28" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 17, + "con": 15, + "int": 11, + "wis": 17, + "cha": 17, + "skill": { + "perception": "+5", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "4", + "trait": [ + { + "name": "Ethereal Coat", + "entries": [ + "The mngwa's AC includes its Charisma modifier (included above)." + ] + }, + { + "name": "Ethereal Sight", + "entries": [ + "The mngwa can see 30 feet into the Ethereal Plane when on the Material Plane and vice versa." + ] + }, + { + "name": "Feline Passivism", + "entries": [ + "No felines or weretigers can willingly attack the mngwa. They can be forced to do so through magical means." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The mngwa has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Running Leap", + "entries": [ + "With a 10-foot running start, the mngwa can long jump up to 25 feet." + ] + }, + { + "name": "Speak with Felines", + "entries": [ + "The mngwa can communicate with felines as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mngwa makes one Ethereal Bite attack and two Claw attacks." + ] + }, + { + "name": "Ethereal Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 5 ({@damage 2d4}) force damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + } + ], + "bonus": [ + { + "name": "Ethereal Step", + "entries": [ + "The mngwa magically shifts from the Material Plane to the Ethereal Plane, or vice versa. When it leaves or enters the Material Plane, a puff of gray smoke briefly appears in the space on the Material Plane it leaves or enters." + ] + } + ], + "environment": [ + "badlands", + "hill" + ], + "traitTags": [ + "Keen Senses", + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "O", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Monolith Champion", + "source": "ToB1-2023", + "page": 274, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d10 + 36" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 12, + "con": 16, + "int": 10, + "wis": 10, + "cha": 10, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Elvish", + "Umbral" + ], + "cr": "8", + "trait": [ + { + "name": "Coldfire Weapons", + "entries": [ + "The monolith champion's weapon attacks are imbued with blue fey fire and magical. When the champion hits with any weapon, the weapon deals an extra {@damage 3d8} cold damage or fire damage (included in the attack), the champion's choice." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The monolith champion doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The monolith champion makes one Greatsword attack and one Slam attack." + ] + }, + { + "name": "Greatsword", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}18 ({@damage 4d6 + 4}) slashing damage plus 13 ({@damage 3d8}) cold damage or fire damage (the champion's choice). If the target is within a fey court or castle, the target must succeed on a {@dc 14} Charisma saving throw or become {@condition invisible}, silent, and {@condition paralyzed} for 1 minute, while an illusory version of the target under the champion's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage plus 13 ({@damage 3d8}) cold damage or fire damage (the champion's choice)." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "attachedItems": [ + "greatsword|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "E" + ], + "damageTags": [ + "B", + "C", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Monolith Footman", + "source": "ToB1-2023", + "page": 275, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 60, + "formula": "8d10 + 16" + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 12, + "con": 14, + "int": 10, + "wis": 10, + "cha": 10, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Elvish", + "Umbral" + ], + "cr": "3", + "trait": [ + { + "name": "Coldfire Weapons", + "entries": [ + "The monolith footman's weapon attacks are imbued with blue fey fire and magical. When the footman hits with any weapon, the weapon deals an extra {@damage 1d8} cold damage or fire damage (included in the attack), the champion's choice." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The monolith footman doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Simple Construction", + "entries": [ + "A critical hit against the footman causes it to burst into pieces and be destroyed. Each creature within 5 feet of the footman must succeed on a {@dc 12} Dexterity saving throw or take 5 ({@damage 2d4}) bludgeoning damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The footman makes two Shortsword attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage plus 4 ({@damage 1d8}) cold damage or fire damage (the footman's choice). If the target is within a fey court or castle, the target must succeed on a {@dc 12} Charisma saving throw or become {@condition invisible}, silent, and {@condition paralyzed} for 1 minute, while an illusory version of the target under the footman's control remains visible and audible. The illusion shouts to the target's allies for a retreat or similar action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself and destroying the illusory double on a success." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "attachedItems": [ + "shortsword|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "E" + ], + "damageTags": [ + "B", + "C", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "charisma", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Moonlit King", + "source": "ToB1-2023", + "page": 176, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "G" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 204, + "formula": "24d8 + 96" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 20, + "con": 18, + "int": 20, + "wis": 18, + "cha": 20, + "save": { + "con": "+10", + "wis": "+10", + "cha": "+11" + }, + "skill": { + "arcana": "+11", + "perception": "+10" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 20, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing", + "acid" + ], + "note": "from attacks not made with cold iron weapons", + "cond": true + } + ], + "immune": [ + "cold", + "fire", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Draconic", + "Elvish", + "Infernal", + "telepathy 120 ft.", + "Umbral" + ], + "cr": "17", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The Moonlit King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save {@dc 19}):" + ], + "will": [ + "{@spell continual flame}", + "{@spell invisibility} (self only)", + "{@spell moonbeam}", + "{@spell zone of truth}" + ], + "daily": { + "3e": [ + "{@spell dispel evil and good}", + "{@spell dispel magic}", + "{@spell major image}" + ], + "1e": [ + "{@spell heal}", + "{@spell project image}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Moonlit King fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Moonlit Weapons", + "entries": [ + "The Moonlit King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 14 ({@damage 4d6}) radiant damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Moonlit King makes three Crystal Staff or Moon Bolt attacks. He can replace one attack with a use of Spellcasting. If two Crystal Staff attacks hit one creature, the target must succeed on a {@dc 19} Constitution saving throw or be {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "Crystal Staff", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 14 ({@damage 4d6}) radiant damage." + ] + }, + { + "name": "Moon Bolt", + "entries": [ + "{@atk rs} {@hit 11} to hit, range 120 ft., one target. {@h}27 ({@damage 4d10 + 5}) radiant damage, and the target sheds dim light in a 10-foot radius until the end of its next turn. If the target is a creature in a form other than its true form, it takes an extra 11 ({@damage 2d10}) radiant damage and must succeed on a {@dc 19} Charisma saving throw or revert to its true form." + ] + }, + { + "name": "Animate Shadows {@recharge 5}", + "entries": [ + "The Moonlit King causes the shadows of up to three creatures he can see within 60 feet of him to animate and attack their owners. Each target must make a {@dc 19} Dexterity saving throw. On a failure, a creature takes 49 ({@damage 14d6}) necrotic damage, and its Strength score is reduced by {@dice 1d4}. On a success, a creature takes half the damage, and its Strength score isn't reduced. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its Strength to 0." + ] + }, + { + "name": "Summon Devil (1/Day)", + "entries": [ + "The Moonlit King magically calls a lunar devil to aid him. The devil arrives in {@dice 1d4} rounds, acting as ally of the Moonlit King and obeying his spoken commands. The devil remains for 1 hour, until the Moonlit King dies, or until the King dismisses it as a bonus action." + ] + } + ], + "bonus": [ + { + "name": "Moonlight Step", + "entries": [ + "The Moonlit King teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. The origin and destination spaces must contain moonlight." + ] + } + ], + "reaction": [ + { + "name": "Shadow Slip", + "entries": [ + "When a creature the Moonlit King can see within 30 feet of him attacks him, he takes on the quality of his manifest delusions, temporarily becoming ghostly. The attack roll has disadvantage, and if it hits, the Moonlit King takes only half the damage from the attack." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The Moonlit King moves up to his speed without provoking opportunity attacks." + ] + }, + { + "name": "Shift Moonlight", + "entries": [ + "The Moonlit King changes the brightness of each area of moonlight he can see within 120 feet of him from dim light to bright light or vice versa." + ] + }, + { + "name": "Attack (Costs 2 Actions)", + "entries": [ + "The Moonlit King makes a Crystal Staff or Moon Bolt attack." + ] + }, + { + "name": "Spread Madness (Costs 2 Actions)", + "entries": [ + "Each creature within 30 feet of the Moonlit King must succeed on a {@dc 19} Wisdom saving throw or suffer short-term madness. The Moonlit King can use this legendary action only when he is in moonlight." + ] + } + ], + "legendaryGroup": { + "name": "Moonlit King", + "source": "ToB1-2023" + }, + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "CE", + "DR", + "E", + "I", + "TP" + ], + "damageTags": [ + "B", + "N", + "R" + ], + "damageTagsSpell": [ + "R" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "stunned" + ], + "conditionInflictSpell": [ + "blinded", + "deafened", + "invisible" + ], + "savingThrowForced": [ + "charisma", + "constitution", + "dexterity", + "wisdom" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Mordant Snare", + "source": "ToB1-2023", + "page": 276, + "size": [ + "G" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 248, + "formula": "16d20 + 80" + }, + "speed": { + "walk": 10, + "burrow": 30 + }, + "str": 23, + "dex": 16, + "con": 21, + "int": 15, + "wis": 14, + "cha": 6, + "skill": { + "deception": "+8" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid" + ], + "conditionImmune": [ + "prone" + ], + "languages": [ + "Common", + "Primordial", + "telepathy 60 ft." + ], + "cr": "15", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The mordant snare has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Mordant Puppets", + "entries": [ + "A mordant snare can spend 8 hours draining a dead Humanoid of its fluids and internal organs, replacing them with the snare's acid and filaments. The Humanoid's body then becomes a puppet controlled by the snare. Mordant puppets share a telepathic link with the snare, and each puppet uses the statistics of a zombie. The puppets can't move more than 30 feet away from the snare. The mordant snare can have no more than twelve puppets under its control at one time.", + "When a puppet is destroyed, each creature within 5 feet of the puppet must succeed on a {@dc 18} Dexterity saving throw or take 9 ({@damage 2d8}) acid damage. If the mordant snare dies, all puppets it controls immediately crumble into desiccated husks as the animating acid and filaments leave them." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The mordant snare makes one Bite attack and four Tentacle attacks, or it makes four Acid Spike attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 18 ({@damage 4d8}) acid damage." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 20 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}) if it is a Large or smaller creature. The mordant snare has eleven tentacles, each of which can grapple only one target." + ] + }, + { + "name": "Acid Spike", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 13 ({@damage 3d8}) acid damage." + ] + }, + { + "name": "Hidden Trap", + "entries": [ + "While underground, the mordant snare covers itself in dirt, sand, or other material and lurks just below the surface. The mordant snare is indistinguishable from the ground around it while motionless and covered in this way. When a creature enters the mordant snare's space, the snare can make one Tentacle attack against the creature as a reaction, removing the covering material." + ] + } + ], + "environment": [ + "badlands" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "C", + "P", + "TP" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "grappled" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Morphoi", + "source": "ToB1-2023", + "page": 277, + "size": [ + "M" + ], + "type": { + "type": "plant", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 33, + "formula": "6d8 + 6" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 14, + "dex": 16, + "con": 13, + "int": 14, + "wis": 10, + "cha": 15, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The morphoi can breathe air and water." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d8 + 3}) slashing damage." + ] + }, + { + "name": "Trident", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage, or 6 ({@damage 1d8 + 2}) piercing damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The morphoi transforms into a Medium Humanoid or back into its true form, which is a Plant. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form when it dies." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "attachedItems": [ + "shortbow|phb", + "trident|phb" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Shapechanger" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Moss Lurker", + "source": "ToB1-2023", + "page": 278, + "size": [ + "S" + ], + "type": "humanoid", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d6 + 10" + }, + "speed": { + "walk": 30 + }, + "str": 14, + "dex": 14, + "con": 12, + "int": 12, + "wis": 10, + "cha": 10, + "save": { + "str": "+4", + "dex": "+4" + }, + "skill": { + "perception": "+2", + "stealth": "+4" + }, + "senses": [ + "blindsight 60 ft." + ], + "passive": 12, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Giant", + "Sylvan", + "Trollkin" + ], + "cr": "1", + "trait": [ + { + "name": "Forest Camouflage", + "entries": [ + "A moss lurker has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The moss lurker has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Poisoned Gifts", + "entries": [ + "A moss lurker can spend 1 minute stirring one of its red claws in a drink or cooked meal, contaminating the food or drink. A creature that eats or drinks the contaminated food or drink must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 hour. A creature that fails this saving throw by 5 or more is also {@condition unconscious} while {@condition poisoned} in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + } + ], + "action": [ + { + "name": "Poisoned Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Throw Stone", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage. If the target is at least 10 feet below the moss lurker, such as at the base of a cliff where the moss lurker stands, the target must succeed on a {@dc 12} Strength saving throw or take {@damage 1d4} bludgeoning damage for every 10 feet the rock fell before hitting the target, to a maximum of {@dice 10d4}." + ] + } + ], + "environment": [ + "forest", + "underdark" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "GI", + "S" + ], + "damageTags": [ + "B", + "I", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Myling", + "source": "ToB1-2023", + "page": 281, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "10d6 + 10" + }, + "speed": { + "walk": 30, + "burrow": 10 + }, + "str": 10, + "dex": 16, + "con": 12, + "int": 10, + "wis": 12, + "cha": 10, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned", + "stunned", + "unconscious" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "2", + "trait": [ + { + "name": "Enfeebling Attacks", + "entries": [ + "Each time the myling deals necrotic damage to a creature that is below half its hp maximum, the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The myling doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 13} Dexterity saving throw or the myling attaches to it. While attached, the myling sinks its teeth into the target and can't attack, and at the start of each of the myling's turns, the target takes 17 ({@damage 5d6}) necrotic damage.", + "The attached myling moves with the target whenever the target moves, requiring none of the myling's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the myling by succeeding on a {@dc 13} Strength check." + ] + } + ], + "bonus": [ + { + "name": "Bury Alive {@recharge}", + "entries": [ + "The creature to which the myling is attached is knocked {@condition prone}, dragged into the ground, and buried just below the surface, ending the attachment. The buried creature is {@condition restrained} and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a {@dc 13} Strength check." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Naina", + "source": "ToB1-2023", + "page": 282, + "size": [ + "L" + ], + "type": { + "type": "dragon", + "tags": [ + "shapechanger" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 231, + "formula": "22d10 + 110" + }, + "speed": { + "walk": 40, + "fly": 120 + }, + "str": 20, + "dex": 16, + "con": 21, + "int": 15, + "wis": 18, + "cha": 18, + "save": { + "dex": "+7", + "con": "+9", + "wis": "+8", + "cha": "+8" + }, + "skill": { + "deception": "+8", + "insight": "+8", + "perception": "+8", + "persuasion": "+8" + }, + "senses": [ + "magic. the naina senses magic within 120 feet of her at will. this trait otherwise works like the detect magic spell but isn't itself magical." + ], + "passive": 18, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "paralyzed", + "poisoned", + "unconscious" + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "cr": "11", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell charm person}", + "{@spell dancing lights}", + "{@spell silent image}" + ], + "daily": { + "3e": [ + "{@spell dispel magic}", + "{@spell hypnotic pattern}", + "{@spell invisibility}" + ], + "1e": [ + "{@spell dimension door}", + "{@spell dominate person}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The naina makes one Bite attack and two Claw attacks, or she makes three Slam attacks." + ] + }, + { + "name": "Bite (True Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 3d12 + 5}) piercing damage." + ] + }, + { + "name": "Claw (True Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}24 ({@damage 3d12 + 5}) slashing damage." + ] + }, + { + "name": "Slam (Humanoid Form Only)", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}23 ({@damage 4d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Breath Weapons {@recharge 5}", + "entries": [ + "The naina uses one of the following breath weapons:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "• Poison Breath", + "entries": [ + "The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 40 ({@damage 9d8}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "item", + "name": "• Paralysis Breath", + "entries": [ + "The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Constitution saving throw or be {@condition paralyzed} for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "item", + "name": "• Sleep Breath", + "entries": [ + "The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a {@dc 17} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it." + ] + } + ] + } + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The naina transforms into a Medium Humanoid or back into her true form, which is a Dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. It reverts to its true from if she dies." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "damageTags": [ + "B", + "I", + "P", + "S" + ], + "damageTagsSpell": [ + "O" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "paralyzed", + "poisoned", + "unconscious" + ], + "conditionInflictSpell": [ + "charmed", + "incapacitated", + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Necrohydra", + "source": "ToB1-2023", + "page": 283, + "size": [ + "H" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 207, + "formula": "18d12 + 90" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 20, + "dex": 6, + "con": 20, + "int": 3, + "wis": 10, + "cha": 7, + "save": { + "wis": "+4" + }, + "skill": { + "perception": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "resist": [ + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "the languages its heads knew in life" + ], + "cr": "9", + "trait": [ + { + "name": "Multiple Heads", + "entries": [ + "The necrohydra has five fleshy heads. While it has more than one head, the necrohydra has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}. Whenever the necrohydra takes 25 or more damage in a single turn, one of its fleshy heads dies. If all its fleshy heads die, the necrohydra can't use Unnerving Faces and can't use or maintain Dreadful Dirge. At the end of its turn, it grows two skeletal heads for each of its fleshy heads that died since its last turn, unless it has taken radiant damage since its last turn. The necrohydra regains 10 hp for each skeletal head regrown in this way." + ] + }, + { + "name": "Reactive Heads", + "entries": [ + "For each head the necrohydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The necrohydra doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The necrohydra makes as many Bite attacks as it has heads." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 4 ({@damage 1d8}) necrotic damage." + ] + }, + { + "name": "Dreadful Dirge", + "entries": [ + "The necrohydra's heads emit a cacophonous, moaning wail. Each creature that isn't a Construct or Undead within 30 feet of the necrohydra that can hear the wail must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} until the wail ends. The necrohydra must take a bonus action on its subsequent turns to continue wailing. It can stop wailing at any time. The wail ends if the necrohydra is {@condition incapacitated}. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Necrotic Bile {@recharge}", + "entries": [ + "The necrohydra spews rotten bile soaked in necrotic energy in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 21 ({@damage 6d6}) poison damage and 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "I", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ngobou Dinosaur", + "source": "ToB1-2023", + "page": 102, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d10 + 36" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 9, + "con": 16, + "int": 2, + "wis": 12, + "cha": 6, + "skill": { + "perception": "+4" + }, + "passive": 14, + "cr": "5", + "trait": [ + { + "name": "Elephants' Bane", + "entries": [ + "The ngobou has advantage on attack rolls against elephants. It can pinpoint, by scent, the location of any elephant or elephant material no older than 48 hours within 120 feet of it." + ] + }, + { + "name": "Jagged Hide", + "entries": [ + "At the start of each of its turns, the ngobou deals 4 ({@damage 1d8}) piercing damage to any creature grappling it." + ] + }, + { + "name": "Reckless", + "entries": [ + "At the start of its turn, the ngobou can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. If the ngobou detects an elephant within 120 feet of it, this trait is always active, and the ngobou can't choose to end it until it starts its turn more than 120 feet from an elephant." + ] + }, + { + "name": "Trampling Charge", + "entries": [ + "If the ngobou moves at least 20 feet straight toward a creature and then hits it with a Gore attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the ngobou can make one Stomp attack against it as a bonus action." + ] + } + ], + "action": [ + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}27 ({@damage 4d10 + 5}) piercing damage." + ] + }, + { + "name": "Stomp", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one {@condition prone} creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage." + ] + } + ], + "environment": [ + "farmland", + "forest", + "grassland" + ], + "traitTags": [ + "Reckless" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nichny", + "source": "ToB1-2023", + "page": 284, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 127, + "formula": "17d8 + 51" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 17, + "dex": 19, + "con": 17, + "int": 18, + "wis": 18, + "cha": 19, + "save": { + "dex": "+7" + }, + "skill": { + "acrobatics": "+7", + "insight": "+7", + "perception": "+7", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "poisoned", + "unconscious" + ], + "languages": [ + "Elvish", + "Primordial", + "Sylvan", + "Void Speech" + ], + "cr": "6", + "trait": [ + { + "name": "Aura of Luck", + "entries": [ + "The nichny is surrounded by an aura that manipulates the luck of those near the nichny. Each friendly creature, other than the nichny, within 10 feet of the Nichny nichny has a +1 bonus to attack rolls and saving throws. Each hostile creature that starts its turn within 10 feet of the nichny must succeed on a {@dc 15} Wisdom saving throw or have disadvantage on attack rolls and saving throws until the end of its turn." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The nichny has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Soothsaying (1/Day)", + "entries": [ + "The nichny can spend 1 minute conversing with a creature it can see within 30 feet of it. During this time, the creature can ask up to three questions about the past, present, or future. At the end of the minute, the nichny then offers two truthful answers and one false answer, each in the form of a paradox, riddle, or cryptic rhyme." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The nichny makes two Claw or Luck-Stealing Bolt attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) force damage." + ] + }, + { + "name": "Luck-Stealing Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 60 ft., one target. {@h}22 ({@damage 4d8 + 4}) force damage, and the target has disadvantage on ability checks and attack rolls until the end of its next turn." + ] + }, + { + "name": "Create Lucky Stone", + "entries": [ + "The nichny magically imbues a small stone with good luck. A creature, other than the nichny, wearing or carrying the stone has a +1 bonus to saving throws. The nichny can have no more than three such stones actively imbued at a time. If it imbues a fourth, the effect on the oldest imbued stone ends. The nichny can end the magic on any of the stones at any time (no action required)." + ] + }, + { + "name": "Teleport {@recharge}", + "entries": [ + "The nichny magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "E", + "P", + "S" + ], + "damageTags": [ + "O", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Night Scorpion", + "source": "ToB1-2023", + "page": 320, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 90, + "formula": "12d10 + 24" + }, + "speed": { + "walk": 40 + }, + "str": 15, + "dex": 14, + "con": 14, + "int": 1, + "wis": 9, + "cha": 3, + "senses": [ + "blindsight 60 ft." + ], + "passive": 9, + "cr": "3", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The scorpion makes two Claw attacks and one Sting attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 12}). The scorpion has two claws, each of which can grapple only one target." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d10 + 2}) piercing damage, and the target must make a {@dc 12} Constitution saving throw. On a failure, the target takes 7 ({@damage 2d6}) poison damage and is {@condition blinded} for 1 hour. On a success, a creature takes half the damage and isn't {@condition blinded}. If the target fails the saving throw by 5 or more, it is also {@condition poisoned} for 1 minute, and it is {@condition paralyzed} while {@condition poisoned} in this way. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "desert", + "underdark" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nightgarm", + "source": "ToB1-2023", + "page": 285, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 152, + "formula": "16d10 + 64" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 14, + "con": 18, + "int": 10, + "wis": 15, + "cha": 16, + "skill": { + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "lightning", + "thunder" + ], + "vulnerable": [ + "radiant", + { + "vulnerable": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "by silvered weapons", + "cond": true + } + ], + "languages": [ + "Common", + "Giant", + "Goblin", + "telepathy 60 ft." + ], + "cr": "6", + "trait": [ + { + "name": "Telepathic Bond", + "entries": [ + "The nightgarm ignores the range restriction on its telepathy when communicating with a falseheart it has birthed. The nightgarm and its falseheart don't need to be on the same plane of existence." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The nightgarm makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 15} Strength saving throw or be swallowed. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the nightgarm, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the nightgarm's turns. The nightgarm can have only one creature swallowed at a time. If the nightgarm takes 20 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer {@condition restrained} by her and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Lupine Howl (1/Day)", + "entries": [ + "The nightgarm magically calls {@dice 2d4} wolves or 2 dire wolves. The wolves arrive in {@dice 1d4} rounds, acting as allies of the nightgarm and obeying her telepathic commands. The wolves remain for 1 hour, until the nightgarm dies, or until the nightgarm dismisses them as a bonus action." + ] + } + ], + "environment": [ + "arctic", + "forest" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "C", + "GI", + "GO", + "TP" + ], + "damageTags": [ + "A", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nihileth Aboleth", + "source": "ToB1-2023", + "page": 9, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "21d10 + 42" + }, + "speed": { + "walk": 10, + "swim": 40, + "fly": { + "number": 40, + "condition": "(hover) in void ghost form" + }, + "canHover": true + }, + "str": 21, + "dex": 9, + "con": 15, + "int": 18, + "wis": 15, + "cha": 18, + "save": { + "con": "+7", + "int": "+9", + "wis": "+7" + }, + "skill": { + "history": "+12", + "perception": "+10" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 20, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "restrained" + ], + "languages": [ + "telepathy 120 ft.", + "Void Speech" + ], + "cr": "13", + "trait": [ + { + "name": "Ghostly Body (Void Ghost Form Only)", + "entries": [ + "The nihileth has resistance to acid, fire, lightning, and thunder damage, it has immunity to the {@condition prone} condition, and it has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the nihileth can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Infecting Telepathy", + "entries": [ + "If a creature communicates telepathically with the nihileth, or deals psychic damage to it, the creature must succeed on a {@dc 15} Wisdom saving throw or become infected with the nihilethic rot disease." + ] + }, + { + "name": "Nihilethic Rot", + "entries": [ + "This disease takes 1 minute to manifest in an infected creature, during which time the disease can be removed with the {@spell lesser restoration} spell. After 1 minute, the creature's flesh becomes slimy and translucent, and the disease can be cured only by the {@spell heal} spell or similar magic. Until this disease is cured, the creature can't regain hp unless it is submerged in water, and it can breathe air and water. The creature must be submerged in water at least once every 2 hours to avoid suffocating, and if it is outside a body of water, it takes 7 ({@damage 2d6}) acid damage every 10 minutes, unless moisture is applied to its skin before 10 minutes have passed. If a Humanoid dies while infected with this disease, it rises 1 minute later as a nihilethic zombie under the nihileth's control. If a Large giant or monstrosity dies while infected with this disease, it rises 1 minute later as a nihilethic dominator under the nihileth's control." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the nihileth to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hp instead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The nihileth doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Void Aura", + "entries": [ + "The nihileth is surrounded by a chilling cloud. A creature that isn't a construct or undead and that starts its turn within 5 feet of the nihileth must succeed on a {@dc 15} Constitution saving throw or its speed is halved until the start of its next turn. In addition, a creature infected with nihilethic rot takes 7 ({@damage 2d6}) cold damage when it starts its turn within this aura." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The nihileth makes two Tentacle attacks and one Tail attack, or it makes three Withering Touch attacks." + ] + }, + { + "name": "Tail (Undead Form Only)", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft. one target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage." + ] + }, + { + "name": "Tentacle (Undead Form Only)", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and the target must succeed on a {@dc 15} Constitution saving throw or contract the nihilethic rot disease (see the Nihilethic Rot trait)." + ] + }, + { + "name": "Withering Touch (Void Ghost Form Only)", + "entries": [ + "{@atk ms} {@hit 9} to hit, reach 10 ft., one creature. {@h}14 ({@damage 3d6 + 4}) necrotic damage." + ] + } + ], + "bonus": [ + { + "name": "Void Shape", + "entries": [ + "The nihileth magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed, resistances, and immunities, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form if it dies." + ] + } + ], + "reaction": [ + { + "name": "Void Body", + "entries": [ + "When the nihileth takes damage, it can reduce the damage to 0. Radiant damage can be reduced by only half." + ] + } + ], + "legendary": [ + { + "name": "Detect", + "entries": [ + "The nihileth makes a Wisdom ({@skill Perception}) check." + ] + }, + { + "name": "Tail Swipe", + "entries": [ + "The nihileth makes one Tail attack." + ] + }, + { + "name": "Rotten Drain (Costs 2 Actions)", + "entries": [ + "One creature infected with the nihilethic rot disease within 30 feet of the nihileth takes 10 ({@damage 3d6}) psychic damage, and the nihileth regains hp equal to that amount." + ] + } + ], + "legendaryGroup": { + "name": "Nihileth Aboleth", + "source": "ToB1-2023" + }, + "environment": [ + "coastal", + "underdark", + "underwater" + ], + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "A", + "B", + "C", + "N", + "O", + "Y" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nihilethic Dominator", + "source": "ToB1-2023", + "page": 10, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 16, + "dex": 8, + "con": 16, + "int": 3, + "wis": 6, + "cha": 7, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Void Speech and the languages it knew in life but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Ghostly Body (Void Ghost Form Only)", + "entries": [ + "The nihilethic dominator has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the dominator can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the nihilethic dominator to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dominator drops to 1 hp instead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The nihilethic dominator doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The nihilethic dominator makes three Claw attacks, or it makes two Tendril of the Void attacks." + ] + }, + { + "name": "Claw (Undead Form Only)", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage. If the target is a creature, it must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Tendril of the Void (Void Ghost Form Only)", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}7 ({@damage 1d8 + 3}) cold damage plus 7 ({@damage 2d6}) necrotic damage." + ] + } + ], + "bonus": [ + { + "name": "Void Shape", + "entries": [ + "The nihilethic dominator magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies." + ] + } + ], + "reaction": [ + { + "name": "Void Body", + "entries": [ + "When the nihilethic dominator takes damage that isn't radiant, it can reduce the damage by {@dice 1d12}." + ] + } + ], + "environment": [ + "coastal", + "underdark", + "underwater" + ], + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "C", + "N", + "O", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Nihilethic Zombie", + "source": "ToB1-2023", + "page": 9, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 8 + ], + "hp": { + "average": 37, + "formula": "5d8 + 15" + }, + "speed": { + "walk": 20, + "swim": 30 + }, + "str": 13, + "dex": 6, + "con": 16, + "int": 3, + "wis": 6, + "cha": 5, + "save": { + "wis": "+0" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Void Speech and the languages it knew in life but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Ghostly Body (Void Ghost Form Only)", + "entries": [ + "The nihilethic zombie has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, the zombie can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Undead Fortitude", + "entries": [ + "If damage reduces the nihilethic zombie to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hp instead." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The nihilethic zombie doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Slam (Undead Form Only)", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d6 + 1}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Withering Touch (Void Ghost Form Only)", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d6 + 1}) necrotic damage." + ] + } + ], + "bonus": [ + { + "name": "Void Shape", + "entries": [ + "The nihilethic zombie magically transforms into a dark purple, Void ghost form or back into its Undead form. Its statistics, other than its speed and resistances, are the same in each form. Any equipment it is wearing or carrying changes with it. It reverts to its Undead form of it dies." + ] + } + ], + "reaction": [ + { + "name": "Sacrifice Life", + "entries": [ + "When the nihilethic zombie's controlling nihileth takes damage while within 30 feet of the zombie, the zombie can send its life force to the nihileth. The zombie's hp is reduced by up to the amount of damage the nihileth took, preventing that amount of damage to the nihileth. If this damage reduces the zombie to 0 hp, it is immediately destroyed. A nihileth can benefit from only one zombie's Sacrifice Life for each source of damage it takes." + ] + }, + { + "name": "Void Body", + "entries": [ + "When the nihilethic zombie takes damage that isn't radiant, it can reduce the damage by {@dice 1d12}." + ] + } + ], + "environment": [ + "coastal", + "underdark", + "underwater" + ], + "traitTags": [ + "Undead Fortitude" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B", + "N", + "O" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nkosi", + "source": "ToB1-2023", + "page": 286, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "nkosi", + "shapechanger" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 15, + "condition": "in humanoid form", + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 27, + "formula": "5d8 + 5" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(50 ft. in lion form)" + } + }, + "str": 16, + "dex": 16, + "con": 12, + "int": 10, + "wis": 10, + "cha": 8, + "skill": { + "survival": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Common (can't speak in lion form)" + ], + "cr": "1/2", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The nkosi has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pounce", + "entries": [ + "If the nkosi moves at least 20 feet straight toward a creature and then hits it with a Mambele attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the nkosi can make one Bite attack against it as a bonus action." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Mambele (Humanoid Form Only)", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The nkosi transforms into a Large lion or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "traitTags": [ + "Keen Senses", + "Pounce" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Shapechanger" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Nkosi Pridelord", + "source": "ToB1-2023", + "page": 286, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "nkosi", + "shapechanger" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 16, + "condition": "in humanoid form", + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 82, + "formula": "15d8 + 15" + }, + "speed": { + "walk": { + "number": 30, + "condition": "(50 ft. in lion form)" + } + }, + "str": 18, + "dex": 18, + "con": 12, + "int": 10, + "wis": 10, + "cha": 14, + "skill": { + "survival": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Common (can't speak in lion form)" + ], + "cr": "4", + "trait": [ + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when the pridelord hits with it (included in the attack)." + ] + }, + { + "name": "Keen Smell", + "entries": [ + "The pridelord has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Pounce", + "entries": [ + "If the pridelord moves at least 20 feet straight toward a creature and then hits it with a Mambele attack on the same turn, that target must succeed on a {@dc 14} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the pridelord can make one Bite attack against it as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pridelord makes three Bite or Mambele attacks. It can replace one attack with a use of Pridelord's Roar, if available." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + }, + { + "name": "Mambele (Humanoid Form Only)", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage or 11 ({@damage 2d6 + 4}) piercing damage if used to make a melee attack." + ] + }, + { + "name": "Pridelord's Roar {@recharge 4}", + "entries": [ + "Each nkosi of the pridelord's choice within 30 feet of it that can hear it has advantage on the next attack roll it makes before the start of the pridelord's next turn." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The pridelord transforms into a Large lion or back into its true form, which is Humanoid. Its statistics, other than its size, speed, and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "traitTags": [ + "Brute", + "Keen Senses", + "Pounce" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Shapechanger" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Noctiny", + "source": "ToB1-2023", + "page": 287, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 13, + "con": 14, + "int": 10, + "wis": 11, + "cha": 16, + "passive": 10, + "conditionImmune": [ + "frightened" + ], + "languages": [ + "Common" + ], + "cr": "2", + "trait": [ + { + "name": "Eldritch Weapons", + "entries": [ + "The noctiny's weapon attacks are magical. When the noctiny hits with any weapon, the weapon deals an extra {@damage 1d6} force damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The noctiny has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The noctiny makes two Quarterstaff or Eldritch Fury attacks." + ] + }, + { + "name": "Quarterstaff", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage, or 7 ({@damage 1d8 + 3}) bludgeoning damage if used in two hands, plus 3 ({@damage 1d6}) force damage." + ] + }, + { + "name": "Eldritch Fury", + "entries": [ + "{@atk rs} {@hit 5} to hit, range 120 ft., one target. {@h}10 ({@damage 2d6 + 3}) force damage." + ] + } + ], + "environment": [ + "any" + ], + "attachedItems": [ + "quarterstaff|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "MLW", + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Oculo Swarm", + "source": "ToB1-2023", + "page": 288, + "size": [ + "L" + ], + "type": { + "type": "aberration", + "swarmSize": "T" + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 82, + "formula": "11d10 + 22" + }, + "speed": { + "walk": 5, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 14, + "int": 8, + "wis": 15, + "cha": 17, + "skill": { + "insight": "+6", + "perception": "+6", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "4", + "trait": [ + { + "name": "Hundreds of Eyes", + "entries": [ + "The oculo swarm has advantage on Wisdom ({@skill Perception}) checks that rely on sight and on saving throws against being {@condition blinded}. In addition, if the swarm isn't {@condition blinded}, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the swarm, such as the Pack Tactics trait or Sneak Attack class feature." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny eyeball. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The oculo swarm makes two Extract Eye attacks. If both attacks hit one creature, the target must succeed on a {@dc 13} Strength saving throw or the swarm removes one of its eyes. While missing half or fewer of its total number of eyes, the target has disadvantage on attack rolls and Wisdom ({@skill Perception}) checks that rely on sight. While missing more than half its total number of eyes, the target is {@condition blinded} until its sight is restored. If the target's eye is recovered from the defeated swarm, it can be reattached with a successful {@dc 12} Wisdom ({@skill Medicine}) check, provided the eye is reattached within 1 hour of the target losing the eye." + ] + }, + { + "name": "Extract Eye", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 0 ft., one creature in the swarm's space. {@h}18 ({@damage 4d8}) piercing damage, or 9 ({@damage 2d8}) piercing damage if the swarm has half of its hp or fewer." + ] + }, + { + "name": "Disorienting Gaze {@recharge 5}", + "entries": [ + "The swarm's many eyes suddenly turn in different directions. Each creature within 10 feet of the oculo swarm must make a {@dc 13} Charisma saving throw. On a failure, a creature takes 21 ({@damage 6d6}) psychic damage and is disoriented until the end of its next turn. On a success, a creature takes half the damage and isn't disoriented. A disoriented creature is {@condition incapacitated} and moves in a random direction when it moves." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "P", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "incapacitated" + ], + "savingThrowForced": [ + "charisma", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ogre Corrupted Chieftain", + "source": "ToB1-2023", + "page": 289, + "size": [ + "L" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 133, + "formula": "14d10 + 56" + }, + "speed": { + "walk": 40 + }, + "str": 23, + "dex": 8, + "con": 18, + "int": 5, + "wis": 7, + "cha": 12, + "save": { + "con": "+7", + "cha": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 8, + "languages": [ + "Common", + "Giant" + ], + "cr": "7", + "trait": [ + { + "name": "Magic-Infused Weapons", + "entries": [ + "The power coursing through the corrupted chieftain's veins flows into its weapons. The chieftain's weapon attacks are magical. When the chieftain hits with any weapon, the weapon deals an extra {@damage 2d8} force damage (included in the attack)." + ] + }, + { + "name": "Spiked Hide", + "entries": [ + "A creature that touches the ogre or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) piercing damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The corrupted ogre can use its Chieftain's Command or Chieftain's Might. It then makes two Greatclub or Javelin attacks." + ] + }, + { + "name": "Greatclub", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) force damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 9} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}13 ({@damage 2d6 + 6}) piercing damage plus 9 ({@damage 2d8}) force damage." + ] + }, + { + "name": "Chieftain's Command", + "entries": [ + "The corrupted chieftain barks an order to one Giant it can see within 30 feet of it, sharing a measure of its power with the target. The target has advantage on the next attack roll it makes before the start of the chieftain's next turn. In addition, the next attack roll against the target before the start of the chieftain's next turn has disadvantage." + ] + }, + { + "name": "Chieftain's Might", + "entries": [ + "The corrupted chieftain causes its eyes to glow, its muscles to swell, and the ground beneath its feet to rumble. Each creature within 15 feet of the chieftain must succeed on a {@dc 15} Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ] + } + ], + "bonus": [ + { + "name": "Aggressive", + "entries": [ + "The corrupted chieftain moves up to its speed toward a hostile creature it can see." + ] + } + ], + "environment": [ + "badlands", + "farmland", + "forest" + ], + "attachedItems": [ + "greatclub|phb", + "javelin|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GI" + ], + "damageTags": [ + "B", + "O", + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Oozasis", + "source": "ToB1-2023", + "page": 290, + "size": [ + "G" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + 7 + ], + "hp": { + "average": 217, + "formula": "14d20 + 70" + }, + "speed": { + "walk": 20, + "burrow": 20, + "swim": 20 + }, + "str": 18, + "dex": 5, + "con": 20, + "int": 8, + "wis": 20, + "cha": 13, + "save": { + "int": "+3", + "wis": "+9", + "cha": "+5" + }, + "skill": { + "deception": "+5", + "history": "+3", + "insight": "+9", + "perception": "+9" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 19, + "resist": [ + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid" + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "languages": [ + "telepathy 120 ft. understands all languages but can't speak" + ], + "cr": "9", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The oozasis can move through a space as narrow as 1 foot wide without squeezing." + ] + }, + { + "name": "Oasis Appearance", + "entries": [ + "While the oozasis remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The oozasis's body provides enough water for plants to grow around it, provided the oozasis remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the oozasis's water is affected by the Waters of Unfathomable Compulsion trait as if it drank the water." + ] + }, + { + "name": "Ooze Nature", + "entries": [ + "The oozasis doesn't require sleep." + ] + }, + { + "name": "Waters of Unfathomable Compulsion", + "entries": [ + "A creature that drinks the water of an oozasis experiences a cryptic dream the next time it sleeps. When it wakes, it must succeed on a {@dc 16} Wisdom saving throw or be affected by the {@spell geas} spell for 30 days. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the oozasis. Such a task could be planting a white rose in a specific garden, rescuing the next endangered young animal the target encounters, or standing in a specific spot at a certain time each day for three days." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The oozasis makes three Pseudopod attacks." + ] + }, + { + "name": "Pseudopod", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 15 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained}. The oozasis can have up to two creatures {@condition grappled} at a time." + ] + }, + { + "name": "Compelling Vapors {@recharge 5}", + "entries": [ + "The oozasis emits mind-altering vapors. Each creature within 20 feet of the oozasis must make a {@dc 16} Constitution saving throw. On a failure, a creature takes 45 ({@damage 10d8}) psychic damage and suffers either tranquility or turmoil for minute. On a success, a creature takes half the damage and doesn't suffer tranquility or turmoil. A creature suffering tranquility is {@condition charmed} and can't attack. A creature suffering turmoil is unable to distinguish friend from foe and must move to and attack the nearest creature other than the oozasis on each of its turns, stalking off in a random direction if no creature is in range. A creature suffering tranquility or turmoil can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "desert" + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "TP", + "XX" + ], + "damageTags": [ + "A", + "B", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Orobas Devil", + "source": "ToB1-2023", + "page": 99, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 203, + "formula": "14d10 + 126" + }, + "speed": { + "walk": 40 + }, + "str": 26, + "dex": 14, + "con": 28, + "int": 23, + "wis": 26, + "cha": 21, + "save": { + "str": "+13", + "dex": "+7", + "con": "+14", + "wis": "+13" + }, + "skill": { + "deception": "+10", + "history": "+11", + "insight": "+13", + "perception": "+13", + "persuasion": "+10" + }, + "senses": [ + "truesight 90 ft." + ], + "passive": 23, + "resist": [ + "acid", + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Celestial", + "Infernal", + "telepathy 100 ft." + ], + "cr": "14", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The orobas casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 18}):" + ], + "will": [ + "{@spell augury}", + "{@spell detect thoughts}", + "{@spell guidance}" + ], + "daily": { + "3e": [ + "{@spell locate creature}", + "{@spell nondetection}" + ], + "1e": [ + "{@spell contact other plane} (as an action)", + "{@spell legend lore} (as an action)" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Deceptive Advice", + "entries": [ + "When the orobas casts a spell of the divination school, it has advantage on Charisma ({@skill Deception}) checks for 1 minute." + ] + }, + { + "name": "Hellish Weapons", + "entries": [ + "The orobas's weapon attacks are magical. When the orobas hits with any weapon, the weapon deals an extra {@damage 3d8} fire damage (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The orobas has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Sense Consecrated", + "entries": [ + "The orobas can pinpoint the location of Celestials, consecrated places or objects, and creatures wielding divine or celestial power, such as clerics, paladins, or aasimars, within 60 feet of it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The orobas makes one Bite attack, one Flail attack, and one Stomp attack, or it makes four Hurl Flame attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d6 + 8}) piercing damage plus 13 ({@damage 3d8}) fire damage and 10 ({@damage 3d6}) poison damage, and the target must succeed on a {@dc 18} Constitution saving throw or become {@condition poisoned} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Flail", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d8 + 8}) bludgeoning damage plus 13 ({@damage 3d8}) fire damage." + ] + }, + { + "name": "Stomp", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d6 + 8}) bludgeoning damage plus 13 ({@damage 3d8}) fire damage." + ] + }, + { + "name": "Hurl Flame", + "entries": [ + "{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}23 ({@damage 4d8 + 5}) fire damage." + ] + }, + { + "name": "Teleport", + "entries": [ + "The orobas magically teleports, along with any equipment, up to 120 feet to an unoccupied space it can see." + ] + } + ], + "reaction": [ + { + "name": "Prediction (3/Day)", + "entries": [ + "When the orobas makes an ability check or attack, it can choose to have advantage on the roll." + ] + } + ], + "environment": [ + "planar" + ], + "attachedItems": [ + "flail|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "CE", + "I", + "TP" + ], + "damageTags": [ + "B", + "F", + "I", + "P" + ], + "damageTagsSpell": [ + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "intelligence", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ostinato", + "source": "ToB1-2023", + "page": 292, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "ac": [ + 15 + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 0, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 20, + "con": 15, + "int": 5, + "wis": 12, + "cha": 17, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "thunder" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "telepathy 120 ft. understands Common but can't speak" + ], + "cr": "4", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The ostinato is {@condition invisible}." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ostinato has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ostinato makes two Cacophony Burst attacks." + ] + }, + { + "name": "Cacophony Burst", + "entries": [ + "{@atk ms,rs} {@hit 7} to hit, range 60 ft., one target. {@h}16 ({@damage 3d8 + 3}) thunder damage." + ] + }, + { + "name": "Aural Symbiosis {@recharge}", + "entries": [ + "One Humanoid that the ostinato can see within 5 feet of it must succeed on a {@dc 13} Charisma saving throw or the ostinato merges with the target, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect, and it can't attack. The host retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The host no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. In addition, the host has disadvantage on Wisdom saving throws, and it can't maintain {@status concentration} on spells or other effects. At the end of each long rest, the host can make a {@dc 13} Wisdom ({@skill Insight}) check, realizing that the music it hears comes from an external entity on a success.", + "The Aural Symbiosis lasts until the host drops to 0 hp, the ostinato ends it as a bonus action, or the ostinato is forced out by an effect like the {@spell dispel evil and good} spell. When the Aural Symbiosis ends, the ostinato bursts out from the host's mind in a thunderous explosion of sound, reappearing in an unoccupied space within 5 feet of the host. Each creature within 15 feet of the ostinato when it exits, including the host, must make a {@dc 13} Constitution saving throw, taking 18 ({@damage 4d8}) thunder damage on a failed save, or half as much damage on a successful one. The host is immune to this ostinato's Aural Symbiosis for 24 hours after succeeding on the saving throw or after the Aural Symbiosis ends." + ] + }, + { + "name": "Contagious Tune (1/Day)", + "entries": [ + "While merged with a Humanoid host, the ostinato fills the minds of nearby creatures with the same catchy tune playing in its host's mind. Each creature within 30 feet of the ostinato's host must make a {@dc 13} Charisma saving throw, taking 21 ({@damage 6d6}) psychic damage on a failed save, or half as much damage on a successful one. The ostinato then gains temporary hp equal to the single highest amount of psychic damage dealt. A {@condition deafened} creature is immune to Contagious Tune." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Incorporeal Movement", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS", + "TP" + ], + "damageTags": [ + "O", + "T", + "Y" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Owl Harpy", + "source": "ToB1-2023", + "page": 230, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 20, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 12, + "dex": 17, + "con": 16, + "int": 11, + "wis": 14, + "cha": 18, + "skill": { + "performance": "+7", + "stealth": "+9" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 120 ft." + ], + "passive": 12, + "vulnerable": [ + "thunder" + ], + "languages": [ + "Abyssal", + "Common", + "Giant" + ], + "cr": "5", + "trait": [ + { + "name": "Hypersensitive Hearing", + "entries": [ + "The owl harpy has advantage on Wisdom ({@skill Perception}) checks that rely on hearing, and it can't use its blindsight while {@condition deafened}." + ] + }, + { + "name": "Quiet Wings", + "entries": [ + "The owl harpy has advantage on Dexterity ({@skill Stealth}) checks made to hide while flying." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The owl harpy makes two Claw attacks and two Talon attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Talon", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Sleeping Song", + "entries": [ + "The owl harpy sings a magical melody. Every Humanoid and Giant within 300 feet of the harpy that can hear the song must succeed on a {@dc 15} Wisdom saving throw or fall {@condition unconscious} until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is {@condition incapacitated}. An {@condition unconscious} target wakes if it takes damage or if another creature uses an action to wake it. A target that successfully saves is immune to this harpy's song for the next 24 hours." + ] + }, + { + "name": "Hovering Darkness (3/Day)", + "entries": [ + "While flying, the owl harpy shakes a fine, magical dander from her wings, and a 15-foot radius of magical darkness extends out from her, moves with her, and spreads around corners. The darkness lasts as long as the owl harpy flies and maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled." + ] + } + ], + "environment": [ + "desert", + "forest", + "hill" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "GI" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "unconscious" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Pact Vampire", + "source": "ToB1-2023", + "page": 380, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "NX", + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 178, + "formula": "17d8 + 102" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 16, + "con": 22, + "int": 17, + "wis": 15, + "cha": 20, + "save": { + "dex": "+8", + "con": "+11", + "wis": "+7", + "cha": "+10" + }, + "skill": { + "perception": "+7", + "persuasion": "+10", + "stealth": "+8" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "necrotic", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "15", + "trait": [ + { + "name": "Blood Sense", + "entries": [ + "The pact vampire can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the pact vampire fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Poisonous Blood", + "entries": [ + "A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The pact vampire doesn't require air." + ] + }, + { + "name": "Vampire Weaknesses", + "entries": [ + "The pact vampire has the following flaws:" + ] + }, + { + "name": "Stake to the Heart", + "entries": [ + "If a piercing weapon made of wood is driven into the vampire's heart while the vampire is {@condition incapacitated} in its resting place, the vampire is {@condition paralyzed} until the stake is removed." + ] + }, + { + "name": "Sunlight Hypersensitivity", + "entries": [ + "The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pact vampire makes three Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 13 ({@damage 3d8}) poison damage." + ] + }, + { + "name": "Call Blood", + "entries": [ + "The pact vampire draws the blood out of a bleeding creature's body, where it flows through the air into the vampire's mouth. One creature the vampire can see within 60 feet of it that doesn't have all its hp and isn't a Construct or Undead must succeed on a {@dc 18} Constitution saving throw or take 22 ({@damage 4d10}) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0." + ] + }, + { + "name": "Charm", + "entries": [ + "One Humanoid the vampire can see within 30 feet of it must succeed on a {@dc 18} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours.", + "The vampire can have only one target {@condition charmed} at a time. If it charms another, the effect on the previous target ends." + ] + }, + { + "name": "Children of the Lower Planes (1/Day)", + "entries": [ + "The pact vampire magically calls {@dice 2d4} dretches, {@dice 1d4} imps, or 1 bearded devil. The called Fiends arrive in {@dice 1d4} rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The pact vampire moves up to its speed without provoking opportunity attacks." + ] + }, + { + "name": "Call Blood (Costs 2 Actions)", + "entries": [ + "The pact vampire uses Call Blood." + ] + }, + { + "name": "Spread Poison (Costs 2 Actions)", + "entries": [ + "The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a {@dc 18} Constitution saving throw or take 14 ({@damage 4d6}) poison damage and be {@condition poisoned} until the end of its next turn." + ] + } + ], + "legendaryGroup": { + "name": "Pact Vampire", + "source": "ToB1-2023" + }, + "environment": [ + "urban" + ], + "traitTags": [ + "Legendary Resistances", + "Regeneration", + "Sunlight Sensitivity" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "I", + "N", + "R", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "charmed", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Paper Drake", + "source": "ToB1-2023", + "page": 144, + "size": [ + "S" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 78, + "formula": "12d6 + 36" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 7, + "dex": 17, + "con": 16, + "int": 10, + "wis": 12, + "cha": 13, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common", + "Draconic" + ], + "cr": "2", + "trait": [ + { + "name": "Bibliophile", + "entries": [ + "The paper drake understands any written language it can see, provided it is touching the surface on which the words are written." + ] + }, + { + "name": "False Appearance (Book Form Only)", + "entries": [ + "While the drake remains motionless, it is indistinguishable from an ordinary book." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drake makes one Bite attack and one Claw attack, or it makes two Book Flap attacks." + ] + }, + { + "name": "Bite (Dragon Form Only)", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage." + ] + }, + { + "name": "Book Flap (Book Form Only)", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage, and the drake can fly up to 15 feet without provoking opportunity attacks, as it flaps its pages." + ] + }, + { + "name": "Claw (Dragon Form Only)", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + }, + { + "name": "Shredded Breath (Dragon Form Only; Recharge 5-6)", + "entries": [ + "The drake exhales sharp shreds of paper in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 10 ({@damage 4d4}) slashing damage and is {@condition blinded} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition blinded}." + ] + } + ], + "bonus": [ + { + "name": "Fold", + "entries": [ + "The paper drake can fold and reshape its papery body to change its size between Tiny, Small, and Medium. It can also use this bonus action to fold itself into the shape of a book, which doesn't have wings, or back into its Small form. Without wings, it loses its flying speed. Its statistics, other than its size and speed, are the same in each form. It reverts to its Small form if it dies." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Planewatcher", + "source": "ToB1-2023", + "page": 293, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item plate armor|PHB|plate}" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d8 + 64" + }, + "speed": { + "walk": 30, + "climb": 90 + }, + "str": 18, + "dex": 18, + "con": 18, + "int": 17, + "wis": 18, + "cha": 20, + "save": { + "wis": "+8", + "cha": "+9" + }, + "skill": { + "athletics": "+8", + "insight": "+8", + "perception": "+8", + "survival": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 18, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 120 ft." + ], + "cr": "10", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The planewatcher has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Planar Sense", + "entries": [ + "The planewatcher can pinpoint the location of creatures not native to the plane the planewatcher currently occupies and planar portals within 60 feet of it, and the planewatcher can sense the general direction of such creatures and portals within 1 mile of it." + ] + }, + { + "name": "Plane Bound", + "entries": [ + "The planewatcher is immune to any spell or effect that would force it to leave its current plane, unless it wants to leave." + ] + }, + { + "name": "Word-Bound", + "entries": [ + "The planewatcher always knows the direction and distance to any creature that dispels, breaks, or otherwise avoids the geas of the promise it made via Planar Ultimatum, provided the planewatcher and the creature are on the same plane of existence. While grappling such a creature, it can cast the {@spell banishment} spell as a bonus action (spell save {@dc 17}) on that creature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The planewatcher makes one Radiant Lasso attack and two Enervating Blast attacks, or it makes three Enervating Blast attacks. It can replace two attacks with a use of Planar Ultimatum." + ] + }, + { + "name": "Radiant Lasso", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 30 ft., one target. {@h}22 ({@damage 4d6 + 4}) radiant damage, and the target is {@condition grappled} (escape {@dc 16}) if the planewatcher isn't already grappling a creature. Until this grapple ends, the target is {@condition restrained}, can't tell a lie, and can't teleport or be transported to another plane of existence unless the planewatcher wills it." + ] + }, + { + "name": "Enervating Blast", + "entries": [ + "{@atk ms,rs} {@hit 9} to hit, range 60 ft., one target. {@h}23 ({@damage 4d8 + 5}) force damage, and the target has disadvantage on Strength and Dexterity checks until the end of its next turn." + ] + }, + { + "name": "Planar Ultimatum", + "entries": [ + "The planewatcher demands one creature {@condition grappled} by it to return to the creature's home plane within 24 hours. If the creature doesn't swear to do so, it must make a {@dc 17} Constitution saving throw, taking 45 ({@damage 10d8}) radiant damage on a failed save, or half as much damage on a successful one If the creature swears to return, it becomes affected by the {@spell geas} spell for 30 days, which compels the creature to return to its home plane as soon as possible." + ] + } + ], + "bonus": [ + { + "name": "Reel", + "entries": [ + "The planewatcher pulls a creature {@condition grappled} by it up to 25 feet straight toward it." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "O", + "R" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Pombero", + "source": "ToB1-2023", + "page": 294, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 90, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 30 + }, + "str": 17, + "dex": 16, + "con": 16, + "int": 8, + "wis": 10, + "cha": 14, + "skill": { + "athletics": "+5", + "sleight of hand": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Sylvan" + ], + "cr": "3", + "trait": [ + { + "name": "Contortionist", + "entries": [ + "The pombero can contort its body into unnatural positions, allowing it to easily move through any opening large enough for a Tiny creature. The pombero's destination must still have suitable room to accommodate its volume." + ] + }, + { + "name": "Forest Camouflage", + "entries": [ + "The pombero has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain." + ] + }, + { + "name": "Speak with Beasts", + "entries": [ + "The pombero can communicate with Beasts as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The pombero makes two Slam attacks. It can replace one attack with a use of Charming Touch, if available." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage." + ] + }, + { + "name": "Charming Touch {@recharge 5}", + "entries": [ + "One creature the pombero can see within 5 feet of it must succeed on a {@dc 12} Wisdom saving throw or be {@condition charmed} for 10 minutes. If the target suffers any harm, the effect ends. Otherwise, the target can repeat the saving throw at the end of every minute, ending the effect on itself on a success. The pombero can have only one creature {@condition charmed} at a time. If it charms another, the effect on the previous creature ends." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The pombero magically turns {@condition invisible} until it attacks or uses Charming Touch, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the pombero wears or carries is {@condition invisible} with it." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "S" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed", + "invisible" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Possessed Pillar", + "source": "ToB1-2023", + "page": 295, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 8, + "con": 19, + "int": 3, + "wis": 11, + "cha": 1, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "7", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The possessed pillar doesn't require air, food, drink, or sleep" + ] + }, + { + "name": "Divine Fists", + "entries": [ + "The possessed pillar's weapon attacks are magical. When the pillar hits with a Slam attack, the Slam deals an extra {@damage 2d8} necrotic damage or {@damage 2d8} radiant damage (included in the attack), the pillar's choice." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the pillar remains motionless, it is indistinguishable from a statue or a carved column." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The pillar is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The pillar has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magnetic Body", + "entries": [ + "The eldritch magic powering the possessed pillar causes the pillar's body to produce a minor magnetic field. When a creature hits the pillar with a weapon made of metal, it must succeed on a {@dc 15} Strength saving throw or the weapon sticks to the pillar. If the creature can't or won't let go of the weapon, it is also stuck to the pillar and {@condition restrained}. A stuck weapon can't be used. A creature can take its action to remove one metal object from the pillar by succeeding on a {@dc 15} Strength check. The pillar can release one creature or metal object stuck to it as a bonus action. If the pillar dies, all creatures and metal objects stuck to it are released." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The possessed pillar makes two Slam attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage or ({@dice 2d8}) radiant damage (the pillar's choice)." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "False Appearance", + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Psoglav Demon", + "source": "ToB1-2023", + "page": 86, + "size": [ + "L" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 115, + "formula": "11d10 + 55" + }, + "speed": { + "walk": 40, + "fly": 60 + }, + "str": 21, + "dex": 23, + "con": 20, + "int": 16, + "wis": 19, + "cha": 18, + "save": { + "dex": "+9", + "con": "+8", + "wis": "+7", + "cha": "+7" + }, + "skill": { + "acrobatics": "+9", + "intimidation": "+7", + "perception": "+7", + "stealth": "+9" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 17, + "resist": [ + "cold", + "fire", + "lightning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "telepathy 60 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The psoglav has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The psoglav's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The psoglav makes three Bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d12 + 5}) piercing damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The psoglav magically turns {@condition invisible} until it attacks or uses Shadow-Stealing Ray, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the psoglav wears or carries is {@condition invisible} with it." + ] + }, + { + "name": "Shadow-Stealing Ray {@recharge 5}", + "entries": [ + "The psoglav emits a beam from its single eye at one creature it can see within 60 feet of it. The target must make a {@dc 15} Constitution saving throw. On a failure, the target is pushed up to 20 feet away from the psoglav, and its shadow becomes a creature under the psoglav's control for 24 hours or until the shadow is reduced to 0 hp. On a success, the target is pushed up to 10 feet away from the psoglav and its shadow isn't stolen. Each controlled shadow uses the statistics of a shadow, except it can't create shadows from killing Humanoids. The psoglav can have no more than five shadows under its control at a time. The shadow becomes permanently under the psoglav's control if the shadow's original owner dies.", + "If a shadow's original owner died within the past minute, the psoglav can command (no action required) the shadow to inhabit and control the body, using the owner's statistics, proficiencies, and class features. A shadow inhabiting a body in this way can't cast spells or activate magic items the owner possessed, and it loses its Amorphous, Shadow {@skill Stealth}, and Sunlight Weakness traits while inhabiting the body. The shadow can inhabit or exit the body as a bonus action. The shadow can inhabit the body for up to 24 hours after the creature died, after which time it is ejected and can't inhabit the body again.", + "If a creature's saving throw is successful or its shadow is returned to it, the creature is immune to the Shadow-Stealing Ray of all psoglav demons for the next 24 hours." + ] + } + ], + "bonus": [ + { + "name": "Shadow Jump (3/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the psoglav disappears into the darkness and reappears in an unoccupied space it can see within 60 feet." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance", + "Magic Weapons" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "TP" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Putrid Haunt", + "source": "ToB1-2023", + "page": 296, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 44, + "formula": "8d8 + 8" + }, + "speed": { + "walk": 30, + "swim": 20 + }, + "str": 17, + "dex": 8, + "con": 13, + "int": 3, + "wis": 11, + "cha": 6, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ], + "languages": [ + "understands the language it knew in life but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the putrid haunt remains motionless and {@condition prone} in swampy terrain, it is indistinguishable from a pile of muck and moss." + ] + }, + { + "name": "Swamp Walk", + "entries": [ + "Difficult terrain composed of mud, shallow water, and water plants doesn't cost the putrid haunt extra movement." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The putrid haunt doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) poison damage." + ] + }, + { + "name": "Expel Vermin {@recharge}", + "entries": [ + "The putrid haunt vomits forth the leeches, stinging insects, and other swamp vermin infesting its innards in a 15-foot cone. Each creature in the area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 7 ({@damage 2d6}) piercing damage and 7 ({@damage 2d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "swamp" + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "B", + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Queen of Night and Magic", + "source": "ToB1-2023", + "page": 178, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 22, + "from": [ + "regal bearing" + ] + } + ], + "hp": { + "average": 225, + "formula": "30d8 + 90" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 12, + "dex": 19, + "con": 17, + "int": 20, + "wis": 18, + "cha": 26, + "save": { + "con": "+10", + "wis": "+11" + }, + "skill": { + "arcana": "+12", + "deception": "+15", + "intimidation": "+15", + "perception": "+11", + "stealth": "+11" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 21, + "resist": [ + "fire", + "lightning" + ], + "immune": [ + { + "immune": [ + "bludgeoning", + "slashing", + "piercing", + "cold" + ], + "note": "from nonmagical attacks not made with cold iron weapons", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Celestial", + "Common", + "Elvish", + "Sylvan", + "telepathy 120 ft.", + "Umbral" + ], + "cr": "21", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save {@dc 23}):" + ], + "will": [ + "{@spell command}", + "{@spell dancing lights}", + "{@spell darkness}", + "{@spell mage hand}", + "{@spell suggestion}" + ], + "daily": { + "3e": [ + "{@spell confusion}", + "{@spell fear}", + "{@spell greater invisibility}", + "{@spell mirror image}" + ], + "1e": [ + "{@spell dominate monster}", + "{@spell plane shift}", + "{@spell power word stun}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The Queen of Night and Magic has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Regal Bearing", + "entries": [ + "While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel." + ] + }, + { + "name": "Rapier", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 14 ({@damage 4d6}) cold damage." + ] + }, + { + "name": "Star Strike", + "entries": [ + "{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}17 ({@damage 2d8 + 8}) fire damage plus 9 ({@damage 2d8}) radiant damage." + ] + }, + { + "name": "Unravel", + "entries": [ + "The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell's level or the magical effect's DC, whichever is higher." + ] + }, + { + "name": "Shadow Rift {@recharge 5}", + "entries": [ + "The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a {@dc 23} Constitution saving throw. On a failure, a creature takes 36 ({@damage 8d8}) cold damage and 36 ({@damage 8d8}) necrotic damage and is {@condition restrained} by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn't {@condition restrained}. A {@condition restrained} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Hidden Step", + "entries": [ + "The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action." + ] + } + ], + "reaction": [ + { + "name": "Sudden Fraying", + "entries": [ + "When the Queen of Night and Magic is targeted by a spell or included in a spell's area and the spell doesn't have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn't need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "The Queen of Night and Magic makes one Star Strike attack. She doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources." + ] + }, + { + "name": "Move", + "entries": [ + "The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "The Queen of Night and Magic uses Spellcasting." + ] + }, + { + "name": "Swirling Stars (Costs 2 Actions)", + "entries": [ + "The stars on the Queen's gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a {@dc 23} Dexterity saving throw or be {@condition blinded} until the end of its next turn." + ] + } + ], + "legendaryGroup": { + "name": "Queen of Night and Magic", + "source": "ToB1-2023" + }, + "environment": [ + "planar", + "urban" + ], + "attachedItems": [ + "rapier|phb" + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "E", + "S", + "TP" + ], + "damageTags": [ + "C", + "F", + "N", + "P", + "R" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "invisible", + "prone", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "savingThrowForcedSpell": [ + "charisma", + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Queen of Witches", + "source": "ToB1-2023", + "page": 180, + "size": [ + "L" + ], + "type": "fey", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 218, + "formula": "23d10 + 92" + }, + "speed": { + "walk": 40, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 22, + "dex": 10, + "con": 19, + "int": 16, + "wis": 18, + "cha": 22, + "save": { + "dex": "+6", + "wis": "+10", + "cha": "+12" + }, + "skill": { + "arcana": "+15", + "deception": "+12", + "history": "+9", + "insight": "+10", + "perception": "+10" + }, + "senses": [ + "darkvision 120 ft.", + "truesight 60 ft." + ], + "passive": 20, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing", + "cold", + "fire" + ], + "note": "from nonmagical attacks not made with cold iron weapons", + "cond": true + } + ], + "immune": [ + "radiant" + ], + "conditionImmune": [ + "blinded", + "charmed", + "frightened" + ], + "languages": [ + "Celestial", + "Common", + "Draconic", + "Elvish", + "Sylvan", + "Umbral" + ], + "cr": "17", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The Queen of Witches casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save {@dc 20}):" + ], + "will": [ + "{@spell faerie fire}", + "{@spell silent image}", + "{@spell tongues}" + ], + "daily": { + "3e": [ + "{@spell dispel magic}", + "{@spell hypnotic pattern}", + "{@spell teleportation circle} (as an action)" + ], + "2e": [ + "{@spell bestow curse}", + "{@spell mass suggestion}", + "{@spell flesh to stone}" + ], + "1e": [ + "{@spell power word kill}", + "{@spell sleep} (as a 9th level spell)", + "{@spell true polymorph}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The Queen of Witches has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Moonlit Weapons", + "entries": [ + "The Queen of Witches's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 7 ({@damage 2d6}) radiant damage (included in the attack)." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Queen of Witches fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Token of Favor", + "entries": [ + "The Queen of Witches can spend 1 minute cutting and tying a lock of her hair into a small token of her favor. A creature that is wearing or carrying the favor gains the benefits of the Magic Resistance trait. The Queen can revoke this magic at any time (no action required). If she does so, the creature has disadvantage on saving throws against spells and other magical effects for 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Queen of Witches makes three Moonsilver Ring attacks or four Mystical Blast attacks. She can replace one attack with a use of spellcasting. If she hits one creature with two Mystical Blast attacks, the target must succeed on a {@dc 20} Strength saving throw or be pushed up to 10 feet away from her." + ] + }, + { + "name": "Moonsilver Ring", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 7 ({@damage 2d6}) radiant damage." + ] + }, + { + "name": "Mystical Blast", + "entries": [ + "{@atk ms,rs} {@hit 12} to hit, reach 5 ft. or range 120 ft., one target. {@h}16 ({@damage 3d6 + 6}) force damage." + ] + }, + { + "name": "Spray of Moonlight {@recharge 5}", + "entries": [ + "The Queen of Witches sends moonlight flooding out from her. Each creature within 15 feet of her must make a {@dc 20} Dexterity saving throw, taking 42 ({@damage 12d6}) radiant damage on a failed save, or half as much damage on a successful one. If the Queen is standing in an area of moonlight when she uses this action, each creature in the area has disadvantage on the saving throw. A creature that fails the saving throw by 5 or more is {@condition blinded} until the end of its next turn." + ] + } + ], + "reaction": [ + { + "name": "Absorb Spell", + "entries": [ + "When a creature the Queen of Witches can see within 30 feet of her casts a spell, the Queen can absorb the spell's energy, countering it. This works like the {@spell counterspell} spell, except the Queen must always make a spellcasting ability check, no matter the spell's level. Her ability check for this is +10. If she successfully counters the spell, she regains 5 hp for each level of the spell." + ] + } + ], + "legendary": [ + { + "name": "Mystical Blast", + "entries": [ + "The Queen makes one Mystical Blast attack." + ] + }, + { + "name": "Teleport", + "entries": [ + "The Queen magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet." + ] + }, + { + "name": "Cast a Spell (Costs 2 Actions)", + "entries": [ + "The Queen of Witches uses Spellcasting." + ] + } + ], + "legendaryGroup": { + "name": "Queen of Witches", + "source": "ToB1-2023" + }, + "environment": [ + "forest", + "mountain", + "planar" + ], + "traitTags": [ + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "SD", + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "DR", + "E", + "S" + ], + "damageTags": [ + "O", + "R", + "S" + ], + "damageTagsSpell": [ + "N" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflictSpell": [ + "charmed", + "incapacitated", + "petrified", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Quicksilver Siege Orb", + "source": "ToB1-2023", + "page": 297, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + 15 + ], + "hp": { + "average": 82, + "formula": "15d6 + 30" + }, + "speed": { + "walk": 10, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 12, + "dex": 21, + "con": 14, + "int": 5, + "wis": 14, + "cha": 7, + "skill": { + "perception": "+5", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "fire", + "lightning", + { + "resist": [ + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "bludgeoning", + "poison", + "psychic" + ], + "vulnerable": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone", + "unconscious" + ], + "languages": [ + "understands one language of its creator but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Bludgeoning Bounce (Orb Form Only)", + "entries": [ + "Whenever the quicksilver siege orb is subjected to bludgeoning damage, it takes no damage and instead is pushed up to 15 feet away from the source of the bludgeoning damage. If the damage is from a critical hit, the orb is pushed up to 30 feet." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The quicksilver siege orb doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Flyby", + "entries": [ + "The quicksilver siege orb doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The quicksilver siege orb is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Observant (Orb Form Only)", + "entries": [ + "The quicksilver siege orb has advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Insight}) checks. In addition, if the orb observes a creature for at least 1 minute, it has advantage on the first three attack rolls it makes against the creature." + ] + }, + { + "name": "Slippery", + "entries": [ + "The quicksilver siege orb has advantage on saving throws and ability checks made to escape a grapple." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The quicksilver siege orb makes three Disk Blade or Slam attacks." + ] + }, + { + "name": "Disk Blade (Disk Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Slam (Orb Form Only)", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) bludgeoning damage." + ] + }, + { + "name": "Slashing Run {@recharge 4}", + "entries": [ + "The quicksilver siege orb flies up to 20 feet in a straight line, then it flies up to 20 feet in a straight line in a different direction. During this move, it can move through the space of any Large or smaller creature. The first time it enters a creature's space during this move, that creature must make a {@dc 16} Dexterity saving throw, taking 35 ({@damage 10d6}) slashing damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Shape Quicksilver", + "entries": [ + "The quicksilver siege orb flattens itself into a razor-sharp, whirling disk or back into its orb form. Its statistics are the same in each form. It becomes a puddle of quicksilver if it dies." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "traitTags": [ + "Flyby", + "Immutable Form" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Qwyllion", + "source": "ToB1-2023", + "page": 298, + "size": [ + "M" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d8 + 52" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 20, + "con": 19, + "int": 12, + "wis": 13, + "cha": 16, + "save": { + "dex": "+8", + "cha": "+6" + }, + "skill": { + "acrobatics": "+11", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "acid", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Common", + "Goblin", + "Infernal", + "Sylvan", + "Void Speech" + ], + "cr": "8", + "trait": [ + { + "name": "Nauseating Stench", + "entries": [ + "A creature that starts its turn within 20 feet of the qwyllion must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature that fails this saving throw is also {@condition incapacitated} while {@condition poisoned} in this way. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the qwyllion's Nauseating Stench for the next 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The qwyllion makes three Claw or Deadly Gaze attacks. If two Deadly Gaze attacks hit one creature, the target must succeed on a {@dc 15} Constitution saving throw or be {@condition incapacitated} until the end of its next turn." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) slashing damage." + ] + }, + { + "name": "Deadly Gaze", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) psychic damage. A Humanoid slain by this attack rises 8 hours later as a specter under the qwyllion's control, unless the Humanoid is restored to life. The qwyllion can have no more than ten specters under its control at one time." + ] + }, + { + "name": "Charm", + "entries": [ + "One Humanoid or Beast the qwyllion can see within 30 feet of it must succeed on a {@dc 15} Wisdom saving throw or be magically {@condition charmed} for 1 day. The {@condition charmed} target obeys the qwyllion's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the qwyllion's Charm for the next 24 hours.", + "The qwyllion can have no more than one Humanoid and up to three Beasts {@condition charmed} at a time. If it charms another Humanoid or a fourth Beast, the oldest effect on a previous target ends." + ] + } + ], + "environment": [ + "badlands" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GO", + "I", + "S" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "charmed", + "incapacitated", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ramag", + "source": "ToB1-2023", + "page": 299, + "size": [ + "M" + ], + "type": "humanoid", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "{@item leather armor|PHB}" + ] + } + ], + "hp": { + "average": 27, + "formula": "6d8" + }, + "speed": { + "walk": 30 + }, + "str": 9, + "dex": 14, + "con": 10, + "int": 16, + "wis": 12, + "cha": 11, + "skill": { + "arcana": "+5", + "investigation": "+5" + }, + "passive": 11, + "languages": [ + "Common" + ], + "cr": "1/4", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The ramag has advantage on saving throws against spells or other magical effects." + ] + }, + { + "name": "Portal Sense", + "entries": [ + "The ramag can pinpoint the location of planar portals within 100 feet of it and can sense the general direction of planar portals within 1 mile of it. In addition, if the ramag spends 10 minutes studying a portal, it can determine the portal's destination and any requirements to use or activate it." + ] + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) slashing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Portal Traveler {@recharge 5}", + "entries": [ + "The ramag creates and steps into a small portal and out of an identical portal in a space it can see within 60 feet of it. If a creature is in the destination space, the creature must make a {@dc 13} Intelligence saving throw. On a failure, the ramag trades spaces with the creature. On a success, the ramag fails to teleport. Whatever the result, the portal disappears." + ] + } + ], + "environment": [ + "desert", + "urban" + ], + "attachedItems": [ + "scimitar|phb", + "shortbow|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "savingThrowForced": [ + "intelligence" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rat King", + "source": "ToB1-2023", + "page": 300, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "9d8 + 36" + }, + "speed": { + "walk": 30, + "burrow": 20 + }, + "str": 6, + "dex": 16, + "con": 18, + "int": 11, + "wis": 15, + "cha": 16, + "skill": { + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone", + "stunned" + ], + "languages": [ + "Common", + "Thieves' cant" + ], + "cr": "5", + "trait": [ + { + "name": "Keen Smell", + "entries": [ + "The rat king has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "name": "Plague of Ill Omen", + "entries": [ + "The rat king radiates a magical aura of misfortune. A creature that starts its turn within 15 feet of the rat king must succeed on a {@dc 14} Charisma saving throw or have disadvantage on attack rolls and saving throws until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The rat king makes two Bite attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage. If the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or suffer one level of {@condition exhaustion} and become infected with a disease. Until the disease is cured, at the end of each long rest, the creature must repeat the saving throw. On a failure, the creature suffers another level of {@condition exhaustion}. The {@condition exhaustion} lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease." + ] + }, + { + "name": "Call Rats (1/Day)", + "entries": [ + "The rat king magically calls {@dice 2d4} rats, {@dice 1d4} giant rats, or 1 swarm of rats. The rats arrive in {@dice 1d4} rounds, acting as allies of the rat king and obeying its spoken commands. The rats remain for 1 hour, until the rat king dies, or until the rat king dismisses them as a bonus action." + ] + } + ], + "reaction": [ + { + "name": "Absorption", + "entries": [ + "When a friendly rat, giant rat, or swarm of rats starts its turn within 5 feet of the rat king, the rat king can absorb it. If the rat king does so, the target dies, and the rat king gains temporary hp equal to the target's remaining hp." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Keen Senses" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "TC" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ratatosk", + "source": "ToB1-2023", + "page": 301, + "size": [ + "T" + ], + "type": "celestial", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 42, + "formula": "12d4 + 12" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 4, + "dex": 18, + "con": 12, + "int": 17, + "wis": 10, + "cha": 18, + "save": { + "wis": "+2", + "cha": "+6" + }, + "skill": { + "deception": "+6", + "persuasion": "+6", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Celestial", + "Common", + "telepathy 100 ft." + ], + "cr": "4", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The ratatosk casts one of the following spells, requiring no material or somatic components and using Charisma as the spellcasting ability (save {@dc 14}):" + ], + "will": [ + "{@spell animal messenger}", + "{@spell message}" + ], + "daily": { + "1": [ + "{@spell commune} (as an action)" + ], + "3e": [ + "{@spell sending}", + "{@spell suggestion}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The ratatosk has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ratatosk makes two Gore or Annoying Chitter attacks. It can replace one attack with a use of Divisive Chatter, if available." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 7 ({@damage 2d6}) psychic damage." + ] + }, + { + "name": "Annoying Chitter", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) psychic damage." + ] + }, + { + "name": "Divisive Chatter {@recharge 5}", + "entries": [ + "The ratatosk causes division and strife in up to four creatures it can see within 30 feet of it. Each target must succeed on a {@dc 14} Charisma saving throw or be irritated for 1 minute. While irritated, a creature must spend its action on each of its turns arguing with, complaining about, or otherwise expressing unhappiness toward one of its allies over a trivial matter. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Skitter", + "entries": [ + "The ratatosk takes the Dash, Disengage, or Hide action." + ] + } + ], + "reaction": [ + { + "name": "Desperate Lies", + "entries": [ + "When a creature the ratatosk can see targets it with an attack, the ratatosk tells a lie while pointing to another creature within 5 feet of it. The attacker must succeed on a {@dc 14} Wisdom saving throw or believe the lie and attack the other creature instead." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "TP" + ], + "damageTags": [ + "P", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "charisma", + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ratfolk", + "source": "ToB1-2023", + "page": 302, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "ratfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 17, + "formula": "5d6" + }, + "speed": { + "walk": 25, + "swim": 10 + }, + "str": 7, + "dex": 15, + "con": 11, + "int": 14, + "wis": 10, + "cha": 10, + "skill": { + "perception": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common" + ], + "cr": "1/4", + "trait": [ + { + "name": "Nimbleness", + "entries": [ + "The ratfolk can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The ratfolk has advantage on attack rolls against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 4} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "dagger|phb", + "light crossbow|phb" + ], + "traitTags": [ + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ratfolk Rogue", + "source": "ToB1-2023", + "page": 302, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "ratfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 31, + "formula": "7d6 + 7" + }, + "speed": { + "walk": 25, + "swim": 10 + }, + "str": 7, + "dex": 16, + "con": 12, + "int": 14, + "wis": 10, + "cha": 10, + "skill": { + "acrobatics": "+5", + "perception": "+2", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common", + "Thieves' cant" + ], + "cr": "1", + "trait": [ + { + "name": "Nimbleness", + "entries": [ + "The ratfolk rogue can move through the space of any Medium or larger hostile creature, and such a space isn't difficult terrain for the ratfolk rogue." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The ratfolk rogue has advantage on attack rolls against a creature if at least one of the ratfolk rogue's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + } + ], + "action": [ + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 5} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Light Crossbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 80/320 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + } + ], + "bonus": [ + { + "name": "Cunning Action", + "entries": [ + "The ratfolk rogue takes the Dash, Disengage, or Hide action." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "dagger|phb", + "light crossbow|phb" + ], + "traitTags": [ + "Pack Tactics" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "TC" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true + }, + { + "name": "Ravenala", + "source": "ToB1-2023", + "page": 303, + "size": [ + "L" + ], + "type": "plant", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 126, + "formula": "12d10 + 60" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 10, + "con": 20, + "int": 12, + "wis": 16, + "cha": 12, + "save": { + "wis": "+6", + "cha": "+4" + }, + "passive": 13, + "resist": [ + "bludgeoning", + "piercing" + ], + "vulnerable": [ + "cold", + "fire" + ], + "conditionImmune": [ + "blinded", + "deafened" + ], + "languages": [ + "Common", + "Druidic", + "Elvish", + "Sylvan" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The ravenala has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Woodland Stride", + "entries": [ + "Difficult terrain composed of magical or nonmagical plants doesn't cost the ravenala extra movement. In addition, it can pass through magical or nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ravenala makes two Bursting Pod or Slam attacks. If both Slam attacks hit a Medium or smaller creature, the target is {@condition grappled} (escape {@dc 14}), and the ravenala uses its Lamenting Engulfment on the target." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Bursting Pod", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 30/120 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage, and each creature within 5 feet of the target, including the target, must make a {@dc 15} Dexterity saving throw, taking 5 ({@damage 2d4}) piercing damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Lamenting Engulfment", + "entries": [ + "The ravenala engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the ravenala, and it must succeed on a {@dc 14} Charisma saving throw at the start of each of the ravenala's turns or sing a lament of the mistakes and misdeeds it has performed in its lifetime. While singing, the engulfed creature can still act, but it can't otherwise speak, including casting spells with verbal components. If the ravenala moves, the engulfed creature moves with it. The ravenala can have only one creature engulfed at a time." + ] + }, + { + "name": "Healing Leaves (3/Day)", + "entries": [ + "The ravenala removes a leaf from its head and wraps the leaf around the wounds of one creature it can see within 5 feet of it. The target magically regains 10 {@dice 3d6} hp and is freed from any disease, poison, blindness, or deafness." + ] + }, + { + "name": "Encourage Growth (3/Day)", + "entries": [ + "The ravenala whispers magical words of growth to nonmagical plants on a point it can see within 30 feet of it. The plants burst with life and spread rapidly. The area within 20 feet of that point becomes difficult terrain for 24 hours." + ] + } + ], + "environment": [ + "coastal", + "forest" + ], + "traitTags": [ + "Magic Resistance" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DU", + "E", + "S" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "charisma", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ravenfolk Doom Croaker", + "source": "ToB1-2023", + "page": 305, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ravenfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 88, + "formula": "16d8 + 16" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 12, + "int": 12, + "wis": 18, + "cha": 14, + "save": { + "con": "+4", + "wis": "+7" + }, + "skill": { + "deception": "+5", + "intimidation": "+5", + "perception": "+10" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 20, + "languages": [ + "Common", + "Feather Speech", + "Ravenfolk" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The doom croaker has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The doom croaker can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 15} Wisdom ({@skill Insight}) check." + ] + }, + { + "name": "Rune-Powered Weapons", + "entries": [ + "The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra {@damage 2d8} radiant damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The doom croaker makes one Peck attack and one Runestaff attack, or it makes two Rune Blast attacks. It can replace one attack with a use of Ghost Wings or Prophetic Call, if available." + ] + }, + { + "name": "Peck", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage plus 9 ({@damage 2d8}) radiant damage." + ] + }, + { + "name": "Runestaff", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) radiant damage." + ] + }, + { + "name": "Rune Blast", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 3d8 + 4}) radiant damage." + ] + }, + { + "name": "Ghost Wings", + "entries": [ + "The doom croaker furiously \"beats\" a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a {@dc 15} Dexterity saving throw or be {@condition blinded} until the start of its next turn." + ] + }, + { + "name": "Prophetic Magic", + "entries": [ + "The ravenfolk doom croaker can cast the {@spell augury} spell and {@spell thaumaturgy} cantrip at will, requiring no material components and using Wisdom as the spellcasting ability." + ] + }, + { + "name": "Prophetic Caw {@recharge}", + "entries": [ + "The ravenfolk doom croaker caws a prophecy that sounds different to each listener. Each creature within 30 feet of the ravenfolk that can hear it must make a {@dc 15} Wisdom saving throw. Ravenfolk have advantage on the saving throw. On a failure, a creature hears a prophecy of its doom and is {@condition frightened} for 1 minute. On a success, a creature hears a prophecy of its greatness and has advantage on the first attack roll it makes on each of its turns for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "any", + "arctic" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "P", + "R" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true + }, + { + "name": "Ravenfolk Scout", + "source": "ToB1-2023", + "page": 304, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ravenfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 27, + "formula": "6d8" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 10, + "int": 10, + "wis": 15, + "cha": 12, + "save": { + "wis": "+4" + }, + "skill": { + "deception": "+3", + "perception": "+6", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 16, + "languages": [ + "Common", + "Feather Speech", + "Ravenfolk" + ], + "cr": "1/2", + "trait": [ + { + "name": "Mimicry", + "entries": [ + "The ravenfolk scout can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 13} Wisdom ({@skill Insight}) check." + ] + } + ], + "action": [ + { + "name": "Peck", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) piercing damage." + ] + }, + { + "name": "Rapier", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 150/600 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Ghost Wings", + "entries": [ + "The ravenfolk scout furiously \"beats\" a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a {@dc 12} Dexterity saving throw or be {@condition blinded} until the start of its next turn." + ] + } + ], + "environment": [ + "any", + "arctic" + ], + "attachedItems": [ + "longbow|phb", + "rapier|phb" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ravenfolk Warrior", + "source": "ToB1-2023", + "page": 304, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "ravenfolk" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|PHB}" + ] + } + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 16, + "con": 14, + "int": 10, + "wis": 15, + "cha": 10, + "save": { + "dex": "+5", + "wis": "+4" + }, + "skill": { + "deception": "+2", + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Feather Speech", + "Ravenfolk" + ], + "cr": "3", + "trait": [ + { + "name": "Mimicry", + "entries": [ + "The ravenfolk warrior can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 12} Wisdom ({@skill Insight}) check." + ] + }, + { + "name": "Rune-Powered Weapons", + "entries": [ + "The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra {@damage 1d8} radiant damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ravenfolk warrior makes one Peck attack and one Runespear attack, or it makes two Longbow attacks. It can replace one attack with a use of Ghost Wings." + ] + }, + { + "name": "Peck", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage." + ] + }, + { + "name": "Runespear", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 150/600 ft., one target. {@h}7 ({@damage 1d8 + 3}) piercing damage plus 4 ({@damage 1d8}) radiant damage." + ] + }, + { + "name": "Ghost Wings", + "entries": [ + "The ravenfolk warrior furiously \"beats\" a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a {@dc 13} Dexterity saving throw or be {@condition blinded} until the start of its next turn" + ] + } + ], + "reaction": [ + { + "name": "Odin's Call {@recharge}", + "entries": [ + "When the ravenfolk warrior takes damage while below half its hp maximum, it moves up to half its speed without provoking opportunity attacks." + ] + } + ], + "environment": [ + "any", + "arctic" + ], + "attachedItems": [ + "longbow|phb" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "R" + ], + "miscTags": [ + "AOE", + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Red Hag", + "source": "ToB1-2023", + "page": 228, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "16d8 + 64" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 19, + "dex": 16, + "con": 18, + "int": 18, + "wis": 21, + "cha": 15, + "skill": { + "arcana": "+10", + "deception": "+5", + "insight": "+8", + "perception": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "Common", + "Druidic", + "Giant", + "Sylvan" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell animal friendship}", + "{@spell druidcraft}", + "{@spell entangle}" + ], + "daily": { + "1": [ + "{@spell control water}", + "{@spell freedom of movement}" + ], + "3": [ + "{@spell cure wounds}", + "{@spell dispel magic}", + "{@spell lesser restoration}" + ] + }, + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The red hag can breathe air and water." + ] + }, + { + "name": "Blood Sense", + "entries": [ + "The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The red hag has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Speak with Beasts", + "entries": [ + "The red hag can communicate with Beasts as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hag makes two Claw attacks or three Blood Bolt attacks. She can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Blood Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}14 ({@damage 2d8 + 5}) necrotic damage. If the target is a creature with blood, it must succeed on a {@dc 16} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Siphon Blood {@recharge 5}", + "entries": [ + "The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a {@dc 16} Constitution saving throw, taking 35 ({@damage 10d6}) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level." + ] + } + ], + "environment": [ + "coastal", + "forest", + "underdark" + ], + "traitTags": [ + "Amphibious", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DU", + "GI", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "damageTagsSpell": [ + "B" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "conditionInflictSpell": [ + "charmed", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Red-Banded Line Spider", + "source": "ToB1-2023", + "page": 345, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 15, + "formula": "6d4" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 4, + "dex": 16, + "con": 10, + "int": 1, + "wis": 10, + "cha": 2, + "skill": { + "perception": "+2", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "psychic" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "cr": "1/4", + "trait": [ + { + "name": "Reactive Venom", + "entries": [ + "If the spider deals poison damage to a creature that is {@condition poisoned}, the target takes an extra 2 ({@damage 1d4}) poison damage." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Web Walker", + "entries": [ + "The spider ignores movement restrictions caused by webbing." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage plus 5 ({@damage 2d4}) poison damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + } + ], + "bonus": [ + { + "name": "Swingline", + "entries": [ + "The spider throws a length of webbing at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the webbing to that point. It then reels in the webbing, pulling itself to an unoccupied space within 5 feet of that point. When the spider moves in this way, opportunity attacks against it have disadvantage. If the spider pulled itself at least 15 feet straight toward a creature, it has advantage on the next Bite attack it makes against that creature before the start of its next turn." + ] + } + ], + "environment": [ + "forest", + "urban" + ], + "traitTags": [ + "Spider Climb", + "Web Walker" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Redcap", + "source": "ToB1-2023", + "page": 306, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 120, + "formula": "16d8 + 48" + }, + "speed": { + "walk": 40 + }, + "str": 20, + "dex": 10, + "con": 17, + "int": 11, + "wis": 13, + "cha": 8, + "save": { + "con": "+6" + }, + "skill": { + "athletics": "+8", + "intimidation": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Sylvan", + "Undercommon" + ], + "cr": "6", + "trait": [ + { + "name": "Red Cap", + "entries": [ + "The redcap must soak its cap in the blood of a Humanoid that has been dead for no more than 1 hour at least once every 3 days. Every 24 hours past the third day that it goes without soaking its cap in blood in this way, it suffers one level of {@condition exhaustion}. This {@condition exhaustion} can be reduced only when the redcap finishes a long rest after soaking its cap in fresh Humanoid blood, which reduces its {@condition exhaustion} level to 0. If the redcap dies as a result of this {@condition exhaustion}, it crumbles to dust." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The redcap makes one Bleeding Bite attack and two Pike attacks." + ] + }, + { + "name": "Bleeding Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage. If the target is a creature other than a Construct or Undead, it must succeed on a {@dc 15} Constitution saving throw or lose 7 {@dice 2d6} hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful {@dc 13} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing." + ] + }, + { + "name": "Pike", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}10 ({@damage 1d10 + 5}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Solid Kick", + "entries": [ + "The redcap kicks a Medium or smaller creature within 5 feet of it. The target must succeed on a {@dc 15} Strength saving throw or be knocked {@condition prone}." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "attachedItems": [ + "pike|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S", + "U" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rift Swine", + "source": "ToB1-2023", + "page": 307, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 127, + "formula": "15d10 + 45" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 10, + "con": 17, + "int": 4, + "wis": 12, + "cha": 5, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "force", + "poison" + ], + "cr": "5", + "trait": [ + { + "name": "Chaos Mutations", + "entries": [ + "At the start of each of its turns, the rift swine's body experiences a mutation. Choose an option or roll a {@dice d6} to determine the type of mutation. The mutation lasts until the start of the rift swine's next turn." + ] + }, + { + "name": "1 Acid Boils", + "entries": [ + "The next creature that hits the rift swine with a melee attack while within 5 feet of the rift swine takes 3 ({@damage 1d6}) acid damage." + ] + }, + { + "name": "2 Acid Saliva", + "entries": [ + "The next melee attack the rift swine makes that hits a creature deals an extra 3 ({@damage 1d6}) acid damage to the creature." + ] + }, + { + "name": "3 Extra Eyes", + "entries": [ + "The rift swine has advantage on the next attack roll it makes." + ] + }, + { + "name": "4 Extra Hooves", + "entries": [ + "The rift swine's speed increases by 10 feet, and the rift swine doesn't provoke opportunity attacks when it moves out of an enemy's reach." + ] + }, + { + "name": "5 Second Heart", + "entries": [ + "The rift swine gains 10 {@dice 3d6} temporary hp." + ] + }, + { + "name": "6 Toughened Hide", + "entries": [ + "The rift swine has resistance to bludgeoning, piercing, or slashing damage (the rift swine's choice)." + ] + }, + { + "name": "Dozens of Eyes", + "entries": [ + "The rift swine has advantage on Wisdom ({@skill Perception}) checks that rely on sight and on saving throws against being {@condition blinded}. In addition, if the rift swine isn't {@condition blinded}, creatures attacking it can't benefit from traits and features that rely on a creature's allies distracting or surrounding the rift swine, such as the Pack Tactics trait or Sneak Attack class feature." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The rift swine makes one Tusk attack and two Tentacle attacks, or it makes three Warping Bolt attacks." + ] + }, + { + "name": "Tusk", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}11 ({@damage 2d6 + 4}) bludgeoning damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 14}). Until this grapple ends, the target is {@condition restrained}. The rift swine has two tentacles, each of which can grapple only one target." + ] + }, + { + "name": "Warping Bolt", + "entries": [ + "{@atk rs} {@hit 4} to hit, range 60 ft., one target. {@h}11 ({@damage 3d6 + 1}) force damage, and the target must succeed on a {@dc 14} Constitution saving throw or have disadvantage on attack rolls as reality-warping energies temporarily distort its body." + ] + } + ], + "environment": [ + "farmland", + "forest", + "grassland" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "damageTags": [ + "A", + "B", + "O", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rime Worm", + "source": "ToB1-2023", + "page": 308, + "size": [ + "L" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 30, + "swim": 30, + "burrow": 30 + }, + "str": 20, + "dex": 14, + "con": 19, + "int": 6, + "wis": 14, + "cha": 3, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 12, + "immune": [ + "cold" + ], + "cr": "6", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The rime worm can breathe air and water." + ] + }, + { + "name": "Icy Body", + "entries": [ + "A creature that touches the rime worm or hits it with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) cold damage." + ] + }, + { + "name": "Snow Camouflage", + "entries": [ + "The rime worm has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain." + ] + }, + { + "name": "Snow Stride", + "entries": [ + "The rime worm can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The rime worm makes two Rime Tendril attacks. It can replace one attack with a use of Freeze Prey." + ] + }, + { + "name": "Rime Tendril", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) cold damage. The target is {@condition grappled} (escape {@dc 15}) if it is a Medium or smaller creature and the rime worm doesn't have another creature {@condition grappled}." + ] + }, + { + "name": "Freeze Prey", + "entries": [ + "One creature {@condition grappled} by the rime worm must succeed on a {@dc 15} Constitution saving throw or be {@condition petrified} in ice for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A {@condition petrified} creature that takes fire damage has advantage on the saving throw." + ] + }, + { + "name": "Black Ice Spray {@recharge 5}", + "entries": [ + "The rime worm sprays slivers of ice in a 30-foot cone. Each creature in the area must make a {@dc 15} Constitution saving throw, taking 36 ({@damage 8d8}) cold damage on a failed save, or half as much damage on a successful one. The area then becomes icy, difficult terrain for 1 minute." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "C" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "petrified" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rime Worm Grub", + "source": "ToB1-2023", + "page": 308, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 30, + "swim": 30, + "burrow": 20 + }, + "str": 16, + "dex": 12, + "con": 16, + "int": 4, + "wis": 12, + "cha": 3, + "skill": { + "stealth": "+3" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "resist": [ + "cold" + ], + "cr": "1", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The rime worm grub can breathe air and water." + ] + }, + { + "name": "Ravenous Larva", + "entries": [ + "The rime worm grub can make an opportunity attack against any creature that leaves its reach, even if the creature takes the Disengage action. In addition, it has advantage on melee attack rolls against any creature that doesn't have all its hp." + ] + }, + { + "name": "Snow Camouflage", + "entries": [ + "The rime worm grub has advantage on Dexterity ({@skill Stealth}) checks made to hide in snowy terrain." + ] + }, + { + "name": "Snow Stride", + "entries": [ + "The rime worm grub can burrow through nonmagical snow and ice in addition to sand, earth, and mud. In addition, difficult terrain composed of snow or ice doesn't cost it extra movement." + ] + } + ], + "action": [ + { + "name": "Rime Tendril", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) bludgeoning damage plus 4 ({@damage 1d8}) cold damage." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "SD" + ], + "damageTags": [ + "B", + "C" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true + }, + { + "name": "Risen Reaver", + "source": "ToB1-2023", + "page": 309, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d10 + 80" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 16, + "con": 20, + "int": 9, + "wis": 7, + "cha": 6, + "save": { + "dex": "+6" + }, + "skill": { + "perception": "+1" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 11, + "languages": [ + "the languages it knew in life" + ], + "cr": "7", + "trait": [ + { + "name": "Blood Sense", + "entries": [ + "The risen reaver can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The risen reaver doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The risen reaver makes three Bladed Fist attacks." + ] + }, + { + "name": "Bladed Fist", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) slashing damage." + ] + } + ], + "bonus": [ + { + "name": "Skitter", + "entries": [ + "The risen reaver takes the Dash action." + ] + } + ], + "reaction": [ + { + "name": "Infused Arsenal", + "entries": [ + "When the risen reaver is hit with a nonmagical melee weapon or when it starts its turn in the same space as a nonmagical melee weapon that isn't being worn or carried, it absorbs the weapon into its body. If the weapon is being wielded by an attacker, the attacker must succeed on a {@dc 15} Strength saving throw or lose its weapon. For 1 minute, the reaver has resistance to the type of damage dealt by that weapon, and when it hits with its Bladed Fist, the fist deals an extra 2 {@damage 1d4} damage of the type dealt by the weapon. The reaver can absorb no more than three weapons in this way every 24 hours." + ] + } + ], + "environment": [ + "any" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "River King", + "source": "ToB1-2023", + "page": 182, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 190, + "formula": "20d8 + 100" + }, + "speed": { + "walk": 30, + "swim": 60 + }, + "str": 21, + "dex": 17, + "con": 20, + "int": 14, + "wis": 13, + "cha": 17, + "save": { + "dex": "+8", + "con": "+10", + "wis": "+6" + }, + "skill": { + "intimidation": "+8", + "nature": "+7", + "perception": "+6", + "stealth": "+8" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 120 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing", + "cold", + "fire", + "lightning", + "thunder" + ], + "note": "from nonmagical attacks not made with cold iron weapons", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "Common", + "Elvish", + "Giant", + "Primordial" + ], + "cr": "16", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The River King casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save {@dc 16}):" + ], + "will": [ + "{@spell create or destroy water}", + "{@spell water breathing}" + ], + "daily": { + "1": [ + "{@spell control weather} (as an action)" + ], + "3e": [ + "{@spell freedom of movement}", + "{@spell control water}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The River King can breathe air and water." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the River King fails a saving throw, he can choose to succeed instead." + ] + }, + { + "name": "Riparian Weapons", + "entries": [ + "The River King's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 10 ({@damage 3d6}) poison damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The River King makes two Longsword or Flood Blast attacks." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) slashing damage, or 10 ({@damage 1d10 + 5}) slashing damage if used with two hands, plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Flood Blast", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}21 ({@damage 4d8 + 3}) bludgeoning damage, and the target must succeed on a {@dc 18} Strength saving throw or be pushed up to 30 feet away from the River King and knocked {@condition prone}." + ] + }, + { + "name": "Grasping Whirlpool {@recharge 5}", + "entries": [ + "The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex appears in the shape of a cylinder that is 15 feet tall with a 10-foot radius. Each creature in the area must make a {@dc 18} Strength saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and is {@condition restrained}. On a success, a creature takes half the damage, isn't {@condition restrained}, and can choose to be pushed out of the whirlpool's space. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. While {@condition restrained}, a creature is unable to breathe unless it can breathe water, and it must succeed on a {@dc 18} Strength saving throw at the end of each of its turns or take 18 ({@damage 4d8}) bludgeoning damage. A creature, including the {@condition restrained} creature, can take an action to free the {@condition restrained} creature by succeeding on a {@dc 18} Strength check. A creature with a swimming speed has advantage on the saving throw and on the Strength check to escape." + ] + } + ], + "reaction": [ + { + "name": "Blade Current", + "entries": [ + "When a creature within 5 feet of the River King stands up from {@condition prone}, he can make one Longsword attack against that creature." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "The River King makes a Longsword or Flood Blast attack." + ] + }, + { + "name": "Flow", + "entries": [ + "The River King moves up to his walking speed, or swims up to half his swimming speed, without provoking opportunity attacks." + ] + }, + { + "name": "Ripple (Costs 2 Actions)", + "entries": [ + "The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, attack rolls against him have disadvantage." + ] + } + ], + "legendaryGroup": { + "name": "River King", + "source": "ToB1-2023" + }, + "environment": [ + "forest", + "planar" + ], + "attachedItems": [ + "longsword|phb" + ], + "traitTags": [ + "Amphibious", + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "GI", + "P" + ], + "damageTags": [ + "B", + "I", + "S" + ], + "damageTagsSpell": [ + "B" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MLW", + "MW" + ], + "conditionInflict": [ + "prone", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "savingThrowForcedSpell": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Roachling Lord", + "source": "ToB1-2023", + "page": 310, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "roachling" + ] + }, + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 63, + "formula": "14d6 + 14" + }, + "speed": { + "walk": 25 + }, + "str": 10, + "dex": 16, + "con": 12, + "int": 10, + "wis": 10, + "cha": 10, + "save": { + "dex": "+5", + "con": "+3" + }, + "skill": { + "acrobatics": "+5", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 10 ft." + ], + "passive": 10, + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "2", + "trait": [ + { + "name": "Hardy", + "entries": [ + "The roachling lord is immune to diseases and has advantage on Constitution saving throws." + ] + }, + { + "name": "Unpleasant Scent", + "entries": [ + "The roachling lord has disadvantage on Wisdom ({@skill Animal Handling}) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling lord bathes meticulously, it loses this trait for 24 hours." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The roachling lord makes two Begrimed Shortsword or Begrimed Dart attacks." + ] + }, + { + "name": "Begrimed Shortsword", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage." + ] + }, + { + "name": "Begrimed Dart", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage plus 3 ({@damage 1d6}) poison damage." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Roachling Skirmisher", + "source": "ToB1-2023", + "page": 310, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "roachling" + ] + }, + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 21, + "formula": "6d6" + }, + "speed": { + "walk": 25 + }, + "str": 10, + "dex": 14, + "con": 11, + "int": 10, + "wis": 9, + "cha": 8, + "save": { + "dex": "+4", + "con": "+2" + }, + "skill": { + "acrobatics": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 10 ft." + ], + "passive": 9, + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common" + ], + "cr": "1/4", + "trait": [ + { + "name": "Hardy", + "entries": [ + "The roachling is immune to diseases and has advantage on Constitution saving throws." + ] + }, + { + "name": "Unpleasant Scent", + "entries": [ + "The roachling has disadvantage on Wisdom ({@skill Animal Handling}) checks when interacting with Beasts and on Charisma checks when interacting with Humanoids. If the roachling bathes meticulously, it loses this trait for 24 hours." + ] + } + ], + "action": [ + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Dart", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage." + ] + } + ], + "environment": [ + "urban" + ], + "attachedItems": [ + "dart|phb", + "shortsword|phb" + ], + "senseTags": [ + "D", + "T" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rotting Wind", + "source": "ToB1-2023", + "page": 311, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 110, + "formula": "13d10 + 39" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 20, + "con": 16, + "int": 7, + "wis": 12, + "cha": 10, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 11, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "cr": "6", + "trait": [ + { + "name": "Air Form", + "entries": [ + "The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The rotting wind is {@condition invisible}." + ] + }, + { + "name": "Poisonous Aura", + "entries": [ + "The rotting wind radiates an aura of poison and decay that slowly pollutes the area within 30 feet of it. Each hour the rotting wind stays in a place, nonmagical plants in the aura begin to wither, and water in the aura becomes {@condition poisoned}. Nonmagical plants in the aura for 24 hours die. A creature that drinks water {@condition poisoned} by the aura must succeed on a {@dc 14} Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait). Creatures immune to the {@condition poisoned} condition are immune to this disease." + ] + }, + { + "name": "Tomb Rot", + "entries": [ + "A creature infested with this disease manifests symptoms {@dice 1d4} days after infection, which include muscle weakness and rotten-smelling breath as its body rots from the inside out. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a {@dc 14} Constitution saving throw or take 10 ({@damage 3d6}) necrotic damage and suffer one level of {@condition exhaustion}. This {@condition exhaustion} lasts until the creature finishes a long rest after the disease is cured. A creature that succeeds on two saving throws recovers from the disease." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The rotting wind doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The rotting wind makes two Wind of Decay attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Constitution saving throw or contract the tomb rot disease (see the Tomb Rot trait)." + ] + }, + { + "name": "Wind of Decay", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the rotting wind's space. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rubezahl Demon", + "source": "ToB1-2023", + "page": 87, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 136, + "formula": "21d8 + 42" + }, + "speed": { + "walk": 50 + }, + "str": 20, + "dex": 15, + "con": 14, + "int": 11, + "wis": 12, + "cha": 18, + "save": { + "dex": "+6", + "con": "+6", + "wis": "+5" + }, + "skill": { + "deception": "+8", + "perception": "+5", + "survival": "+5" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "poison", + "thunder" + ], + "conditionImmune": [ + "poisoned", + "stunned" + ], + "languages": [ + "Abyssal", + "Common", + "telepathy 120 ft." + ], + "cr": "10", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The rubezahl casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 16}):" + ], + "will": [ + "{@spell disguise self}", + "{@spell fog cloud}" + ], + "daily": { + "1": [ + "{@spell control weather} (as an action)" + ], + "3e": [ + "{@spell gust of wind}", + "{@spell sleet storm}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Counting Compulsion", + "entries": [ + "If a creature uses an action to point out an ordered group of objects that the rubezahl can see, such as a pile of gravel, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks, and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects again." + ] + }, + { + "name": "False Tongue", + "entries": [ + "The rubezahl has advantage on Charisma ({@skill Deception}) checks. In addition, magical attempts to discern lies always report that the rubezahl's words are true, and it can't be magically forced to tell the truth." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The rubezahl has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The rubezahl makes one Gore attack and two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage plus 7 ({@damage 2d6}) lightning damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage, and the target creature must succeed on a {@dc 16} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Thunderstrike {@recharge 5}", + "entries": [ + "The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet of it. Each creature within 20 feet of that point must make a {@dc 16} Dexterity saving throw. On a failure, the creature takes 36 ({@damage 8d8}) lightning damage and is {@condition stunned} until the end of its next turn. On a success, the creature takes half the damage and isn't {@condition stunned}." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "TP" + ], + "damageTags": [ + "L", + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "prone", + "stunned" + ], + "conditionInflictSpell": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "strength" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rum Gremlin", + "source": "ToB1-2023", + "page": 223, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 27, + "formula": "6d4 + 12" + }, + "speed": { + "walk": 20, + "climb": 10, + "swim": 10 + }, + "str": 10, + "dex": 16, + "con": 14, + "int": 12, + "wis": 9, + "cha": 12, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "1/2", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The gremlin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 11}):" + ], + "will": [ + "{@spell prestidigitation}" + ], + "daily": { + "3": [ + "{@spell command}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Aura of Drunkenness", + "entries": [ + "The rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Each creature that starts its turn in the aura must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 hour. A creature that has consumed alcohol within the past hour has disadvantage on the saving throw. While {@condition poisoned}, a creature falls {@condition prone} if it tries to move more than half its speed during a turn. A creature that succeeds on the saving throw is immune to the rum gremlin's Aura of Drunkenness for 24 hours." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The rum gremlin has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 5} to hit, range 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) slashing damage." + ] + } + ], + "environment": [ + "coastal", + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "conditionInflictSpell": [ + "prone" + ], + "savingThrowForced": [ + "constitution" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Rust Drake", + "source": "ToB1-2023", + "page": 145, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 161, + "formula": "19d8 + 76" + }, + "speed": { + "walk": 30, + "fly": 80 + }, + "str": 20, + "dex": 15, + "con": 19, + "int": 12, + "wis": 8, + "cha": 8, + "skill": { + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "immune": [ + "poison" + ], + "vulnerable": [ + "acid" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Draconic" + ], + "cr": "8", + "trait": [ + { + "name": "Rust Drake Lockjaw", + "entries": [ + "A creature infected with this disease manifests symptoms {@dice 1d4} days after infection, which include painful muscle spasms, particularly in the jaw. At the end of each long rest, the infected creature must succeed on a {@dc 15} Constitution saving throw or be {@condition paralyzed} for 1 hour and have its Dexterity score reduced by {@dice 1d4}. This reduction lasts until the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies. A creature that succeeds on two saving throws recovers from the disease." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drake makes one Bite attack and two Tail Swipe attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}18 ({@damage 3d8 + 5}) piercing damage, and the target must succeed on a {@dc 15} Constitution save or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait)." + ] + }, + { + "name": "Tail Swipe", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage." + ] + }, + { + "name": "Vomit Scrap {@recharge 5}", + "entries": [ + "The rust drake vomits forth a 15-foot cone of rusted metal. Each creature in the area must make a {@dc 15} Dexterity saving throw, taking 22 ({@damage 5d8}) slashing damage and 22 ({@damage 5d8}) poison damage on a failed save, or half as much damage on a successful one. In addition, each creature that failed the saving throw must succeed on a {@dc 15} Constitution saving throw or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait)." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "B", + "I", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Salt Devil", + "source": "ToB1-2023", + "page": 100, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 13, + "con": 18, + "int": 13, + "wis": 14, + "cha": 15, + "save": { + "dex": "+4", + "con": "+7", + "cha": "+5" + }, + "skill": { + "perception": "+5", + "stealth": "+4" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "resist": [ + "acid", + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Gnoll", + "Infernal", + "telepathy 120 ft." + ], + "cr": "6", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the salt devil's darkvision." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The salt devil has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Salt-Encrusted Hide", + "entries": [ + "A creature that touches the salt devil or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) slashing damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The salt devil makes two Scimitar attacks and one Water-Draining Claw attack." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + }, + { + "name": "Water-Draining Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) slashing damage. If the target is a creature that isn't a Construct or Undead, it must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) necrotic damage on a failed save, or half as much damage on a successful one. Plants, Oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also suffers one level of {@condition exhaustion}." + ] + }, + { + "name": "Teleport (3/Day)", + "entries": [ + "The salt devil magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see." + ] + } + ], + "environment": [ + "desert", + "planar" + ], + "attachedItems": [ + "scimitar|phb" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack", + "Teleport" + ], + "languageTags": [ + "C", + "I", + "OTH", + "TP" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Salt Golem", + "source": "ToB1-2023", + "page": 218, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 115, + "formula": "11d10 + 55" + }, + "speed": { + "walk": 20 + }, + "str": 20, + "dex": 9, + "con": 20, + "int": 3, + "wis": 11, + "cha": 1, + "skill": { + "athletics": "+9" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "fire", + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "10", + "trait": [ + { + "name": "Blinding Salt Spray", + "entries": [ + "When the salt golem takes damage, thousands of tiny salt crystals erupt from the golem's body, and each creature within 5 feet of the golem must succeed on a {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of its next turn." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The golem doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Dehydrating Fists", + "entries": [ + "The salt golem's Slam attacks are magical. When the golem hits with a Slam attack, the attack deals an extra {@damage 4d8} necrotic damage (included in the attack)." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The salt golem makes two Slam attacks. If both attacks hit one creature, the target must succeed on a {@dc 17} Constitution saving throw or suffer one level of {@condition exhaustion}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 18 ({@damage 4d8}) necrotic damage." + ] + } + ], + "environment": [ + "coastal", + "desert" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "exhaustion" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sand Hag", + "source": "ToB1-2023", + "page": 229, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 120, + "formula": "16d8 + 48" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 18, + "dex": 15, + "con": 16, + "int": 16, + "wis": 14, + "cha": 16, + "skill": { + "deception": "+6", + "perception": "+5", + "stealth": "+5" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 15, + "languages": [ + "Common", + "Dwarvish", + "Giant", + "Gnomish" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The sand hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell silent image}" + ], + "daily": { + "3e": [ + "{@spell hallucinatory terrain} (as an action)", + "{@spell major image}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The sand hag has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The sand hag can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 16} Wisdom ({@skill Insight}) check." + ] + }, + { + "name": "Scorpion Walk", + "entries": [ + "Difficult terrain composed of sand or gravel doesn't cost the hag extra movement. In addition, while in sandy terrain, she doesn't leave tracks and has tremorsense out to a range of 30 feet." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The hag makes three Claw attacks. If two Claw attacks hit one creature, the target must succeed on a {@dc 14} Constitution saving throw or suffer one level of {@condition exhaustion}. A creature can't suffer more than two levels of {@condition exhaustion} from this effect." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage." + ] + }, + { + "name": "Illusory Appearance", + "entries": [ + "The sand hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and Humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.", + "The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the hag is disguised." + ] + }, + { + "name": "Scouring Sirocco {@recharge 5}", + "entries": [ + "The sand hag generates a blast of hot wind and sand in a 30-foot cone. Each creature in the area must make a {@dc 14} Constitution saving throw. On a failure, a creature takes 14 ({@damage 4d6}) slashing damage and 9 ({@damage 2d8}) fire damage and is {@condition blinded} for 1 minute. On a success, a creature takes half the damage and isn't {@condition blinded}. A {@condition blinded} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The area is heavily obscured by airborne sand until the start of the sand hag's next turn." + ] + } + ], + "environment": [ + "desert" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D", + "G", + "GI" + ], + "damageTags": [ + "F", + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "exhaustion" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sand Silhouette", + "source": "ToB1-2023", + "page": 312, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d8 + 42" + }, + "speed": { + "walk": 30, + "burrow": 30 + }, + "str": 18, + "dex": 12, + "con": 17, + "int": 7, + "wis": 12, + "cha": 10, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 11, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "poisoned" + ], + "languages": [ + "The languages it knew in life" + ], + "cr": "6", + "trait": [ + { + "name": "Sand Camouflage", + "entries": [ + "The sand silhouette has advantage on Dexterity ({@skill Stealth}) checks made to hide in desert terrain." + ] + }, + { + "name": "Sand Form", + "entries": [ + "The sand silhouette can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Sand Glide", + "entries": [ + "The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The sand silhouette doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Water Hypersusceptibility", + "entries": [ + "For every 5 feet the sand silhouette moves in water, or for every gallon of water splashed on it, it takes 2 ({@damage 1d4}) cold damage. In addition, the silhouette takes 10 cold damage when it starts its turn at least partially submerged in water." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sand silhouette makes two Slam attacks. If both attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 15}), and the silhouette uses its Engulf on the target." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage plus 3 ({@damage 1d6}) necrotic damage." + ] + }, + { + "name": "Engulf", + "entries": [ + "The sand silhouette engulfs a Medium or smaller creature {@condition grappled} by it. The engulfed target is {@condition blinded} and {@condition restrained}, and it must succeed on a {@dc 15} Constitution saving throw at the start of each of the sand silhouette's turns or take 10 ({@damage 3d6}) necrotic damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can have only one creature engulfed at a time." + ] + }, + { + "name": "Haunted Haboob (3/Day)", + "entries": [ + "The sand silhouette creates a storm of whirling sand and wailing souls around itself. The storm is a 10-foot radius, 30-foot-tall cylinder centered on the silhouette and moves with the silhouette for 1 minute, until it ends the storm as a bonus action, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). The sandstorm's area is lightly obscured, and a creature that starts its turn in the sandstorm's area or enters it for the first time on a turn must succeed on a {@dc 15} Wisdom saving throw or take 3 ({@damage 1d6}) necrotic damage and be {@condition frightened} for 1 minute. An engulfed creature automatically succeeds on this saving throw. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "C", + "N" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "frightened", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sand Spider", + "source": "ToB1-2023", + "page": 346, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 135, + "formula": "18d10 + 36" + }, + "speed": { + "walk": 30, + "burrow": 20 + }, + "str": 20, + "dex": 17, + "con": 14, + "int": 4, + "wis": 12, + "cha": 4, + "skill": { + "perception": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 14, + "cr": "7", + "trait": [ + { + "name": "Sand Camouflage", + "entries": [ + "The sand spider has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy terrain." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sand spider makes one Bite attack and two Impaling Leg attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}10 ({@damage 1d10 + 5}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Impaling Leg", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d6 + 5}) piercing damage. If the target is a Medium or smaller creature, it must succeed on a {@dc 16} Strength saving throw or be {@condition grappled} (escape {@dc 16}). Until this grapple ends, the target is {@condition restrained} and takes 7 ({@damage 2d6}) piercing damage at the start of each of its turns, and the sand spider can't use the same Impaling Leg on another target. The sand spider has four Impaling Legs." + ] + } + ], + "reaction": [ + { + "name": "Trapdoor Ambush", + "entries": [ + "When the sand spider is burrowed just below the surface of sand and a Medium or smaller creature enters the space on the surface just above where it is burrowed, the sand spider makes one Impaling Leg attack against the creature, bursting from the sand and revealing itself in the process. The target has disadvantage on the saving throw to avoid being {@condition grappled}." + ] + } + ], + "environment": [ + "badlands", + "desert", + "grassland" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sandman", + "source": "ToB1-2023", + "page": 313, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 40 + }, + "str": 11, + "dex": 19, + "con": 16, + "int": 13, + "wis": 14, + "cha": 19, + "save": { + "wis": "+5", + "cha": "+7" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 12, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "poisoned", + "unconscious" + ], + "languages": [ + "Celestial", + "Common", + "telepathy 60 ft.", + "Umbral" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The sandman has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Stuff of Dreams", + "entries": [ + "Made partially from dreams and imagination, the sandman isn't fully real. Any critical hit against the sandman is a normal hit." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sandman makes two Claw attacks. It can replace one attack with a use of Dreamer's Sand, if available." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) psychic damage. Damage from this attack doesn't wake an {@condition unconscious} creature, unless the {@condition unconscious} creature is below half its hp maximum. If the sandman scores a critical hit, the target is cursed with the eye-closer's curse. While cursed, the creature is {@condition blinded} until it finishes a long rest or until the curse is lifted by remove curse or similar magic." + ] + }, + { + "name": "Encourage Dreams {@recharge 5}", + "entries": [ + "The sandman encourages powerful dreams in the minds of up to three {@condition unconscious} creatures it can see within 30 feet of it. Each target must make a {@dc 15} Charisma saving throw. On a failure, nightmares fill the target's mind, and the target takes 35 ({@damage 10d6}) psychic damage, wakes from its sleep, and is {@condition frightened} for 1 minute. On a success, pleasant dreams fill the target's mind, and the target regains 10 {@dice 3d6} hp and can choose to remain {@condition unconscious} or awaken. A {@condition frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Dreamer's Sand {@recharge 5}", + "entries": [ + "The sandman throws magical sand in a 30-foot cone. Each creature in that area must succeed on a {@dc 15} Constitution saving throw or fall {@condition unconscious} for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "frightened", + "unconscious" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sandwyrm", + "source": "ToB1-2023", + "page": 314, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 142, + "formula": "15d10 + 60" + }, + "speed": { + "walk": 20, + "burrow": 40 + }, + "str": 20, + "dex": 12, + "con": 18, + "int": 5, + "wis": 13, + "cha": 8, + "skill": { + "perception": "+7", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 120 ft." + ], + "passive": 17, + "cr": "6", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sandwyrm makes one Bite attack, one Gore attack, and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}12 ({@damage 2d6 + 5}) piercing damage." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}11 ({@damage 1d12 + 5}) piercing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one creature. {@h}9 ({@damage 1d4 + 5}) piercing damage, and the target must make a {@dc 15} Constitution saving throw, taking 14 ({@damage 4d6}) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hp, the target is stable but {@condition poisoned} for 1 hour, even after regaining hp, and is {@condition paralyzed} while {@condition poisoned} in this way." + ] + } + ], + "reaction": [ + { + "name": "Spine Trap", + "entries": [ + "When the sandwyrm is burrowed just below the surface of sand with its back spines exposed and a Medium or smaller creature enters the spines' space, the sandwyrm closes the spines on the creature. The creature must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained}. When the sandwyrm moves, a {@condition restrained} creature moves with it. The sandwyrm can have only one creature {@condition restrained} at a time. A creature, including the {@condition restrained} creature, can take an action to free the {@condition restrained} creature by succeeding on a {@dc 15} Strength check." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "paralyzed", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sap Demon", + "source": "ToB1-2023", + "page": 315, + "size": [ + "S" + ], + "type": "ooze", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 81, + "formula": "18d6 + 18" + }, + "speed": { + "walk": 20, + "climb": 20 + }, + "str": 14, + "dex": 6, + "con": 12, + "int": 7, + "wis": 14, + "cha": 7, + "senses": [ + "blindsight 90 ft. (blind beyond this radius)" + ], + "passive": 12, + "resist": [ + "bludgeoning" + ], + "immune": [ + "acid" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "cr": "4", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The sap demon can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Ooze Nature", + "entries": [ + "The sap demon doesn't require sleep." + ] + }, + { + "name": "Season's Change", + "entries": [ + "If the sap demon takes fire damage, its speed is increased by 10 feet until the end of its next turn. If it takes cold damage, its speed is reduced by 10 feet until the end of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sap demon makes two Slam or Lob Sap attacks. If both Slam attacks hit a Medium or smaller creature, the creature is {@condition grappled} (escape {@dc 12})." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage plus 7 ({@damage 2d6}) acid damage." + ] + }, + { + "name": "Lob Sap", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}12 ({@damage 3d6 + 2}) bludgeoning damage, and the target's speed is reduced by 10 feet until the end of its next turn." + ] + }, + { + "name": "Soul Sap {@recharge}", + "entries": [ + "One humanoid the sap demon is grappling or that is {@condition incapacitated} within 5 feet of the sap demon must succeed on a {@dc 12} Constitution saving throw or be possessed by the sap demon. The sap demon then disappears, and the target is {@condition incapacitated} and loses control of its body. The sap demon now controls the body but doesn't deprive the target of awareness. The ooze can't be targeted by any attack, spell, or other effect, except ones that restore a creature's hp maximum. The ooze retains its Intelligence, Wisdom, and Charisma and condition immunities. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.", + "While possessed, the target's body seeps blood out of its ears, nose, and eyes, and the target takes 2 ({@damage 1d4}) acid damage at the end of each hour. Its hp maximum is also reduced by that amount. This reduction lasts until the target finishes a long rest after the possession ends. The possession lasts until the body drops to 0 hp, the ooze ends it as a bonus action, or the ooze is forced out by an effect like the {@spell greater restoration} spell. When the possession ends, the ooze reappears in an unoccupied space within 5 feet of the body. The target is immune to this sap demon's Soul Sap for 24 hours after succeeding on the saving throw or after the possession ends." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "B" + ], + "miscTags": [ + "MW", + "RW" + ], + "conditionInflict": [ + "grappled", + "incapacitated" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sarcophagus Slime", + "source": "ToB1-2023", + "page": 316, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 11 + ], + "hp": { + "average": 102, + "formula": "12d8 + 48" + }, + "speed": { + "walk": 20 + }, + "str": 14, + "dex": 12, + "con": 18, + "int": 3, + "wis": 12, + "cha": 12, + "save": { + "wis": "+4", + "cha": "+4" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 11, + "resist": [ + "acid", + "necrotic" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ], + "cr": "5", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The sarcophagus slime doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sarcophagus slime can use its Frightful Presence. It then makes two Slam attacks. It can replace one Slam attack with a use of Corrupting Gaze." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage plus 9 ({@damage 2d8}) acid damage." + ] + }, + { + "name": "Corrupting Gaze", + "entries": [ + "One creature the sarcophagus slime can see within 30 feet of it must make a {@dc 15} Constitution saving throw, taking 18 ({@damage 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The target's hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. A Humanoid slain by this effect rises 24 hours later as a sarcophagus slime, unless the Humanoid is restored to life or its body is destroyed." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a {@dc 15} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "damageTags": [ + "A", + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sathaq Worm", + "source": "ToB1-2023", + "page": 317, + "size": [ + "H" + ], + "type": "elemental", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 149, + "formula": "13d12 + 65" + }, + "speed": { + "walk": 20, + "burrow": 40 + }, + "str": 22, + "dex": 6, + "con": 20, + "int": 5, + "wis": 12, + "cha": 9, + "skill": { + "perception": "+5", + "stealth": "+2" + }, + "senses": [ + "tremorsense 60 ft." + ], + "passive": 15, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands Deep Speech and Terran but can't speak" + ], + "cr": "10", + "trait": [ + { + "name": "Agonizing Aura", + "entries": [ + "The sathaq worm emits ultrasonic noise and minor vibrations that cause pain and subtly disrupt the functions of most creatures. A creature that starts its turn within 15 feet of the sathaq worm must succeed on a {@dc 17} Constitution saving throw or have disadvantage on attack rolls until the start of its next turn. Creatures with resistance or immunity to thunder damage automatically succeed on the saving throw." + ] + }, + { + "name": "Earth Glide", + "entries": [ + "The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the worm doesn't disturb the material it moves through." + ] + }, + { + "name": "Earthen Camouflage", + "entries": [ + "The sathaq worm has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy, muddy, or rocky terrain." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The sathaq worm deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The sathaq worm makes one Bite attack and two Slam attacks, or it makes three Slam attacks. It can replace its Bite attack with a use of Swallow." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}24 ({@damage 4d8 + 6}) piercing damage, and the target is {@condition grappled} (escape {@dc 17}). Until this grapple ends, the target is {@condition restrained}, and the sathaq worm can't Bite another target." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}19 ({@damage 3d8 + 6}) bludgeoning damage." + ] + }, + { + "name": "Swallow", + "entries": [ + "The sathaq worm makes one Bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the worm (including the worm's Agonizing Aura), and takes 10 ({@damage 3d6}) piercing damage and 10 ({@damage 3d6}) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time.", + "If the sathaq worm takes 30 damage or more on a single turn from the swallowed creature, the sathaq worm must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}." + ] + } + ], + "environment": [ + "desert", + "hill", + "mountain", + "underdark" + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "CS", + "DS", + "T" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Savager", + "source": "ToB1-2023", + "page": 318, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d10 + 50" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 22, + "dex": 14, + "con": 21, + "int": 2, + "wis": 10, + "cha": 13, + "save": { + "dex": "+5", + "con": "+8" + }, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "cr": "8", + "trait": [ + { + "name": "Mighty Swing", + "entries": [ + "If the savager doesn't move during its turn, it has advantage on the next Claw attack it makes before the start of its next turn." + ] + }, + { + "name": "Spines", + "entries": [ + "A creature that touches the savager or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 2d4}) piercing damage. In addition, a creature {@condition grappled} by or grappling the savager takes 5 ({@damage 2d4}) piercing damage at the start of the savager's turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The savager makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or take 9 ({@damage 2d8}) slashing damage as the savager rips into the target." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Scheznyki", + "source": "ToB1-2023", + "page": 319, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 135, + "formula": "18d6 + 72" + }, + "speed": { + "walk": 20, + "climb": 15, + "fly": 40 + }, + "str": 19, + "dex": 15, + "con": 18, + "int": 15, + "wis": 16, + "cha": 16, + "save": { + "str": "+7", + "con": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "conditionImmune": [ + "unconscious" + ], + "languages": [ + "Common", + "Dwarvish", + "Sylvan" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The scheznyki casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 14}):" + ], + "will": [ + "{@spell dancing lights}", + "{@spell faerie fire}" + ], + "daily": { + "3e": [ + "{@spell locate object}", + "{@spell Tasha's hideous laughter}", + "{@spell ray of enfeeblement}" + ], + "1e": [ + "{@spell dispel magic}", + "{@spell hold person}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Beard Weakness", + "entries": [ + "A creature grappling the scheznyki can take its action to cut off the scheznyki's beard by succeeding on a {@dc 15} Strength check while holding an edged weapon. If its beard is cut off, the scheznyki can't use Spellcasting until its beard regrows." + ] + }, + { + "name": "Brute", + "entries": [ + "A melee weapon deals one extra die of its damage when the scheznyki hits with it (included in the attack)." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The scheznyki has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The scheznyki makes three War Pick or Arcane Bolt attacks. It can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "War Pick", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Arcane Bolt", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}13 ({@damage 3d6 + 3}) force damage." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The scheznyki magically turns {@condition invisible} until it attacks or casts a spell, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment it wears or carries is {@condition invisible} with it." + ] + } + ], + "environment": [ + "underdark", + "urban" + ], + "attachedItems": [ + "war pick|phb" + ], + "traitTags": [ + "Brute", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D", + "S" + ], + "damageTags": [ + "O", + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "conditionInflictSpell": [ + "incapacitated", + "paralyzed", + "prone" + ], + "savingThrowForcedSpell": [ + "constitution", + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Scorpion Cultist", + "source": "ToB1-2023", + "page": 411, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "any race" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + 13 + ], + "hp": { + "average": 26, + "formula": "4d8 + 8" + }, + "speed": { + "walk": 30 + }, + "str": 11, + "dex": 17, + "con": 15, + "int": 10, + "wis": 13, + "cha": 10, + "skill": { + "animal handling": "+3", + "deception": "+2", + "perception": "+3", + "stealth": "+5" + }, + "passive": 14, + "resist": [ + "poison" + ], + "languages": [ + "Common" + ], + "cr": "1/2", + "trait": [ + { + "name": "Dark Devotion", + "entries": [ + "The scorpion cultist has advantage on saving throws against being {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Keen Senses", + "entries": [ + "The scorpion cultist has advantage on Wisdom ({@skill Perception}) checks." + ] + }, + { + "name": "Scorpion's Blessing", + "entries": [ + "The scorpion cultist has advantage on saving throws against poison. In addition, when the scorpion cultist hits with any weapon, the weapon deals an extra {@damage 1d4} poison damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft, one target. {@h}6 ({@damage 1d6 + 3}) slashing damage plus 2 ({@damage 1d4}) poison damage." + ] + }, + { + "name": "Sling", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 30/120 ft., one target. {@h}5 ({@damage 1d4 + 3}) bludgeoning damage plus 2 ({@damage 1d4}) poison damage." + ] + } + ], + "environment": [ + "desert", + "urban" + ], + "attachedItems": [ + "scimitar|phb", + "sling|phb" + ], + "traitTags": [ + "Keen Senses" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "I", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Sea Dragon Wyrmling", + "source": "ToB1-2023", + "page": 127, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "8d8 + 16" + }, + "speed": { + "walk": 30, + "fly": 60, + "swim": 40 + }, + "str": 17, + "dex": 10, + "con": 15, + "int": 13, + "wis": 11, + "cha": 15, + "save": { + "dex": "+2", + "con": "+4", + "wis": "+2", + "cha": "+4" + }, + "skill": { + "perception": "+4", + "stealth": "+2" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "cold" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "3", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The dragon can breathe air and water." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage." + ] + }, + { + "name": "Tidal Breath {@recharge 5}", + "entries": [ + "The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a {@dc 12} Dexterity saving throw. On a failure, the creature takes 11 ({@damage 2d10}) bludgeoning damage and 11 ({@damage 2d10}) cold damage and is pushed up to 5 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}." + ] + } + ], + "environment": [ + "underwater" + ], + "dragonAge": "wyrmling", + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "C", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Selang", + "source": "ToB1-2023", + "page": 321, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 76, + "formula": "9d8 + 36" + }, + "speed": { + "walk": 40 + }, + "str": 18, + "dex": 15, + "con": 18, + "int": 12, + "wis": 14, + "cha": 19, + "save": { + "dex": "+4", + "cha": "+6" + }, + "skill": { + "perception": "+6", + "performance": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "lightning" + ], + "languages": [ + "Common", + "Elvish", + "Sylvan Void Speech" + ], + "cr": "4", + "trait": [ + { + "name": "Poisoned Weapons", + "entries": [ + "The selang's weapons are coated with a magical poison. When the selang hits with any weapon, the weapon deals an extra {@damage 3d6} poison damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The selang can use its Alien Piping. It then makes two Dagger or Poison Bolt attacks." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Poison Bolt", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}14 ({@damage 3d6 + 4}) poison damage." + ] + }, + { + "name": "Alien Piping", + "entries": [ + "The selang plays one of the following ear-bending melodies on alien pipes. One creature the selang can see within 60 feet of it is the only creature that can hear the melody. The target must succeed on a {@dc 14} Wisdom saving throw or be affected by the chosen melody." + ] + }, + { + "name": "• Capering", + "entries": [ + "On the target's next turn, it must use all of its movement dancing without leaving its space, and it has disadvantage on attack rolls and Dexterity saving throws." + ] + }, + { + "name": "• Captivating", + "entries": [ + "The target is {@condition charmed} until the end of its next turn, humming along to the selang's pleasant melody." + ] + }, + { + "name": "• Disorienting", + "entries": [ + "The target is {@condition incapacitated} until the end of its next turn, and when it moves, it moves in a random direction." + ] + }, + { + "name": "• Drowsy", + "entries": [ + "The target falls {@condition unconscious} and dreams of evil entities and sinister portals for 10 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + }, + { + "name": "• Haunting", + "entries": [ + "The target is {@condition frightened} until the end of its next turn, and it must take the Dash action and move away from the selang by the safest available route, unless there is nowhere to move." + ] + } + ], + "environment": [ + "badlands", + "forest" + ], + "attachedItems": [ + "dagger|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "S" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "charmed", + "frightened", + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Serpopard", + "source": "ToB1-2023", + "page": 322, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 85, + "formula": "10d10 + 30" + }, + "speed": { + "walk": 40, + "swim": 30 + }, + "str": 17, + "dex": 16, + "con": 16, + "int": 2, + "wis": 12, + "cha": 6, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "4", + "trait": [ + { + "name": "Coastal Camouflage", + "entries": [ + "The serpopard has advantage on Dexterity ({@skill Stealth}) checks made to hide in sandy, muddy, or swampy terrain." + ] + }, + { + "name": "Sinuous Strikeback", + "entries": [ + "The serpopard gets two extra reactions that can be used only for opportunity attacks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The serpopard makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Musk (Recharges after a Short or Long Rest)", + "entries": [ + "The serpopard releases foul-smelling musk in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition poisoned} for 1 hour or until it spends 10 minutes washing off the musk. On a success, a creature takes half the damage and isn't {@condition poisoned}. While a creature is {@condition poisoned} in this way, any creature that starts its turn within 5 feet of the {@condition poisoned} creature must succeed on a {@dc 13} Dexterity saving throw or be {@condition poisoned} until the end of its turn." + ] + } + ], + "environment": [ + "coastal", + "swamp" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadhavar", + "source": "ToB1-2023", + "page": 323, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d10 + 22" + }, + "speed": { + "walk": 50 + }, + "str": 14, + "dex": 15, + "con": 14, + "int": 8, + "wis": 10, + "cha": 16, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "understands Elvish and Umbral but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Magic Horn", + "entries": [ + "The shadhavar's Gore attacks are magical." + ] + }, + { + "name": "Shadesight", + "entries": [ + "Magical darkness doesn't impede the shadhavar's darkvision." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shadhavar makes one Gore attack and one Hooves attack." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Hooves", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) bludgeoning damage." + ] + }, + { + "name": "Darkness Aura (1/Day)", + "entries": [ + "A 15-foot radius of magical darkness extends out from the shadhavar, moves with it, and spreads around corners. The darkness lasts as long as the shadhavar maintains {@status concentration}, up to 10 minutes (as if {@status concentration||concentrating} on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled." + ] + } + ], + "bonus": [ + { + "name": "Plaintive Melody (3/Day)", + "entries": [ + "The shadhavar plays a captivating melody through its hollow horn. Each creature within 60 feet of the shadhavar that can hear it must succeed on a {@dc 13} Wisdom saving throw or be {@condition charmed} until the start of the shadhavar's next turn. While {@condition charmed}, a creature is {@condition incapacitated}, its speed is reduced to 0, and the shadhavar has advantage on attack rolls against it." + ] + } + ], + "environment": [ + "forest", + "planar" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "E" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "charmed", + "incapacitated" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadow Beast", + "source": "ToB1-2023", + "page": 324, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 112, + "formula": "15d8 + 45" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 20, + "con": 17, + "int": 14, + "wis": 14, + "cha": 19, + "save": { + "con": "+6", + "wis": "+5" + }, + "skill": { + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "resist": [ + "acid", + "cold", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "restrained" + ], + "languages": [ + "Common", + "Elvish", + "Umbral", + "Void Speech" + ], + "cr": "7", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The shadow beast has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Shadow Weapons", + "entries": [ + "The shadow beast's weapon attacks are magical. When the shadow beast hits with any weapon, the weapon deals an extra {@damage 2d6} necrotic damage (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shadow beast makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) slashing damage plus 7 ({@damage 2d6}) necrotic damage." + ] + }, + { + "name": "Frightful Shadows {@recharge 5}", + "entries": [ + "The shadow beast releases a wave of shadows filled with frightening images of eyes, fangs, and other barely seen and terrifying beasts in a 30-foot cone. Each creature in the area must make a {@dc 15} Wisdom saving throw. On a failure, a creature takes 42 ({@damage 12d6}) necrotic damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A {@condition frightened} creature must take the Dash action and move away from the shadow beast by the safest available route on each of its turns, unless there is nowhere to move. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Incorporeal Movement", + "Magic Resistance", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "N", + "O", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadow Fey", + "source": "ToB1-2023", + "page": 158, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 31, + "formula": "7d8" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 14, + "con": 10, + "int": 11, + "wis": 11, + "cha": 13, + "skill": { + "arcana": "+2", + "perception": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common", + "Elvish", + "Umbral" + ], + "cr": "1/4", + "trait": [ + { + "name": "Fey Ancestry", + "entries": [ + "The shadow fey has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 80/320 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Shadow Traveler (2/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "traitTags": [ + "Fey Ancestry", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadow Fey Duelist", + "source": "ToB1-2023", + "page": 159, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "{@item studded leather armor|PHB|studded leather}" + ] + } + ], + "hp": { + "average": 117, + "formula": "18d8 + 36" + }, + "speed": { + "walk": 30 + }, + "str": 13, + "dex": 20, + "con": 14, + "int": 13, + "wis": 12, + "cha": 16, + "save": { + "dex": "+8", + "con": "+5", + "cha": "+6" + }, + "skill": { + "acrobatics": "+8", + "deception": "+6", + "perception": "+4", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Elvish", + "Umbral" + ], + "cr": "6", + "trait": [ + { + "name": "Duelist's Mobility", + "entries": [ + "Opportunity attacks made against the duelist have disadvantage. If the duelist is {@condition prone} at the start of its turn, it can immediately stand without costing movement." + ] + }, + { + "name": "Fey Ancestry", + "entries": [ + "The shadow fey has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shadow fey duelist makes two Rapier attacks and one Dagger attack." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d4 + 5}) piercing damage plus 14 ({@damage 4d6}) poison damage, and if the target is a creature, it must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Rapier", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}9 ({@damage 1d8 + 5}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Shadow Traveler (3/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." + ] + } + ], + "reaction": [ + { + "name": "Parry", + "entries": [ + "The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "attachedItems": [ + "dagger|phb", + "rapier|phb" + ], + "traitTags": [ + "Fey Ancestry", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Parry" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadow Fey Enchantress", + "source": "ToB1-2023", + "page": 160, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item breastplate|PHB}" + ] + } + ], + "hp": { + "average": 123, + "formula": "19d8 + 38" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 15, + "con": 14, + "int": 12, + "wis": 17, + "cha": 18, + "save": { + "dex": "+5", + "wis": "+6", + "cha": "+7" + }, + "skill": { + "arcana": "+4", + "deception": "+7", + "perception": "+6", + "persuasion": "+7", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 16, + "languages": [ + "Common", + "Elvish", + "Umbral" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell command}", + "{@spell message}" + ], + "daily": { + "1": [ + "{@spell confusion}", + "{@spell dominate person}", + "{@spell greater invisibility}", + "{@spell hold monster}", + "{@spell phantasmal killer}" + ], + "3": [ + "{@spell charm person}", + "{@spell enthrall}", + "{@spell fear}", + "{@spell hold person}", + "{@spell hypnotic pattern}" + ] + }, + "ability": "cha", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Fey Ancestry", + "entries": [ + "The enchantress has advantage on saving throws against being {@condition charmed}, and magic can't put her to sleep." + ] + }, + { + "name": "Phrenic Weapons", + "entries": [ + "The enchantress's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra {@damage 4d6} psychic damage (included in the attack)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shadow fey enchantress makes two Rapier attacks. She can replace one attack with a use of Spellcasting." + ] + }, + { + "name": "Rapier", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 14 ({@damage 4d6}) psychic damage." + ] + }, + { + "name": "Shadow Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}11 ({@damage 2d6 + 4}) cold damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Beguiling Whispers {@recharge 5}", + "entries": [ + "The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a {@dc 15} Charisma saving throw or be {@condition charmed} for 1 minute. While {@condition charmed} in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress." + ] + }, + { + "name": "Leadership (Recharges after a Short or Long Rest)", + "entries": [ + "For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a {@dice d4} to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is {@condition incapacitated}." + ] + } + ], + "bonus": [ + { + "name": "Shadow Traveler (3/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "attachedItems": [ + "rapier|phb" + ], + "traitTags": [ + "Fey Ancestry", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "C", + "N", + "P", + "Y" + ], + "damageTagsSpell": [ + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "charmed" + ], + "conditionInflictSpell": [ + "charmed", + "frightened", + "incapacitated", + "invisible", + "paralyzed", + "prone" + ], + "savingThrowForced": [ + "charisma" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadow Fey Forest Hunter", + "source": "ToB1-2023", + "page": 161, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 104, + "formula": "19d8 + 19" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 18, + "con": 12, + "int": 11, + "wis": 12, + "cha": 16, + "save": { + "dex": "+7", + "con": "+4", + "cha": "+6" + }, + "skill": { + "perception": "+4", + "stealth": "+10", + "survival": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Elvish", + "Umbral" + ], + "cr": "5", + "trait": [ + { + "name": "Evasion", + "entries": [ + "If the forest hunter is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the hunter instead takes no damage if it succeeds on the saving throw, and only half the damage if it fails." + ] + }, + { + "name": "Fey Ancestry", + "entries": [ + "The shadow fey has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep." + ] + }, + { + "name": "Forest and Urban Hunter", + "entries": [ + "The forest hunter has advantage on Wisdom ({@skill Perception}) and Wisdom ({@skill Survival}) checks to find and track Beasts and Humanoids." + ] + }, + { + "name": "Charging Archer", + "entries": [ + "If the forest hunter moves at least 10 feet straight toward a target after hitting the target with a Longbow attack, the forest hunter can make one Dagger attack against the target as a bonus action." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shadow fey makes two Dagger or Longbow attacks." + ] + }, + { + "name": "Dagger", + "entries": [ + "{@atk mw,rw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 7} to hit, range 150/600 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + } + ], + "bonus": [ + { + "name": "Shadow Traveler (3/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." + ] + } + ], + "environment": [ + "any", + "forest" + ], + "attachedItems": [ + "dagger|phb", + "longbow|phb" + ], + "traitTags": [ + "Fey Ancestry", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shadow Fey Guardian", + "source": "ToB1-2023", + "page": 162, + "size": [ + "L" + ], + "type": { + "type": "humanoid", + "tags": [ + "elf" + ] + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 110, + "formula": "13d10 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 14, + "con": 16, + "int": 6, + "wis": 14, + "cha": 8, + "save": { + "str": "+6", + "con": "+5" + }, + "skill": { + "athletics": "+6", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Elvish", + "Umbral" + ], + "cr": "4", + "trait": [ + { + "name": "Fey Ancestry", + "entries": [ + "The shadow fey guardian has advantage on saving throws against being {@condition charmed}, and magic can't put it to sleep." + ] + }, + { + "name": "Shadow's Vigil", + "entries": [ + "The guardian has advantage on Wisdom ({@skill Perception}) checks, and magical darkness doesn't impede the guardian's darkvision." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shadow fey guardian makes two Pike or Javelin attacks." + ] + }, + { + "name": "Pike", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage." + ] + }, + { + "name": "Javelin", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 30/120 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Shadow Traveler (2/Day)", + "entries": [ + "While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action." + ] + } + ], + "reaction": [ + { + "name": "Protective Interference", + "entries": [ + "When a friendly creature the shadow fey guardian can see within 5 feet of it is the target of an attack, the guardian can impose disadvantage on the attack roll. To do so, the guardian must see the attacker and be wielding a melee weapon." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "attachedItems": [ + "javelin|phb", + "pike|phb" + ], + "traitTags": [ + "Fey Ancestry", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shambling Pile", + "source": "ToB1-2023", + "page": 225, + "size": [ + "M" + ], + "type": { + "type": "plant", + "tags": [ + "minion" + ] + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 12, + "formula": "1d4" + }, + "speed": { + "walk": 20 + }, + "str": 16, + "dex": 7, + "con": 16, + "int": 5, + "wis": 10, + "cha": 5, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "poisoned", + "prone" + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the pile remains motionless, they are indistinguishable from an ordinary mass of vegetation." + ] + }, + { + "name": "Hungry Grab", + "entries": [ + "If an enemy starts their turn within 5 feet of three or more piles, the creature must succeed on a Dexterity saving throw or be {@condition grappled}. While {@condition grappled} in this way, the target is {@condition restrained}, and at the start of each of the target's turns, they take poison damage equal to the number of piles within 5 feet of them. The saving throw and (escape DC equal 10 plus the number of piles within 5 feet of the creature. The grapple ends if fewer than three piles are within 5 feet of the creature. Minion. If the pile takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the pile takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage. Actions Vine Lash (Group Attack). Melee Weapon Attack: {@hit 6} to hit, reach 5 ft., one target. {@h}4 piercing damage." + ] + } + ], + "traitTags": [ + "False Appearance" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "P" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true + }, + { + "name": "Sharkjaw Skeleton", + "source": "ToB1-2023", + "page": 329, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d10 + 12" + }, + "speed": { + "walk": 30, + "swim": 30 + }, + "str": 16, + "dex": 10, + "con": 15, + "int": 6, + "wis": 8, + "cha": 4, + "skill": { + "perception": "+1", + "stealth": "+2" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 11, + "immune": [ + "cold", + "poison" + ], + "vulnerable": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "1", + "trait": [ + { + "name": "Undead Nature", + "entries": [ + "The sharkjaw skeleton doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 13}). The skeleton can grapple up to two targets at a time." + ] + }, + { + "name": "Devouring Embrace", + "entries": [ + "The sharkjaw skeleton devours a Medium or smaller creature {@condition grappled} by it. The grapple ends, the devoured target is {@condition restrained} in the skeleton's many jaws, and the target takes 7 ({@damage 2d6}) piercing damage at the start of each of the skeleton's turns. If the skeleton moves, the devoured target moves with it. The skeleton can devour only one target at a time. A creature, including the devoured target, can take its action to pry the devoured target out of the skeleton's many jaws by succeeding on a {@dc 13} Strength check." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "senseTags": [ + "B", + "D" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shellycoat", + "source": "ToB1-2023", + "page": 325, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 52, + "formula": "7d8 + 21" + }, + "speed": { + "walk": 30, + "swim": 20 + }, + "str": 17, + "dex": 16, + "con": 16, + "int": 13, + "wis": 9, + "cha": 7, + "skill": { + "perception": "+1", + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "conditionImmune": [ + "charmed", + "poisoned", + "unconscious" + ], + "languages": [ + "Giant", + "Sylvan" + ], + "cr": "2", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The shellycoat can breathe air and water." + ] + }, + { + "name": "Keen Hearing", + "entries": [ + "The shellycoat has advantage on Wisdom ({@skill Perception}) checks that rely on hearing." + ] + }, + { + "name": "Hazesight", + "entries": [ + "The shellycoat can see through areas obscured by fog, smoke, and steam without penalty." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The shellycoat regains 3 hp at the start of its turn. If the shellycoat takes acid or fire damage, this trait doesn't function at the start of the shellycoat's next turn. The shellycoat dies only if it starts its turn with 0 hp and doesn't regenerate." + ] + }, + { + "name": "Water Camouflage", + "entries": [ + "The shellycoat has advantage on Dexterity ({@skill Stealth}) checks made to hide while at least partially submerged in water." + ] + }, + { + "name": "Sunlight Petrification", + "entries": [ + "If the shellycoat remains in nonmagical sunlight for 1 minute, it becomes {@condition petrified} at the end of that minute." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shellycoat makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d6 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 15 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Large or smaller creature. Until this grapple ends, the creature is {@condition restrained}. The shellycoat has two claws, each of which can grapple only one creature." + ] + }, + { + "name": "Shellycoat's Fog (1/Day)", + "entries": [ + "While in contact with water, the shellycoat can create a 20-foot-radius sphere of fog centered on a point it can see within 60 feet of it for 1 minute. The sphere spreads around corners, and its area is heavily obscured. A creature that enters the fog for the first time on a turn or starts its turn there must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} and unable to breathe, unless it can breathe water, for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "forest", + "swamp", + "underwater" + ], + "traitTags": [ + "Amphibious", + "Keen Senses", + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "GI", + "S" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shoggoth", + "source": "ToB1-2023", + "page": 326, + "size": [ + "H" + ], + "type": "aberration", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 325, + "formula": "21d12 + 189" + }, + "speed": { + "walk": 50, + "climb": 30, + "swim": 30 + }, + "str": 26, + "dex": 14, + "con": 28, + "int": 12, + "wis": 20, + "cha": 13, + "skill": { + "perception": "+11" + }, + "senses": [ + "darkvision 120 ft.", + "tremorsense 60 ft." + ], + "passive": 21, + "resist": [ + "bludgeoning", + "fire", + "piercing" + ], + "immune": [ + "cold", + "slashing", + "thunder" + ], + "conditionImmune": [ + "blinded", + "deafened", + "prone", + "stunned", + "unconscious" + ], + "languages": [ + "Void Speech" + ], + "cr": "19", + "trait": [ + { + "name": "Anaerobic Nature", + "entries": [ + "The shoggoth doesn't require air." + ] + }, + { + "name": "Absorb Flesh", + "entries": [ + "When the shoggoth kills a creature while within 15 feet of it, the creature's body is absorbed into the shoggoth's. The creature can be restored to life only by means of a true resurrection or a {@spell wish} spell." + ] + }, + { + "name": "Amorphous", + "entries": [ + "The shoggoth can move through a space as narrow as 1 foot wide without squeezing." + ] + }, + { + "name": "Hideous Cacophony", + "entries": [ + "The shoggoth's many mouths constantly emit whistles, fluting, and other high-pitched noises. It has disadvantage on Dexterity ({@skill Stealth}) checks made to be unheard. Each creature that starts its turn within 60 feet of the shoggoth and that can hear it must make a {@dc 19} Wisdom saving throw or be disoriented until the start of its next turn. A disoriented creature is {@condition incapacitated}, and when it moves, it moves in a random direction.", + "Unless surprised, a creature can cover its ears to avoid the saving throw at the start of its turn. If the creature does so, it can't hear until the start of its next turn, when it can cover its ears again. If the creature uncovers its ears in the meantime while within 60 feet of the shoggoth, it must immediately make the save. A creature that is covering its ears and that has access to cloth, wax, or similar material can stuff its ears with the material as a bonus action to free up its hands, deafening itself while the material remains stuffed in its ears." + ] + }, + { + "name": "Keen Hearing and Smell", + "entries": [ + "The shoggoth has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Limited Mutability", + "entries": [ + "Any spell or effect that would alter the shoggoth's form alters it for only 1 round. Afterward, the shoggoth returns to its amorphous blob form." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The shoggoth makes four Slam attacks. It can replace two Slam attacks with a use of Crush." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 14} to hit, reach 15 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}) if it is a Large or smaller creature." + ] + }, + { + "name": "Crush", + "entries": [ + "The shoggoth crushes up to two creatures it is grappling by rolling them beneath its bulk. Each target must succeed on a {@dc 19} Strength saving throw or take 30 ({@damage 4d10 + 8}) bludgeoning damage, be unable to breathe, and be {@condition restrained} until the grapple ends. If the shoggoth moves, a creature beneath it is no longer {@condition restrained} and is able to breathe, but it remains {@condition grappled}." + ] + } + ], + "environment": [ + "badlands", + "planar" + ], + "traitTags": [ + "Amorphous", + "Keen Senses" + ], + "senseTags": [ + "SD", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "incapacitated", + "restrained" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Shroud", + "source": "ToB1-2023", + "page": 327, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 11 + ], + "hp": { + "average": 13, + "formula": "3d8" + }, + "speed": { + "walk": 0, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 4, + "dex": 13, + "con": 10, + "int": 2, + "wis": 10, + "cha": 8, + "skill": { + "stealth": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "Common" + ], + "cr": "1/8", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The shroud can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Shadow Evolution", + "entries": [ + "If the shroud deals at least 12 necrotic damage to a creature that isn't a Construct or Undead in 1 minute or less, the shroud transforms into a shadow at the start of the turn after it last dealt damage. It uses the statistics of the shadow, except it reduces the shadow's hp by an amount equal to the damage the shroud took before it transformed." + ] + }, + { + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The shroud doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Strength Drain", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one creature. {@h}3 ({@damage 1d4 + 1}) necrotic damage, and the target has disadvantage on weapon attacks that use Strength until the end of its next turn. If a non-evil humanoid dies from this attack, a new shroud rises from the corpse {@dice 1d4} hours later." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the shroud takes the Hide action." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Skein Witch", + "source": "ToB1-2023", + "page": 328, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 20, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 162, + "formula": "25d8 + 50" + }, + "speed": { + "walk": 30, + "fly": 30 + }, + "str": 6, + "dex": 12, + "con": 14, + "int": 16, + "wis": 20, + "cha": 20, + "save": { + "int": "+7", + "wis": "+9", + "cha": "+9" + }, + "skill": { + "history": "+7", + "insight": "+13", + "perception": "+13" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 23, + "resist": [ + "radiant" + ], + "immune": [ + "fire", + "lightning", + "psychic" + ], + "languages": [ + "Celestial", + "telepathy 120 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Fate's Resistance (3/Day)", + "entries": [ + "If the skein witch fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The skein witch has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skein witch makes three Inexorable Thread attacks. If two Inexorable Thread attacks hit one creature, the target must succeed on a {@dc 17} Constitution saving throw or have disadvantage on the next death saving throw it makes before it finishes a short rest. If a creature fails this saving throw multiple times, these effects are cumulative, affecting up to three of the creature's next death saving throws before it finishes a short rest." + ] + }, + { + "name": "Inexorable Thread", + "entries": [ + "{@atk ms,rs} {@hit 9} to hit, reach 5 ft. or range 60 ft., one creature. {@h}27 ({@damage 5d8 + 5}) radiant damage." + ] + }, + { + "name": "Destiny Distortion Wave {@recharge 5}", + "entries": [ + "The skein witch frays the strands of fate in a 60-foot cone. Each creature in the area must make a {@dc 17} Wisdom saving throw, taking 55 ({@damage 10d10}) force damage on a failed save, or half as much damage on a successful one. If any creature that failed the saving throw is affected by a condition, such as {@condition incapacitated} or {@condition poisoned}, those conditions are randomly redistributed among all the creatures that failed the saving throw." + ] + }, + { + "name": "Bind Fates (1/Day)", + "entries": [ + "One creature within 60 feet of the skein witch must succeed on a {@dc 17} Wisdom saving throw or the target's fate is bound to one of its ally's (chosen at random). Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This binding lasts until lifted by a heal or {@spell heroes' feast} spell or similar magic." + ] + } + ], + "bonus": [ + { + "name": "Fate's Step", + "entries": [ + "The skein witch teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. A tiny hourglass shatters into a swirl of sand at the origin and destination when it uses this bonus action." + ] + } + ], + "reaction": [ + { + "name": "Parry Spell", + "entries": [ + "If the skein witch succeeds on a saving throw against a spell of 4th level or lower that targets only the skein witch, the spell has no effect. If the skein witch succeeds on the saving throw by 5 or more, the spell is reflected back at the spellcaster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CE", + "TP" + ], + "damageTags": [ + "O", + "R" + ], + "miscTags": [ + "AOE" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Skin Bat", + "source": "ToB1-2023", + "page": 331, + "size": [ + "S" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 28, + "formula": "8d6" + }, + "speed": { + "walk": 10, + "fly": 40 + }, + "str": 12, + "dex": 16, + "con": 10, + "int": 2, + "wis": 13, + "cha": 6, + "skill": { + "perception": "+3" + }, + "senses": [ + "blindsight 20 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "cr": "1/2", + "trait": [ + { + "name": "Echolocation", + "entries": [ + "The skin bat can't use its blindsight while {@condition deafened}." + ] + }, + { + "name": "Hungry Dead Nature", + "entries": [ + "The skin bat doesn't require air or sleep." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 3}) piercing damage, and the target must succeed on a {@dc 10} Constitution saving throw or be {@condition paralyzed} until the end of its next turn. On a success, the target can't be {@condition paralyzed} in this way by the skin bat again for 24 hours.", + "In addition, the skin bat attaches to the target. While attached, the skin bat can't attack, and at the start of each of the bat's turns, the target takes 5 ({@damage 1d4 + 3}) piercing damage. The attached bat moves with the target whenever the target moves, requiring none of the bat's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the skin bat by succeeding on a {@dc 11} Strength check." + ] + } + ], + "reaction": [ + { + "name": "Attract Bats (1/Day)", + "entries": [ + "When the skin bat is reduced to below half its hp maximum while underground or outside at night, it releases a high-frequency cry similar to that of an injured bat, attracting other bats to it. On initiative count 20 of the next round, {@dice 1d6} bats arrive and aid the skin bat. These bats aren't under the skin bat's control, but they protect it to the best of their abilities, attacking those that harm the skin bat." + ] + } + ], + "environment": [ + "mountain", + "underdark" + ], + "senseTags": [ + "B", + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Skitterhaunt", + "source": "ToB1-2023", + "page": 332, + "size": [ + "L" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 95, + "formula": "10d10 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 15, + "dex": 11, + "con": 19, + "int": 3, + "wis": 7, + "cha": 1, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "immune": [ + "acid" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "prone" + ], + "cr": "4", + "trait": [ + { + "name": "Broken Shell", + "entries": [ + "A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) acid damage." + ] + }, + { + "name": "Ooze Nature", + "entries": [ + "The skitterhaunt doesn't require sleep." + ] + }, + { + "name": "Vermin Encasement", + "entries": [ + "The creature within the vermin's shell is a shapeless ooze protected by the vermin's exoskeleton. When the skitterhaunt is reduced to 0 hp, the exoskeleton breaks, and the skitterhaunt ooze exits it. Once out of its exoskeleton, the ooze is Small, has an AC of 10, 10 hp, and a speed of 15 feet, and it can move through a space as narrow as 1 inch wide without squeezing. In addition, its only attack is a Slam that uses the same statistics as its Sting, except it deals bludgeoning damage instead of piercing damage. The skitterhaunt dies if it remains outside of a host for more than 24 hours. It can exit or enter a dead host's exoskeleton as a bonus action." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skitterhaunt makes one Mandibles attack and one Sting attack, or it makes two Sting attacks." + ] + }, + { + "name": "Mandibles", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d4 + 2}) slashing damage plus 9 ({@damage 2d8}) acid damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. Until this grapple ends, the creature is {@condition restrained}, and the skitterhaunt can't use its Mandibles on another target." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one creature. {@h}6 ({@damage 1d8 + 2}) piercing damage plus 9 ({@damage 2d8}) acid damage." + ] + }, + { + "name": "Infest Vermin", + "entries": [ + "The skitterhaunt infests a Large or smaller Beast with an exoskeleton within 5 feet of it. The target must succeed on a {@dc 14} Constitution saving throw or become {@condition poisoned} until the skitterhaunt no longer infests it. Every 24 hours that elapse, the target must repeat the saving throw or take 7 ({@damage 2d6}) acid damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the skitterhaunt no longer infests it. The target dies if this reduces its hp maximum to 0. The skitterhaunt then takes control of the body, dissolving the flesh and hiding within the exoskeleton. A target that succeeds on two consecutive saving throws forces the skitterhaunt out of its body and is immune to the skitterhaunt's Infest Vermin for the next 24 hours." + ] + }, + { + "name": "Acid Spray {@recharge}", + "entries": [ + "The skitterhaunt spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a {@dc 14} Dexterity saving throw, taking 18 ({@damage 4d8}) acid damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "forest", + "underdark" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "A", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Slow Storm", + "source": "ToB1-2023", + "page": 333, + "size": [ + "M" + ], + "type": "elemental", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 220, + "formula": "21d8 + 126" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 19, + "con": 22, + "int": 11, + "wis": 18, + "cha": 11, + "save": { + "dex": "+9", + "con": "+11" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 14, + "resist": [ + "acid", + "cold", + "fire", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Auran", + "Common" + ], + "cr": "15", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The slow storm doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Eye of the Storm", + "entries": [ + "The slow storm is surrounded by a 15-foot-radius wind storm. The storm imposes disadvantage on ranged weapon attack rolls and Wisdom ({@skill Perception}) checks based on sight or hearing within the area. The winds extinguish open flames and disperse fog. A flying creature in the storm must land at the end of its turn or fall. Each creature that starts its turn in the area must succeed on a {@dc 18} Dexterity saving throw or take 9 ({@damage 2d8}) lightning damage. The storm's area is difficult terrain for any creature other than the slow storm." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The slow storm makes three Slam attacks or four Lightning Bolt attacks. If two Slam attacks hit one creature, the target must succeed on a {@dc 18} Constitution saving throw or be wracked with pain for 1 minute. While the target is wracked with pain, minute bits of electricity dance within its body, and the target takes 4 ({@damage 1d8}) lightning damage for every 5 feet it moves. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage plus 9 ({@damage 2d8}) lightning damage." + ] + }, + { + "name": "Lightning Bolt", + "entries": [ + "{@atk rs} {@hit 9} to hit, range 120 ft., one target. {@h}22 ({@damage 4d8 + 4}) lightning damage." + ] + }, + { + "name": "Static Shock {@recharge 5}", + "entries": [ + "The slow storm releases built-up electricity in a 60-foot cone. Each creature in the area must make a {@dc 18} Constitution saving throw, taking 54 ({@damage 12d8}) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more is also {@condition stunned} for 1 minute. A {@condition stunned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "desert", + "grassland", + "hill" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AU", + "C" + ], + "damageTags": [ + "B", + "L" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Smaragdine Golem", + "source": "ToB1-2023", + "page": 219, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 231, + "formula": "22d10 + 110" + }, + "speed": { + "walk": 30 + }, + "str": 24, + "dex": 11, + "con": 21, + "int": 3, + "wis": 11, + "cha": 1, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "14", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The golem doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Enchanted Weapons", + "entries": [ + "The golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra {@damage 5d8} force damage (included in the attack)." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Magic Vessel", + "entries": [ + "When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell's magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The smaragdine golem makes two Slam attacks. It can replace one attack with a use of Release Spell." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}20 ({@damage 3d8 + 7}) bludgeoning damage plus 22 ({@damage 5d8}) force damage." + ] + }, + { + "name": "Release Spell (Recharge Special)", + "entries": [ + "The smaragdine golem releases an absorbed spell's energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a {@dc 18} Dexterity saving throw. On a failure, a creature takes 10 ({@damage 3d6}) force damage per level of the absorbed spell and is {@condition incapacitated} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition incapacitated}. The golem can use this action only if it is Charged (see the Magic Vessel trait)." + ] + } + ], + "reaction": [ + { + "name": "Absorb Spell", + "entries": [ + "When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell's energy, countering it. This works like the {@spell counterspell} spell, except the golem must always make a spellcasting ability check, no matter the spell's level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as bless or heroes' feast, the golem can absorb the spell's magic, ending the effect. In either case, the golem's ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can't use Absorb Spell while it is Charged." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Snow Queen", + "source": "ToB1-2023", + "page": 184, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 182, + "formula": "28d8 + 56" + }, + "speed": { + "walk": 40 + }, + "str": 16, + "dex": 18, + "con": 14, + "int": 18, + "wis": 20, + "cha": 18, + "save": { + "dex": "+9", + "con": "+7", + "cha": "+9" + }, + "skill": { + "perception": "+10", + "stealth": "+9" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 120 ft." + ], + "passive": 20, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks not made with cold iron weapons", + "cond": true + } + ], + "immune": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened" + ], + "languages": [ + "Common", + "Elvish", + "Giant", + "Sylvan" + ], + "cr": "16", + "trait": [ + { + "name": "Ice Climb", + "entries": [ + "When climbing on ice, the Snow Queen has a climbing speed of 20 feet, and she can climb difficult surfaces made of ice and snow, including upside down on ceilings, without needing to make an ability check." + ] + }, + { + "name": "Icy Weapons", + "entries": [ + "The Snow Queen's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra {@damage 2d6} cold damage (included in the attack)." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the Snow Queen fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Snowsight", + "entries": [ + "The Snow Queen can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty." + ] + }, + { + "name": "Snow Walk", + "entries": [ + "The Snow Queen can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra movement." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Snow Queen makes two Claw or Ice Bolt attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage plus 7 ({@damage 2d6}) cold damage." + ] + }, + { + "name": "Ice Bolt", + "entries": [ + "{@atk rs} {@hit 10} to hit, range 120 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage plus 7 ({@damage 2d6}) cold damage. The target's speed is reduced by 10 feet until the end of its next turn." + ] + }, + { + "name": "Cold Snap {@recharge 5}", + "entries": [ + "The Snow Queen causes the temperature around her to drop dramatically. Each creature without 30 feet of the Snow Queen must make a {@dc 18} Constitution saving throw. On a failure, a creature takes 42 ({@damage 12d6}) cold damage and suffers one level of {@condition exhaustion}. On a success, a creature takes half the damage and doesn't suffer {@condition exhaustion}. A creature that is immune to cold damage doesn't suffer {@condition exhaustion}, even if it fails the saving throw. A creature that fails the saving throw by 5 or more is {@condition petrified} in ice for 1 minute. A {@condition petrified} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A {@condition petrified} creature that takes fire damage has advantage on the saving throw to end the effect." + ] + } + ], + "legendary": [ + { + "name": "Attack", + "entries": [ + "The Snow Queen makes a Claw or Ice Bolt attack." + ] + }, + { + "name": "Move", + "entries": [ + "The Snow Queen moves up to her speed without provoking opportunity attacks." + ] + }, + { + "name": "Snowblind", + "entries": [ + "One creature the Snow Queen can see within 120 feet of her must succeed on a {@dc 18} Dexterity saving throw or be {@condition blinded} by swirling snow until the end of its next turn." + ] + }, + { + "name": "Wintry Swirl (Costs 2 Actions)", + "entries": [ + "Each creature within 15 feet of the Snow Queen must succeed on a {@dc 18} Constitution saving throw or have vulnerability to cold damage until the end of its next turn. A creature with immunity to cold damage that fails this saving throw instead loses its immunity to cold damage but isn't vulnerable to it." + ] + } + ], + "legendaryGroup": { + "name": "Snow Queen", + "source": "ToB1-2023" + }, + "environment": [ + "mountain", + "planar" + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "E", + "GI", + "S" + ], + "damageTags": [ + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "exhaustion" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Son of Fenris", + "source": "ToB1-2023", + "page": 335, + "size": [ + "H" + ], + "type": "monstrosity", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 175, + "formula": "14d12 + 84" + }, + "speed": { + "walk": 60, + "burrow": 30 + }, + "str": 26, + "dex": 16, + "con": 23, + "int": 16, + "wis": 18, + "cha": 14, + "save": { + "dex": "+7", + "con": "+10", + "wis": "+8" + }, + "skill": { + "arcana": "+7", + "intimidation": "+6", + "religion": "+11" + }, + "passive": 14, + "resist": [ + "necrotic", + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Celestial", + "Common", + "Giant", + "telepathy 60 ft." + ], + "cr": "12", + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "The son of Fenris has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Divine Weapons", + "entries": [ + "The son of Fenris's weapon attacks are magical. When the son hits with any weapon, the weapon deals an extra {@damage 3d6} necrotic damage or {@damage 3d6} radiant damage (included in the attack), the son's choice." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The son of Fenris makes one Bite attack and two Slam attacks, or it makes four Divine Bolt attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}19 ({@damage 2d10 + 8}) piercing damage plus 10 ({@damage 3d6}) necrotic damage or ({@dice 3d6}) radiant damage (the son's choice). If the target is a Large or smaller creature, it must succeed on a {@dc 18} Dexterity saving throw or be swallowed by the son of Fenris. A swallowed creature is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the son, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the son's turns. The son can have only one creature swallowed at a time.", + "If the son takes 30 damage or more on a single turn from a creature inside it, the son must succeed on a {@dc 20} Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls {@condition prone} in a space within 10 feet of the son. If the son dies, the swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}13 ({@damage 1d10 + 8}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage or ({@dice 3d6}) radiant damage (the son's choice)." + ] + }, + { + "name": "Divine Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 60 ft., one target. {@h}18 ({@damage 4d6 + 4}) necrotic damage or ({@dice 4d6 + 4}) radiant damage (the son's choice)." + ] + }, + { + "name": "Snake Breath {@recharge 5}", + "entries": [ + "The two snake tongues of the son of Fenris each exhale poison in a 30-foot line that is 5 feet wide, resulting in two lines. Each creature in a line must make a {@dc 18} Dexterity saving throw, taking 45 ({@damage 10d8}) poison damage on a failed save, or half as much damage on a successful one. If the lines overlap, each creature in the overlapping lines must make one saving throw with disadvantage against only one of the lines rather than one saving throw for each line." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "Keen Senses" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack", + "Swallow" + ], + "languageTags": [ + "C", + "CE", + "GI", + "TP" + ], + "damageTags": [ + "A", + "B", + "I", + "N", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "blinded", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Soul Eater", + "source": "ToB1-2023", + "page": 336, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + 16 + ], + "hp": { + "average": 105, + "formula": "14d8 + 42" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 13, + "dex": 22, + "con": 17, + "int": 12, + "wis": 11, + "cha": 11, + "save": { + "dex": "+9", + "con": "+6", + "cha": "+3" + }, + "skill": { + "intimidation": "+3", + "perception": "+3", + "stealth": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "paralyzed", + "poisoned", + "prone", + "stunned", + "unconscious" + ], + "languages": [ + "Abyssal", + "Infernal", + "telepathy 60 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The soul eater has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Soul Sense", + "entries": [ + "The soul eater can pinpoint the location of creatures that have souls within 60 feet of it and can sense the general direction of such creatures within 1 mile of it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The soul eater makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 10 ({@damage 3d6}) psychic damage." + ] + }, + { + "name": "Hasten Consumption {@recharge 5}", + "entries": [ + "The soul eater emits a wave of psychic energy to hasten the demise of nearby creatures, bringing them one step closer to having their souls consumed. Each creature within 20 feet of the soul eater must make a {@dc 14} Charisma saving throw, taking 31 ({@damage 9d6}) psychic damage on a failed save, or half as much damage on a successful one. A creature reduced to below half its hp maximum by this effect has disadvantage on the saving throw against the soul eater's Soul Drain for 1 minute." + ] + } + ], + "reaction": [ + { + "name": "Soul Drain", + "entries": [ + "When the soul eater reduces a target to 0 hp, the soul eater consumes that creature's soul. The victim must succeed on a {@dc 14} Constitution saving throw or immediately die as the soul eater consumes its soul. A creature killed in this way can be restored to life only by means of a true resurrection or a {@spell wish} spell. If the soul eater is killed within 120 feet of the body of a soul it consumed and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and returns to life, {@condition unconscious} and stable with 0 hp." + ] + } + ], + "environment": [ + "any", + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "I", + "TP" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spark", + "source": "ToB1-2023", + "page": 337, + "size": [ + "T" + ], + "type": "elemental", + "alignment": [ + "C", + "N" + ], + "ac": [ + 15 + ], + "hp": { + "average": 104, + "formula": "16d4 + 64" + }, + "speed": { + "walk": 10, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 4, + "dex": 20, + "con": 18, + "int": 10, + "wis": 12, + "cha": 17, + "save": { + "dex": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Common", + "Primordial" + ], + "cr": "7", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The spark doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spark makes three Electric Touch attacks." + ] + }, + { + "name": "Electric Touch", + "entries": [ + "{@atk ms} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 3d8 + 3}) lightning damage." + ] + }, + { + "name": "Inhabit", + "entries": [ + "One Humanoid that the spark can see within 5 feet of it must succeed on a {@dc 14} Charisma saving throw or be inhabited by the spark. The spark then disappears, fusing with the target's nervous system, and the target is {@condition incapacitated} and loses control of its body. The spark now controls the body but doesn't deprive the target of awareness. The spark can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, immunity to being {@condition paralyzed}, {@condition petrified}, or {@condition unconscious}, and its Electric Touch attack. It otherwise uses the inhabited target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.", + "Every 24 hours that elapse, the target must succeed on a {@dc 14} Constitution saving throw or take 7 ({@damage 2d6}) lightning damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the spark no longer inhabits it. The target dies if this reduces its hp maximum to 0. Each time the spark makes an Electric Touch attack and at the end of each long rest, the target can make a {@dc 14} Charisma saving throw, expelling the spark on a success. Alternatively, the spark can exit the target's body as a bonus action or can be forced out by an effect like the {@spell protection from energy} spell. The target is immune to this spark's Inhabit for 24 hours after succeeding on the saving throw or after the spark is expelled.", + "A willing target retains full function of its body, doesn't need to make a Constitution saving throw every 24 hours, has immunity to lightning damage, and can communicate with the spark telepathically. If the spark inhabits a willing target, it takes its turn at the same time as the target, but the spark can attack only as a reaction to a creature moving within 5 feet of the target or as a reaction to the target attacking a creature within 5 feet of it." + ] + } + ], + "environment": [ + "grassland", + "planar" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "P" + ], + "damageTags": [ + "L" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spawn of Akyishigal", + "source": "ToB1-2023", + "page": 75, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "demon" + ] + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 15, + "dex": 13, + "con": 19, + "int": 10, + "wis": 11, + "cha": 12, + "save": { + "dex": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "cold", + "fire", + "lightning" + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal" + ], + "cr": "5", + "trait": [ + { + "name": "Command Vermin", + "entries": [ + "The spawn of Akyishigal can command any Beast with an Intelligence of 2 or lower within 30 feet of it that isn't under the magical control of another creature, provided the Beast is insectoid and doesn't have a Challenge Rating higher than the spawn's. The Beast obeys the spawn's commands to the best of its ability, heedless of its own safety." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The spawn of Akyishigal has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spawn makes one Bite attack and two Sting attacks. It can replace its Bite attack with a use of Swarming Cough, if available." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d10 + 2}) piercing damage." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage plus 3 ({@damage 1d6}) poison damage, and the target must succeed on a {@dc 15} Constitution saving throw or become {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Swarming Cough (3/Day)", + "entries": [ + "The spawn belches forth a swarm of insects. The swarm is an ally of the spawn, obeys its spoken commands, and takes its turn immediately after the spawn's. The swarm remains for 1 minute, until the spawn dies, or until the spawn dismisses it as a bonus action. The spawn can have no more than two swarms under its control at a time." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spawn of Arbeyach", + "source": "ToB1-2023", + "page": 91, + "size": [ + "M" + ], + "type": { + "type": "fiend", + "tags": [ + "devil" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 40, + "climb": 20 + }, + "str": 18, + "dex": 15, + "con": 15, + "int": 10, + "wis": 13, + "cha": 12, + "save": { + "wis": "+4" + }, + "skill": { + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 60 ft." + ], + "passive": 14, + "resist": [ + "cold", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Infernal" + ], + "cr": "5", + "trait": [ + { + "name": "Devil's Sight", + "entries": [ + "Magical darkness doesn't impede the spawn's darkvision." + ] + }, + { + "name": "Hive Bond", + "entries": [ + "While the spawn is within 60 feet of at least one member of its hive, it has advantage on initiative rolls and on Wisdom ({@skill Perception}) checks. The spawn can't be surprised if at least one other member is aware of the danger and within 300 feet of it." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The spawn has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Speak with Insects", + "entries": [ + "The spawn can communicate with insects as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spawn of Arbeyach makes one Bite attack and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) piercing damage plus 4 ({@damage 1d8}) poison damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d4 + 4}) piercing damage plus 13 ({@damage 3d8}) poison damage. If the target is a creature, it must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Children of Arbeyach (1/Day)", + "entries": [ + "The spawn of Arbeyach magically calls {@dice 1d4} swarms of insects. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the spawn and obeying its spoken commands. The insects remain for 1 hour, until the spawn dies, or until the spawn dismisses them as a bonus action." + ] + } + ], + "environment": [ + "forest", + "hill" + ], + "traitTags": [ + "Devil's Sight", + "Magic Resistance" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "I" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spectral Guardian", + "source": "ToB1-2023", + "page": 338, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "N", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 93, + "formula": "11d8 + 44" + }, + "speed": { + "walk": 0, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 6, + "dex": 18, + "con": 18, + "int": 11, + "wis": 16, + "cha": 18, + "save": { + "dex": "+7", + "wis": "+6" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "fire", + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "understands the languages it knew in life but can't speak" + ], + "cr": "6", + "trait": [ + { + "name": "Disgrace Bound", + "entries": [ + "The spectral guardian is bound to a tomb, castle ruins, or other place related to the disgrace in life that caused it to rise as a spectral guardian in death. If the guardian starts its turn more than 1 mile from its bound location, it loses its Spectral Blade action until it returns to the region. If it remains outside the region, it automatically teleports back to its bound location after 24 hours, regardless of distance." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The spectral guardian doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spectral guardian makes two Spectral Blade attacks. If both attacks hit one creature, the target must succeed on a {@dc 15} Constitution saving throw or have its hp maximum reduced by the total necrotic damage dealt by both attacks." + ] + }, + { + "name": "Spectral Blade", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) necrotic damage, and the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ] + } + ], + "environment": [ + "any", + "urban" + ], + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "N", + "O", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spider of Leng", + "source": "ToB1-2023", + "page": 341, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 144, + "formula": "17d10 + 51" + }, + "speed": { + "walk": 30, + "climb": 20 + }, + "str": 14, + "dex": 16, + "con": 16, + "int": 18, + "wis": 10, + "cha": 10, + "save": { + "dex": "+6", + "con": "+6", + "int": "+7" + }, + "skill": { + "athletics": "+5", + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "darkvision 240 ft." + ], + "passive": 13, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned", + "unconscious" + ], + "languages": [ + "Common", + "Void Speech" + ], + "cr": "7", + "spellcasting": [ + { + "name": "Spellcasting", + "type": "spellcasting", + "headerEntries": [ + "The spider of Leng casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save {@dc 15}):" + ], + "will": [ + "{@spell comprehend languages}", + "{@spell detect magic}" + ], + "daily": { + "3e": [ + "{@spell confusion}", + "{@spell silence}" + ], + "1e": [ + "{@spell arcane eye}", + "{@spell hypnotic pattern}" + ] + }, + "ability": "int", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "Eldritch Understanding", + "entries": [ + "The spider of Leng can read and use any spell scroll or magic item, ignoring all class, race, and level requirements." + ] + }, + { + "name": "Poisonous Blood", + "entries": [ + "A creature that hits the spider of Leng with a melee attack while within 5 feet of it takes 4 ({@damage 1d8}) poison damage." + ] + }, + { + "name": "Poisonous Death", + "entries": [ + "When the spider of Leng dies, the poisonous blood in its body vaporizes, forming a cloud in the spider's space until initiative count 20 on the next round. Each creature within 5 feet of the spider and each creature that enters the cloud for the first time on a turn must make a {@dc 15} Constitution saving throw, taking 9 ({@damage 2d8}) poison damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spider of Leng makes two Claw attacks and one Staff of Leng attack, or it makes three Spit Venom attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) slashing damage plus 4 ({@damage 1d8}) poison damage." + ] + }, + { + "name": "Staff of Leng", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) psychic damage, and the target must succeed on a {@dc 15} Wisdom saving throw or be {@condition stunned} until the end of is next turn." + ] + }, + { + "name": "Spit Venom", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 20/60 ft., one target. {@h}16 ({@damage 3d8 + 3}) poison damage, and the target must succeed on a {@dc 15} Constitution saving throw or be {@condition poisoned} and {@condition blinded} until the end of its next turn." + ] + } + ], + "reaction": [ + { + "name": "Poisonous Riposte", + "entries": [ + "The spider of Leng adds 3 to its AC against one melee attack that would hit it. To do so, the spider must see the attacker. If this effect causes the attack to miss, the attacker takes 4 ({@damage 1d8}) poison damage." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "I", + "S", + "Y" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW", + "RW" + ], + "conditionInflict": [ + "blinded", + "poisoned", + "stunned" + ], + "conditionInflictSpell": [ + "charmed", + "deafened", + "incapacitated" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "savingThrowForcedSpell": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spider Thief", + "source": "ToB1-2023", + "page": 342, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 66, + "formula": "12d6 + 24" + }, + "speed": { + "walk": 30, + "climb": 20 + }, + "str": 10, + "dex": 12, + "con": 14, + "int": 3, + "wis": 10, + "cha": 1, + "skill": { + "stealth": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "fire" + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The spider thief doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The spider thief is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The spider thief has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spider thief makes one Hooked Wire attack and one Sickle Claw attack, or it makes two Sickle Claw attacks." + ] + }, + { + "name": "Sickle Claw", + "entries": [ + "{@atk mw} {@hit 3} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d8 + 1}) slashing damage." + ] + }, + { + "name": "Hooked Wire", + "entries": [ + "{@atk mw,rw} {@hit 3} to hit, reach 5 ft. or range 15/30 ft., one target. {@h}6 ({@damage 2d4 + 1}) piercing damage, and the spider thief pulls itself in a straight line up to 25 feet toward the target, stopping in the nearest unoccupied space to the target. When the spider thief moves in this way, opportunity attacks against it have disadvantage." + ] + } + ], + "bonus": [ + { + "name": "Wire Jump", + "entries": [ + "The spider thief throws a hooked wire at a point on a surface, such as the ground or wall, it can see within 30 feet of it, attaching one end of the wire to that point. It then reels in the wire, pulling itself to an unoccupied space within 5 feet of that point. It can bring along objects and willing creatures as long as their total weight doesn't exceed 100 pounds. When the spider moves in this way, opportunity attacks against it have disadvantage." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spinosaurus Dinosaur", + "source": "ToB1-2023", + "page": 103, + "size": [ + "G" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 232, + "formula": "15d20 + 75" + }, + "speed": { + "walk": 60, + "swim": 40 + }, + "str": 25, + "dex": 9, + "con": 21, + "int": 2, + "wis": 11, + "cha": 10, + "skill": { + "perception": "+5" + }, + "passive": 15, + "cr": "13", + "trait": [ + { + "name": "Hold Breath", + "entries": [ + "The spinosaurus can hold its breath for 1 hour." + ] + }, + { + "name": "Reptilian Affinity", + "entries": [ + "The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The spinosaurus deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spinosaurus makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}33 ({@damage 4d12 + 7}) piercing damage. If the target is a Large or smaller creature, it is {@condition grappled} (escape {@dc 18}). Until this grapple ends, the target is {@condition restrained}, and the spinosaurus can't Bite another target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}21 ({@damage 4d6 + 7}) slashing damage." + ] + }, + { + "name": "Tail", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 20 ft., one target. {@h}16 ({@damage 2d8 + 7}) bludgeoning damage." + ] + }, + { + "name": "Frightful Presence", + "entries": [ + "Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a {@dc 18} Wisdom saving throw or become {@condition frightened} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus's Frightful Presence for the next 24 hours." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The spinosaurus moves up to half its speed without provoking opportunity attacks." + ] + }, + { + "name": "Roar", + "entries": [ + "The spinosaurus uses Frightful Presence." + ] + }, + { + "name": "Tail Attack (Costs 2 Actions)", + "entries": [ + "The spinosaurus makes one Tail attack." + ] + } + ], + "environment": [ + "forest", + "underwater" + ], + "traitTags": [ + "Hold Breath", + "Siege Monster" + ], + "actionTags": [ + "Frightful Presence", + "Multiattack" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Spire Walker", + "source": "ToB1-2023", + "page": 347, + "size": [ + "T" + ], + "type": "fey", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 49, + "formula": "11d4 + 22" + }, + "speed": { + "walk": 20 + }, + "str": 3, + "dex": 18, + "con": 14, + "int": 11, + "wis": 10, + "cha": 16, + "save": { + "dex": "+6" + }, + "skill": { + "acrobatics": "+6" + }, + "passive": 10, + "resist": [ + { + "resist": [ + "piercing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "lightning", + "thunder" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "3", + "trait": [ + { + "name": "Energized Body", + "entries": [ + "A creature wearing metal or wielding a metal weapon that touches the spire walker or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) lightning damage." + ] + } + ], + "action": [ + { + "name": "Lightning Burst", + "entries": [ + "{@atk ms,rs} {@hit 5} to hit, reach 5 ft. or range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) lightning damage, and each creature, other than the target, within 10 feet of the target must make a {@dc 13} Dexterity saving throw, taking 7 ({@damage 2d6}) lightning damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The spire walker magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the spire walker wears or carries is {@condition invisible} with it." + ] + } + ], + "bonus": [ + { + "name": "Steeple Step", + "entries": [ + "The spire walker teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The destination must be on the steeple of a building, mast of a ship, corner of a rooftop, or similar narrow point or feature." + ] + } + ], + "environment": [ + "badlands", + "coastal", + "urban" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "L" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Star Drake", + "source": "ToB1-2023", + "page": 146, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 189, + "formula": "18d10 + 90" + }, + "speed": { + "walk": 40, + "fly": 100 + }, + "str": 20, + "dex": 17, + "con": 21, + "int": 16, + "wis": 24, + "cha": 20, + "save": { + "dex": "+8", + "con": "+10", + "wis": "+12", + "cha": "+10" + }, + "skill": { + "arcana": "+8", + "history": "+8", + "insight": "+12", + "perception": "+12", + "religion": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 22, + "immune": [ + "cold", + "fire", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "blinded", + "charmed", + "frightened", + "paralyzed" + ], + "languages": [ + "Abyssal", + "Celestial", + "Common", + "Draconic", + "Infernal", + "Primordial" + ], + "cr": "15", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The drake has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Nimbus of Swirling Stars", + "entries": [ + "At the start of each of the drake's turns, each creature within 10 feet of it and that can see it must succeed on a {@dc 18} Constitution saving throw or be {@condition incapacitated} until the end of its next turn." + ] + }, + { + "name": "Planar Weapons", + "entries": [ + "The drake's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra {@damage 4d8} force damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The drake makes one Bite attack and two Claw attacks, or it makes four Searing Star attacks. If two Searing Star attacks hit one creature, that creature must succeed on a {@dc 18} Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage plus 18 ({@damage 4d8}) force damage." + ] + }, + { + "name": "Searing Star", + "entries": [ + "{@atk rs} {@hit 12} to hit, range 120 ft., one target. {@h}14 ({@damage 2d6 + 7}) radiant damage plus 9 ({@damage 2d8}) force damage." + ] + }, + { + "name": "Planar Traveler", + "entries": [ + "The star drake can transport itself to a different plane of existence. This works like the {@spell plane shift} spell, except the drake can affect only itself and can't use this action to banish an unwilling creature to another plane." + ] + }, + { + "name": "Plane-Altered Breath {@recharge 5}", + "entries": [ + "The drake exhales raw magic in a 60-foot cone. Each creature in that area must make a {@dc 18} Dexterity saving throw, taking 55 ({@damage 10d10}) force damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "any", + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "CE", + "DR", + "I", + "P" + ], + "damageTags": [ + "O", + "P", + "R", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "incapacitated" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Star-Spawn of Cthulhu", + "source": "ToB1-2023", + "page": 348, + "size": [ + "L" + ], + "type": "fiend", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 212, + "formula": "17d10 + 119" + }, + "speed": { + "walk": 30, + "swim": 30, + "fly": 50 + }, + "str": 25, + "dex": 15, + "con": 24, + "int": 30, + "wis": 18, + "cha": 23, + "save": { + "str": "+12", + "con": "+12", + "wis": "+9" + }, + "skill": { + "arcana": "+15", + "perception": "+14" + }, + "senses": [ + "darkvision 300 ft." + ], + "passive": 24, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "cold", + "fire", + "lightning", + "poison", + "psychic" + ], + "conditionImmune": [ + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Void Speech" + ], + "cr": "15", + "trait": [ + { + "name": "Psychic Absorption", + "entries": [ + "Whenever the star spawn is subjected to psychic damage, it takes no damage and instead regains a number of hp equal to the psychic damage dealt." + ] + }, + { + "name": "Void Traveler", + "entries": [ + "The star spawn of Cthulhu doesn't require air, food, drink, sleep, or ambient pressure." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The star spawn of Cthulhu makes two Crushing Claws attacks and one Dimensional Stomp attack, or it makes three Void Bolt attacks. It can replace one attack with a use of Disintegrating Gaze, if available." + ] + }, + { + "name": "Crushing Claws", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}20 ({@damage 2d12 + 7}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage." + ] + }, + { + "name": "Dimensional Stomp", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 5 ft., one target. {@h}18 ({@damage 2d20 + 7}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage, and the target must succeed on a {@dc 19} Charisma saving throw or be teleported to an unoccupied space the star spawn can see within 30 feet of it." + ] + }, + { + "name": "Void Bolt", + "entries": [ + "{@atk rs} {@hit 15} to hit, range 120 ft., one target. {@h}32 ({@damage 5d8 + 10}) necrotic damage." + ] + }, + { + "name": "Disintegrating Gaze {@recharge 5}", + "entries": [ + "One creature the star spawn can see within 60 feet of it must succeed on a {@dc 19} Constitution saving throw or take 27 ({@damage 6d8}) necrotic damage and be transformed into a misty cloud for 1 minute. The transformed creature's only method of movement is a flying speed of 10 feet, and it can enter and occupy the space of another creature. In addition, the transformed target can't talk, attack, cast spells, or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The transformed target can repeat the saving throw at the end of each of its turns, taking 13 ({@damage 3d8}) necrotic damage on a failed save, or ending the effect on itself on a successful one. A creature killed by this effect can be restored to life only by means of a true resurrection or a {@spell wish} spell." + ] + } + ], + "bonus": [ + { + "name": "Interdimensional Step", + "entries": [ + "The star spawn of Cthulhu teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Small tears in reality appear at the origin and destination when it uses this bonus action." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Damage Absorption" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Steam Golem", + "source": "ToB1-2023", + "page": 220, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 171, + "formula": "18d10 + 72" + }, + "speed": { + "walk": 40 + }, + "str": 26, + "dex": 12, + "con": 18, + "int": 3, + "wis": 10, + "cha": 1, + "senses": [ + "darkvision 120 ft." + ], + "passive": 10, + "immune": [ + "fire", + "poison", + "psychic", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't adamantine", + "cond": true + } + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "13", + "trait": [ + { + "name": "Boiler Weakness", + "entries": [ + "If the steam golem starts its turn immersed in water, or if it was soaked with at least 20 gallons of water on its previous turn, it risks losing steam pressure in its boiler. The steam golem must succeed on a {@dc 20} Constitution saving throw or its internal fire is extinguished. Until its internal fire is relit, the golem's speed is halved, its AC is reduced by 2, and it must repeat the saving throw at the start of each of its turns. On a failure, it stops repeating this saving throw and becomes dormant, effectively dead until the fire is relit. A Medium or smaller creature within 5 feet of the golem can take an action to relight the golem's internal fire, making it active again." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The golem doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Heated Weapons", + "entries": [ + "The steam golem's weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra {@damage 4d8} fire damage (included in the attack)." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The golem is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The golem has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The steam golem makes one Axe Arm attack and one Long Axe attack." + ] + }, + { + "name": "Axe Arm", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 5 ft., one target. {@h}22 ({@damage 4d6 + 8}) slashing damage plus 18 ({@damage 4d8}) fire damage." + ] + }, + { + "name": "Long Axe", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}26 ({@damage 4d8 + 8}) slashing damage plus 18 ({@damage 4d8}) fire damage." + ] + }, + { + "name": "Steam Blast {@recharge 5}", + "entries": [ + "The steam golem releases a blast of steam in a 30-foot cone or in a 10-foot-radius cloud that extends from it, spreading around corners. Each creature in the area must make a {@dc 17} Dexterity saving throw, taking 54 ({@damage 12d8}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Whistle {@recharge 4}", + "entries": [ + "When a creature the steam golem can see within 30 feet of it casts a spell, the steam golem emits a shriek from its twin steam whistles. The spellcaster must succeed on a {@dc 17} Constitution saving throw or the spell fails and has no effect." + ] + } + ], + "environment": [ + "urban" + ], + "traitTags": [ + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "F", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Strife", + "source": "ToB1-2023", + "page": 349, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 60, + "formula": "11d6 + 22" + }, + "speed": { + "walk": 40, + "fly": 40 + }, + "str": 8, + "dex": 20, + "con": 14, + "int": 13, + "wis": 14, + "cha": 16, + "skill": { + "deception": "+7", + "stealth": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common", + "Sylvan" + ], + "cr": "3", + "trait": [ + { + "name": "Mimicry", + "entries": [ + "The strife can mimic Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful {@dc 17} Wisdom ({@skill Insight}) check." + ] + }, + { + "name": "Delight", + "entries": [ + "When a creature within 30 feet of the strife takes psychic damage, the strife gains 5 temporary hp or gains advantage on the next attack roll it makes before the end of its next turn (the strife's choice)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The strife can use its Sow Discord. It then makes two Claw attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft. one target. {@h}8 ({@damage 1d6 + 5}) slashing damage." + ] + }, + { + "name": "Sow Discord", + "entries": [ + "The strife attempts to sow discord in up to two creatures it can see within 30 feet of it. Each target must make a {@dc 13} Wisdom saving throw. On a failure, a creature takes 7 ({@damage 2d6}) psychic damage and distrusts its allies until the start of the strife's next turn. On a success, a creature takes half the damage and doesn't distrust its allies. A creature that distrusts its allies can't give or receive aid from its allies, including spells, class features like Sneak Attack, and the Help action." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The strife magically turns {@condition invisible} until it attacks or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the strife wears or carries is {@condition invisible} with it." + ] + } + ], + "reaction": [ + { + "name": "Induce Doubt", + "entries": [ + "If a creature misses the strife with an attack, the strife can cause the attacker to doubt itself. The attacker must succeed on a {@dc 13} Wisdom saving throw or each time it makes an attack roll or saving throw before the end of its next turn, it must roll a {@dice d4} and subtract the number rolled from the attack roll or saving throw." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "S", + "Y" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stryx", + "source": "ToB1-2023", + "page": 350, + "size": [ + "T" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + 12 + ], + "hp": { + "average": 10, + "formula": "4d4" + }, + "speed": { + "walk": 10, + "fly": 60 + }, + "str": 3, + "dex": 14, + "con": 11, + "int": 8, + "wis": 15, + "cha": 6, + "skill": { + "perception": "+4", + "stealth": "+6" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Elvish" + ], + "cr": "1/8", + "spellcasting": [ + { + "name": "Spellcasting (3/Day)", + "type": "spellcasting", + "headerEntries": [ + "The stryx casts the comprehend languages spell, requiring no material components and using Wisdom as the spellcasting ability." + ], + "ability": "wis", + "displayAs": "action" + } + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the stryx keeps its beak closed and doesn't speak, it is indistinguishable from a normal owl." + ] + }, + { + "name": "Flyby", + "entries": [ + "The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Keen Hearing and Sight", + "entries": [ + "The stryx has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or sight." + ] + } + ], + "action": [ + { + "name": "Talons", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) slashing damage." + ] + } + ], + "environment": [ + "forest", + "planar" + ], + "traitTags": [ + "False Appearance", + "Flyby", + "Keen Senses" + ], + "senseTags": [ + "SD" + ], + "languageTags": [ + "C", + "E" + ], + "damageTags": [ + "S" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stuhac", + "source": "ToB1-2023", + "page": 351, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 209, + "formula": "22d8 + 110" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 22, + "dex": 18, + "con": 20, + "int": 12, + "wis": 16, + "cha": 15, + "save": { + "str": "+11", + "dex": "+9", + "con": "+10", + "cha": "+7" + }, + "skill": { + "deception": "+12" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "acid", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Common", + "Infernal", + "telepathy 120 ft." + ], + "cr": "13", + "trait": [ + { + "name": "Mountain Walk", + "entries": [ + "The stuhac can move across and climb rocky surfaces without needing to make an ability check. Additionally, difficult terrain composed of rocks or rocky debris doesn't cost it extra movement." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The stuhac's long jump is up to 30 feet and tis high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The stuhac can use Hobble. It then makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}28 ({@damage 5d8 + 6}) slashing damage." + ] + }, + { + "name": "Hobble", + "entries": [ + "The stuhac telekinetically tears the tendons and ligaments of one creature it can see within 60 feet of it. The target must succeed on a {@dc 18} Constitution saving throw or take 13 ({@damage 3d8}) force damage and its speed is reduced by 10 feet. The stuhac can't reduce a creature's speed below 0 feet with this action. This reduction lasts until the creature finishes a long rest or until removed by the {@spell greater restoration} spell or similar magic." + ] + }, + { + "name": "Illusory Appearance", + "entries": [ + "The stuhac covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and Humanoid shape. The illusion ends if the stuhac takes a bonus action to end it or if the stuhac dies.", + "The changes wrought by this effect fail to hold up to physical inspection. For example, the stuhac could appear to have gnarled hands, but someone touching the stuhac's hands would feel its jagged claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a {@dc 20} Intelligence ({@skill Investigation}) check to discern that the stuhac is disguised." + ] + } + ], + "environment": [ + "arctic", + "mountain" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "C", + "I", + "TP" + ], + "damageTags": [ + "O", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Stygian Fat-Tailed Scorpion", + "source": "ToB1-2023", + "page": 320, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 63, + "formula": "14d4 + 28" + }, + "speed": { + "walk": 30, + "climb": 20 + }, + "str": 3, + "dex": 14, + "con": 15, + "int": 1, + "wis": 10, + "cha": 2, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "cr": "3", + "action": [ + { + "name": "Multiattack", + "entries": [ + "The Stygian fat-tailed scorpion makes two Claw attacks and one Sting attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) bludgeoning damage." + ] + }, + { + "name": "Sting", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage plus 14 ({@damage 4d6}) poison damage. The target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} until it finishes a short or long rest. Each time the {@condition poisoned} creature takes poison damage, it must succeed on a {@dc 12} Constitution saving throw or suffer one level of {@condition exhaustion}." + ] + } + ], + "environment": [ + "desert", + "underdark" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Subek", + "source": "ToB1-2023", + "page": 352, + "size": [ + "L" + ], + "type": { + "type": "humanoid", + "tags": [ + "subek" + ] + }, + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 30, + "swim": 20 + }, + "str": 19, + "dex": 10, + "con": 18, + "int": 14, + "wis": 13, + "cha": 13, + "skill": { + "history": "+5", + "investigation": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common" + ], + "cr": "5", + "trait": [ + { + "name": "Flood Fever", + "entries": [ + "During flood season, the subek is overcome with bloodthirsty malice, becoming more aggressive and losing its proficiency in Intelligence ({@skill History}) and Intelligence ({@skill Investigation}) checks. If it hasn't fed within the past 8 hours, it enters a frenzy, spending each turn attacking the nearest creature it can see. If no creature is near enough to move to and attack, the subek attacks an object, with preference for an object smaller than itself. During the frenzy, it has advantage on melee attack rolls against any creature that doesn't have all its hp. It continues the frenzy until it has fed and enters the frenzy again every time it goes without eating for 8 hours for the duration of the flood season." + ] + }, + { + "name": "Hold Breath", + "entries": [ + "The subek can hold its breath for 15 minutes." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The subek makes one Bite attack and two Claw attacks. If both Claw attacks hit one creature, the target must succeed on a {@dc 15} Strength saving throw or take 7 ({@damage 2d6}) slashing damage as the subek tears into the target." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. it: 13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + } + ], + "environment": [ + "coastal", + "desert", + "grassland" + ], + "traitTags": [ + "Hold Breath" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Suturefly", + "source": "ToB1-2023", + "page": 353, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 10, + "formula": "4d4" + }, + "speed": { + "walk": 10, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 15, + "con": 10, + "int": 1, + "wis": 12, + "cha": 4, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "1/4", + "trait": [ + { + "name": "Detect Lies", + "entries": [ + "The suturefly knows if it hears a lie and can pinpoint the location of a creature within 60 feet of it that lied within the last minute." + ] + }, + { + "name": "Forest Camouflage", + "entries": [ + "The suturefly has advantage on Dexterity ({@skill Stealth}) checks made to hide in forested terrain." + ] + } + ], + "action": [ + { + "name": "Sew", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage, and the target must succeed on a {@dc 12} Dexterity saving throw or the suturefly sews the target's mouth, nose, or one of its eyes closed (the suturefly's choice). With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. If a target's mouth is sewn shut, it can't speak. If its mouth and nose are sewn shut, it can't breathe, and if both eyes are sewn shut, it is {@condition blinded}. A creature, including the target, can take its action to cut open one of the sewn orifices by succeeding on a {@dc 12} Dexterity check with an edged weapon or tool." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swamp Adder", + "source": "ToB1-2023", + "page": 334, + "size": [ + "S" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 18, + "formula": "4d6 + 4" + }, + "speed": { + "walk": 30 + }, + "str": 4, + "dex": 16, + "con": 12, + "int": 1, + "wis": 10, + "cha": 4, + "senses": [ + "blindsight 10 ft." + ], + "passive": 10, + "cr": "1/4", + "trait": [ + { + "name": "Swamp Camouflage", + "entries": [ + "The swamp adder has advantage on Dexterity ({@skill Stealth}) checks made to hide in swampy terrain." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}1 piercing damage, and the target must make a {@dc 11} Constitution saving throw. On a failure, the target takes 5 ({@damage 2d4}) poison damage and is {@condition paralyzed} for 1 minute. On a success, a target takes half the damage and isn't {@condition paralyzed}. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "swamp" + ], + "senseTags": [ + "B" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swarm of Fire Dancers", + "source": "ToB1-2023", + "page": 354, + "size": [ + "M" + ], + "type": { + "type": "elemental", + "swarmSize": "T" + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 90, + "formula": "12d8 + 36" + }, + "speed": { + "walk": 30, + "fly": { + "number": 30, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 10, + "dex": 20, + "con": 16, + "int": 6, + "wis": 10, + "cha": 7, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned", + "unconscious" + ], + "languages": [ + "Ignan" + ], + "cr": "7", + "trait": [ + { + "name": "Elemental Nature", + "entries": [ + "The swarm of fire dancers doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Fire Form", + "entries": [ + "A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 ({@damage 1d10}) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 ({@damage 1d10}) fire damage and catches fire. Until a creature, which can include the target, uses an action to douse the fire, the creature takes 5 ({@damage 1d10}) fire damage at the start of each of its turns." + ] + }, + { + "name": "Illumination", + "entries": [ + "The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny Elemental. The swarm can't regain hp or gain temporary hp." + ] + }, + { + "name": "Water Susceptibility", + "entries": [ + "For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The swarm of fire dancers can use its Frightening Visage, if available. It then makes two Singe attacks." + ] + }, + { + "name": "Singe", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 0 ft., one target in the swarm's space. {@h}22 ({@damage 4d10}) fire damage, or 11 ({@damage 2d10}) fire damage if the swarm has half its hp or fewer." + ] + }, + { + "name": "Frightening Visage {@recharge 5}", + "entries": [ + "The swarm rearranges itself into the shape of a giant, blue, flaming Humanoid skull. Each Humanoid within 30 feet of the swarm that can see it must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Illumination" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "IG" + ], + "damageTags": [ + "C", + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swarm of Manabane Scarabs", + "source": "ToB1-2023", + "page": 355, + "size": [ + "M" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 20, + "burrow": 10, + "climb": 20, + "fly": 10 + }, + "str": 3, + "dex": 16, + "con": 16, + "int": 1, + "wis": 13, + "cha": 2, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 30 ft.", + "tremorsense 30 ft." + ], + "passive": 13, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "4", + "trait": [ + { + "name": "Limited Magic Immunity", + "entries": [ + "The swarm of manabane scarabs can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects." + ] + }, + { + "name": "Sense Magic", + "entries": [ + "The swarm of manabane scarabs senses magic within 120 feet of it at will. This trait otherwise works like the {@spell detect magic} spell but isn't itself magical." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}28 ({@damage 8d6}) piercing damage, or 14 ({@damage 4d6}) piercing damage if the swarm has half of its hit points or fewer, and the swarm can attempt to end one random magical effect of 2nd level or lower on the target. This effect works like the {@spell dispel magic} spell, except the swarm must always make an ability check. Its ability check for this is +5." + ] + } + ], + "bonus": [ + { + "name": "Drain Magic Item", + "entries": [ + "The swarm drains the magic from one magic item in its space that isn't being worn or carried. A magic item with charges loses {@dice 1d4} charges, an item with limited uses per day loses one daily use, and a single-use item, such as a potion or spell scroll is destroyed. All other magic items have their effects suppressed for 1 minute. A drained item regains its magic after 1 hour." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "B", + "D", + "T" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swarm of Prismatic Beetles", + "source": "ToB1-2023", + "page": 356, + "size": [ + "M" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 60, + "formula": "11d8 + 11" + }, + "speed": { + "walk": 20, + "burrow": 5, + "fly": 30 + }, + "str": 3, + "dex": 16, + "con": 12, + "int": 1, + "wis": 13, + "cha": 2, + "skill": { + "perception": "+3", + "stealth": "+5" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 30 ft." + ], + "passive": 13, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "3", + "trait": [ + { + "name": "Glittering Carapace", + "entries": [ + "When a creature that can see the swarm starts its turn within 30 feet of the swarm and the swarm is in bright or dim light, the swarm can force the creature to make a {@dc 13} Wisdom saving throw if the swarm isn't {@condition incapacitated} and can see the creature. If the saving throw fails by 5 or more, the creature falls {@condition unconscious}. Otherwise, a creature that fails the save is {@condition incapacitated} and its speed is reduced to 0 until the start of its next turn, as it remains transfixed in place by the glitter of the swarm. A creature has advantage on the saving throw if the swarm is in dim light. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the swarm until the start of its next turn, when it can avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the save." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Bites", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) piercing damage, or 7 ({@damage 2d6}) piercing damage if the swarm has half of its hp or fewer. The target must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 10 ({@damage 4d4}) poison damage and is euphoric for 1 minute. On a success, a creature takes half the damage and isn't euphoric. A euphoric creature has disadvantage on saving throws. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "B", + "D" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "incapacitated", + "unconscious" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swarm of Sluaghs", + "source": "ToB1-2023", + "page": 357, + "size": [ + "M" + ], + "type": { + "type": "fey", + "swarmSize": "T" + }, + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 54, + "formula": "12d8" + }, + "speed": { + "walk": 30, + "fly": 50 + }, + "str": 6, + "dex": 16, + "con": 11, + "int": 6, + "wis": 13, + "cha": 10, + "skill": { + "stealth": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "immune": [ + "cold" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "3", + "trait": [ + { + "name": "Sunlight Weakness", + "entries": [ + "While in sunlight, the swarm of sluaghs has disadvantage on attack rolls, ability checks, and saving throws." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Chilling Touch", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}28 ({@damage 8d6}) cold damage, or 14 ({@damage 4d6}) cold damage if the swarm has half of its hp or fewer. The target must succeed on a {@dc 13} Constitution saving throw or be unable to regain hp for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the swarm of sluaghs takes the Hide action." + ] + } + ], + "environment": [ + "farmland", + "forest" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "C" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Swarm of Wharflings", + "source": "ToB1-2023", + "page": 395, + "size": [ + "L" + ], + "type": { + "type": "beast", + "swarmSize": "T" + }, + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "average": 66, + "formula": "12d10" + }, + "speed": { + "walk": 30, + "climb": 10, + "swim": 30 + }, + "str": 10, + "dex": 16, + "con": 10, + "int": 2, + "wis": 12, + "cha": 8, + "skill": { + "perception": "+3", + "sleight of hand": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "conditionImmune": [ + "charmed", + "frightened", + "grappled", + "paralyzed", + "petrified", + "prone", + "restrained", + "stunned" + ], + "cr": "3", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The swarm of wharflings can breathe air and water." + ] + }, + { + "name": "Snapping Jaws", + "entries": [ + "A creature that attempts to move out of or through the swarm of wharflings must succeed on a {@dc 13} Dexterity saving throw or take 7 ({@damage 2d6}) piercing damage." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny wharfling. The swarm can't regain hp or gain temporary hp." + ] + } + ], + "action": [ + { + "name": "Pilfering Bites", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 0 ft., one creature in the swarm's space. {@h}28 ({@damage 8d6}) piercing damage, or 14 ({@damage 4d6}) piercing damage if the swarm has half of its hp or fewer, and the target must succeed on a {@dc 13} Dexterity saving throw or lose one item it is wearing or carrying to the swarm, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Swarm of Wolf Spirits", + "source": "ToB1-2023", + "page": 358, + "size": [ + "L" + ], + "type": { + "type": "undead", + "swarmSize": "M" + }, + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 104, + "formula": "16d10 + 16" + }, + "speed": { + "walk": 50, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 14, + "dex": 18, + "con": 12, + "int": 4, + "wis": 10, + "cha": 12, + "save": { + "dex": "+7", + "wis": "+3" + }, + "skill": { + "perception": "+3", + "stealth": "+7" + }, + "senses": [ + "darkvision 120 ft." + ], + "passive": 13, + "resist": [ + "acid", + "bludgeoning", + "fire", + "lightning", + "necrotic", + "piercing", + "slashing", + "thunder" + ], + "immune": [ + "cold", + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "stunned" + ], + "languages": [ + "understands Common but can't speak" + ], + "cr": "6", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The swarm of wolf spirits can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Swarm", + "entries": [ + "The swarm can occupy another creature's space and vice versa. The swarm can't regain hp or gain temporary hp." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The swarm of wolf spirits doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The swarm of wolf spirits makes two Spectral Bites attacks." + ] + }, + { + "name": "Spectral Bites", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 0 ft., one creature in the swarm's space. {@h}14 ({@damage 4d6}) cold damage plus 9 ({@damage 2d8}) necrotic damage, or 7 ({@damage 2d6}) cold damage plus 4 ({@damage 1d8}) necrotic damage if the swarm has half of its hp or fewer." + ] + }, + { + "name": "Chilling Howl {@recharge 5}", + "entries": [ + "The swarm of wolf spirits howls, causing cold fear to course through those that hear it. Each creature within 15 feet that can hear the howl must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 35 ({@damage 10d6}) cold damage and is {@condition frightened} for 1 minute. On a success, a creature takes half the damage and isn't {@condition frightened}. A creature that fails the saving throw by 5 or more also suffers one level of {@condition exhaustion}. A {@condition frightened} creature can make a {@dc 15} Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "arctic" + ], + "traitTags": [ + "Incorporeal Movement" + ], + "senseTags": [ + "SD" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CS" + ], + "damageTags": [ + "C", + "N", + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Temple Dog", + "source": "ToB1-2023", + "page": 359, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "L", + "NX", + "C", + "G" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 97, + "formula": "15d8 + 30" + }, + "speed": { + "walk": 30 + }, + "str": 18, + "dex": 14, + "con": 15, + "int": 8, + "wis": 14, + "cha": 10, + "save": { + "con": "+5", + "wis": "+5", + "cha": "+3" + }, + "skill": { + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Celestial and Common but can't speak" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The temple dog has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Protector's Instincts", + "entries": [ + "The temple dog has advantage on initiative rolls while in its temple or within 30 feet of a priest of its deity." + ] + }, + { + "name": "Radiant Jaws", + "entries": [ + "The temple dog's Bite attacks are magical. When it hits with a Bite attack, the Bite deals an extra {@damage 2d6} radiant damage (included in the attack)." + ] + }, + { + "name": "Rushing Bite", + "entries": [ + "If the temple dog moves at least 15 feet straight toward a target and then hits it with a Bite attack on the same turn, that target must succeed on a {@dc 15} Strength saving throw or be pushed up to 10 feet away from the temple dog. If the target is pushed, the temple dog can move up to 10 feet straight toward the target without provoking opportunity attacks." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The temple dog makes two Bite attacks. If both attacks hit a Medium or smaller target, the temple dog sinks in its teeth, shaking its head violently, and the target must succeed on a {@dc 15} Strength saving throw or take 9 ({@damage 2d8}) slashing damage and be {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and temple dog can't Bite another target." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) piercing damage plus 7 ({@damage 2d6}) radiant damage." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "CE", + "CS" + ], + "damageTags": [ + "P", + "R", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tendril Puppet", + "source": "ToB1-2023", + "page": 389, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 13, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 51, + "formula": "6d8 + 24" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 15, + "con": 18, + "int": 6, + "wis": 6, + "cha": 8, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 8, + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "blinded", + "deafened" + ], + "languages": [ + "understands the languages of its vine lord but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Green Regeneration", + "entries": [ + "While in a forest, the tendril puppet regains 5 hp at the start of its turn if it has at least 1 hp." + ] + }, + { + "name": "Root Mind", + "entries": [ + "The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the tendril puppet can't be surprised." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The tendril puppet has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Woodland Walk", + "entries": [ + "Difficult terrain composed of nonmagical plants doesn't cost the tendril puppet extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." + ] + } + ], + "action": [ + { + "name": "Thorned Slam", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) bludgeoning damage plus 5 ({@damage 2d4}) piercing damage." + ] + }, + { + "name": "Ball of Thorns", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}12 ({@damage 4d4 + 2}) piercing damage, and the ball bursts, scattering sharp thorns around the target. Each creature within 5 feet of the target must succeed on a {@dc 13} Dexterity saving throw or take 5 ({@damage 2d4}) piercing damage." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Thuellai", + "source": "ToB1-2023", + "page": 360, + "size": [ + "H" + ], + "type": "elemental", + "alignment": [ + "C", + "N" + ], + "ac": [ + 17 + ], + "hp": { + "average": 161, + "formula": "14d12 + 70" + }, + "speed": { + "walk": 0, + "fly": { + "number": 100, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 22, + "dex": 24, + "con": 20, + "int": 10, + "wis": 11, + "cha": 14, + "save": { + "int": "+4", + "wis": "+4", + "cha": "+6" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "lightning", + "thunder", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained", + "unconscious" + ], + "languages": [ + "Common", + "Dwarvish", + "Primordial" + ], + "cr": "12", + "trait": [ + { + "name": "Chilling Presence", + "entries": [ + "At the start of each of the thuellai's turns, each creature within 15 feet of it must succeed on a {@dc 17} Constitution saving throw or take 7 ({@damage 2d6}) cold damage. For each minute a creature spends within 15 feet of the thuellai, it must succeed on a {@dc 17} Constitution saving throw or suffer one level of {@condition exhaustion} from cold exposure. Unprotected, nonmagical flames within 15 feet of the thuellai are extinguished. Any spells of 3rd level or lower that provide resistance to cold damage and that are within 15 feet of the thuellai immediately end. Water freezes if it remains within 15 feet of the thuellai for at least 1 minute." + ] + }, + { + "name": "Elemental Nature", + "entries": [ + "The thuellai doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Snowsight", + "entries": [ + "The thuellai can see through areas obscured by snowfall, sleet, rain, and other wintry precipitation without penalty." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The thuellai makes three Icy Claw attacks." + ] + }, + { + "name": "Icy Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d8 + 6}) slashing damage plus 10 ({@damage 3d6}) cold damage." + ] + }, + { + "name": "Freezing Breath {@recharge 5}", + "entries": [ + "The thuellai exhales an icy blast in a 60-foot cone. Each creature in the area must make a {@dc 17} Dexterity saving throw, taking 49 ({@damage 14d6}) cold damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "arctic" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "D", + "P" + ], + "damageTags": [ + "C", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Thursir", + "source": "ToB1-2023", + "page": 210, + "size": [ + "L" + ], + "type": "giant", + "ac": [ + { + "ac": 13, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 40 + }, + "str": 19, + "dex": 10, + "con": 18, + "int": 13, + "wis": 15, + "cha": 11, + "save": { + "con": "+6" + }, + "skill": { + "athletics": "+6", + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "languages": [ + "Common", + "Dwarvish", + "Giant" + ], + "cr": "3", + "trait": [ + { + "name": "Cast Iron Stomach", + "entries": [ + "The thursir has advantage on saving throws against being {@condition poisoned}." + ] + }, + { + "name": "Alignment", + "entries": [ + "The alignment of an thursir is neutral evil (50%) or lawful evil (50%)." + ] + } + ], + "action": [ + { + "name": "Warhammer", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d8 + 4}) bludgeoning damage, or 15 ({@damage 2d10 + 4}) bludgeoning damage if used with two hands to make a melee attack." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 60/240 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage." + ] + } + ], + "bonus": [ + { + "name": "Runic Blood (3/Day)", + "entries": [ + "The thursir touches a weapon, painting the thurs rune on the weapon in the thursir's blood. When the thursir hits with the weapon while the rune is active, the weapon deals an extra 9 ({@damage 2d8}) lightning damage, and the target can't take reactions until the start of its next turn. The rune lasts for 1 minute." + ] + } + ], + "environment": [ + "arctic", + "mountain", + "underdark" + ], + "attachedItems": [ + "warhammer|phb" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "C", + "D", + "GI" + ], + "damageTags": [ + "B", + "L" + ], + "miscTags": [ + "MLW", + "MW", + "RCH", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Titanoboa", + "source": "ToB1-2023", + "page": 363, + "size": [ + "G" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 232, + "formula": "15d20 + 75" + }, + "speed": { + "walk": 40, + "climb": 40, + "swim": 40 + }, + "str": 26, + "dex": 10, + "con": 20, + "int": 3, + "wis": 10, + "cha": 3, + "save": { + "dex": "+4", + "wis": "+4" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "blindsight 10 ft." + ], + "passive": 14, + "cr": "12", + "trait": [ + { + "name": "Slither", + "entries": [ + "If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can easily move through any open large enough for a Large creature, and it can squeeze through any opening large enough for a Medium creature. The titanoboa's destination must still have suitable room to accommodate its volume." + ] + }, + { + "name": "Sparkling Scales", + "entries": [ + "When a creature that can see the titanoboa starts its turn within 30 feet of the titanoboa and the titanoboa is in bright light, isn't {@condition incapacitated}, and can see the creature, the titanoboa can force the creature to make a {@dc 17} Wisdom saving throw. On a failed save, the creature is {@condition stunned} until the start of its next turn.", + "Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the titanoboa until the start of its next turn, when it can avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the save." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The titanoboa makes two Bite attacks or one Bite attack and one Constrict attack. It can replace one Bite attack with a use of Swallow." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 10 ft., one target. {@h}30 ({@damage 5d8 + 8}) piercing damage." + ] + }, + { + "name": "Constrict", + "entries": [ + "{@atk mw} {@hit 12} to hit, reach 15 ft., one target. {@h}30 ({@damage 4d10 + 8}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 18}) if it is a Huge or smaller creature. Until this grapple ends, the target is {@condition restrained}, and the titanoboa can't Constrict another target." + ] + }, + { + "name": "Swallow", + "entries": [ + "The titanoboa makes one Bite attack against a Huge or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the titanoboa, and it takes 21 ({@damage 6d6}) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a swallowed creature, the titanoboa must succeed on a {@dc 15} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 20 feet of movement, exiting {@condition prone}." + ] + } + ], + "environment": [ + "forest" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "damageTags": [ + "A", + "B", + "P" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained", + "stunned" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tophet", + "source": "ToB1-2023", + "page": 364, + "size": [ + "H" + ], + "type": "construct", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 161, + "formula": "14d12 + 70" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 10, + "con": 20, + "int": 6, + "wis": 10, + "cha": 10, + "save": { + "str": "+8", + "dex": "+3", + "con": "+8" + }, + "skill": { + "perception": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "cold" + ], + "immune": [ + "fire", + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "8", + "trait": [ + { + "name": "Burning Heart", + "entries": [ + "The tophet sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in the bright light has resistance to cold damage. At the start of each of its turns, the tophet chooses whether this light is active." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The tophet doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Heated Body", + "entries": [ + "A creature that touches the tophet or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) fire damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tophet makes two Slam attacks. It can replace one Slam attack with a use of Burning Belly." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d10 + 5}) bludgeoning damage plus 7 ({@damage 2d6}) fire damage, and the target is {@condition grappled} (escape {@dc 16}) if it is a Large or smaller creature." + ] + }, + { + "name": "Burning Belly", + "entries": [ + "The tophet makes one Slam attack against a target it is grappling as it shoves the creature into its open, flame-filled belly. If the attack hits, the target is forced into the tophet's burning belly, and the grapple ends. While inside the belly, the target is {@condition restrained}, has three-quarters cover against attacks and other effects outside the belly, and it takes 14 ({@damage 4d6}) fire damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free from the belly by succeeding on a {@dc 16} Strength check. The creature making the attempt takes 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Gout of Flame {@recharge 5}", + "entries": [ + "Flames erupt on a point the tophet can see within 100 feet of it. Each creature within 10 feet of that point must make a {@dc 16} Dexterity saving throw, taking 35 ({@damage 10d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "F" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tosculi Drone", + "source": "ToB1-2023", + "page": 367, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "tosculi" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 22, + "formula": "4d6 + 8" + }, + "speed": { + "walk": 20 + }, + "str": 8, + "dex": 16, + "con": 14, + "int": 8, + "wis": 12, + "cha": 4, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Tosculi" + ], + "cr": "1/2", + "trait": [ + { + "name": "Crowd Tactics", + "entries": [ + "The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn't {@condition incapacitated}." + ] + }, + { + "name": "Glide", + "entries": [ + "The tosculi can extend its vestigial wings while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The tosculi can't gain height with its wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther." + ] + }, + { + "name": "Hive Sense", + "entries": [ + "The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home." + ] + } + ], + "action": [ + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage." + ] + } + ], + "environment": [ + "desert", + "underdark" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "S" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true + }, + { + "name": "Tosculi Elite Bow Raider", + "source": "ToB1-2023", + "page": 366, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "tosculi" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 17 + ], + "hp": { + "average": 97, + "formula": "13d8 + 39" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 14, + "dex": 24, + "con": 17, + "int": 12, + "wis": 14, + "cha": 12, + "skill": { + "perception": "+5", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common", + "Infernal", + "Tosculi" + ], + "cr": "5", + "trait": [ + { + "name": "Archer", + "entries": [ + "A ranged weapon deals one extra die of its damage when the tosculi hits with it (included in the attack)." + ] + }, + { + "name": "Hive Sense", + "entries": [ + "The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home." + ] + }, + { + "name": "Point Blank Hunter", + "entries": [ + "When the tosculi makes a ranged attack with a bow, it doesn't have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tosculi elite bow raider makes two Claw or Longbow attacks." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}17 ({@damage 4d4 + 7}) slashing damage." + ] + }, + { + "name": "Longbow", + "entries": [ + "{@atk rw} {@hit 10} to hit, range 150/600 ft., one target. {@h}16 ({@damage 2d8 + 7}) piercing damage." + ] + } + ], + "bonus": [ + { + "name": "Skirmisher", + "entries": [ + "The tosculi takes the Dash or Disengage action." + ] + } + ], + "environment": [ + "desert", + "underdark" + ], + "attachedItems": [ + "longbow|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "I" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "hasFluff": true + }, + { + "name": "Tosculi Hive Queen", + "source": "ToB1-2023", + "page": 366, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "L", + "E" + ], + "ac": [ + 17 + ], + "hp": { + "average": 189, + "formula": "18d10 + 90" + }, + "speed": { + "walk": 40, + "fly": 60 + }, + "str": 17, + "dex": 24, + "con": 20, + "int": 16, + "wis": 16, + "cha": 18, + "save": { + "dex": "+11", + "con": "+9", + "wis": "+7", + "cha": "+8" + }, + "skill": { + "perception": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 17, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "poisoned" + ], + "languages": [ + "Common", + "Deep Speech", + "Gnoll", + "Infernal", + "telepathy 120 ft.", + "Tosculi" + ], + "cr": "12", + "trait": [ + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the hive queen fails a saving throw, she can choose to succeed instead." + ] + }, + { + "name": "Hive's Heart", + "entries": [ + "The hive queen knows the direction and distance to all members of her hive and the range of her telepathy extends to 20 miles when communicating with a member of her hive." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tosculi hive queen makes four Scimitar attacks." + ] + }, + { + "name": "Scimitar", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d6 + 7}) slashing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one creature. {@h}22 ({@damage 6d4 + 7}) piercing damage, and the target must succeed on a {@dc 17} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. A {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The hive queen's potent poison can be removed only by the {@spell greater restoration} spell or similar magic." + ] + }, + { + "name": "Implant Egg", + "entries": [ + "The hive queen implants an egg into an {@condition incapacitated} creature within 5 feet of her that isn't a Construct or Undead. Until the egg hatches or is removed, the creature is {@condition poisoned}, {@condition paralyzed}, and doesn't need to eat or drink. The egg hatches after 30 days, and the larval tosculi bursts out of the host, killing the host in the process. A creature can take its action to remove the egg by succeeding on a {@dc 20} Wisdom ({@skill Medicine}) check. Alternatively, a spell or effect that cures disease disintegrates the unhatched tosculi." + ] + } + ], + "legendary": [ + { + "name": "Flight", + "entries": [ + "The hive queen flies up to half her flying speed without provoking opportunity attacks." + ] + }, + { + "name": "Stinger (Costs 2 Actions)", + "entries": [ + "The hive queen makes one Stinger attack." + ] + }, + { + "name": "Glitter Dust (Costs 2 Actions)", + "entries": [ + "The hive queen beats her wings and creates a cloud of glittering, golden particles. Each non-tosculi creature within 20 feet of her must succeed on a {@dc 17} Dexterity saving throw or be {@condition blinded} until the end of its next turn." + ] + } + ], + "legendaryGroup": { + "name": "Tosculi Hive Queen", + "source": "ToB1-2023" + }, + "environment": [ + "desert", + "underdark" + ], + "attachedItems": [ + "scimitar|phb" + ], + "traitTags": [ + "Legendary Resistances" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DS", + "I", + "OTH", + "TP" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "blinded", + "paralyzed", + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tosculi Warrior", + "source": "ToB1-2023", + "page": 367, + "size": [ + "S" + ], + "type": { + "type": "humanoid", + "tags": [ + "tosculi" + ] + }, + "alignment": [ + "L", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 58, + "formula": "9d6 + 27" + }, + "speed": { + "walk": 20, + "fly": 60 + }, + "str": 12, + "dex": 20, + "con": 16, + "int": 10, + "wis": 12, + "cha": 12, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Tosculi" + ], + "cr": "3", + "trait": [ + { + "name": "Crowd Tactics", + "entries": [ + "The tosculi can share its space with up to one other tosculi. While sharing its space with one other tosculi, it has advantage on attack rolls against a creature if the other tosculi in its space isn't {@condition incapacitated}." + ] + }, + { + "name": "Hive Sense", + "entries": [ + "The tosculi can pinpoint the location of its hive queen when she is within 300 feet of it, and it can sense the general direction and distance to the hive where its queen makes her home." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tosculi warrior makes one Claw attack and one Stinger attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d4 + 5}) slashing damage." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}10 ({@damage 2d4 + 5}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is also {@condition paralyzed}. A {@condition poisoned} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Prepare Host", + "entries": [ + "The tosculi extends the paralysis on a creature within 5 feet of it that was {@condition paralyzed} by a tosculi's Stinger attack. The {@condition paralyzed} target must succeed on a {@dc 13} Constitution saving throw or be {@condition paralyzed} for 8 hours and no longer makes saving throws to end the paralysis. The paralysis ends if the target takes damage while below half its hp maximum. Otherwise, a spell or effect that cures disease ends this paralysis." + ] + } + ], + "environment": [ + "desert", + "underdark" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Treacle", + "source": "ToB1-2023", + "page": 368, + "size": [ + "T" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 22, + "formula": "4d4 + 12" + }, + "speed": { + "walk": 15, + "climb": 10 + }, + "str": 4, + "dex": 15, + "con": 17, + "int": 1, + "wis": 1, + "cha": 10, + "skill": { + "deception": "+4" + }, + "senses": [ + "blindsight 120 ft. (blind beyond this radius)" + ], + "passive": 5, + "cr": "1/4", + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The treacle can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Mimicry", + "entries": [ + "The treacle can mimic animal sounds. A creature that hears the sounds can tell they are imitations with a successful {@dc 14} Wisdom ({@skill Insight}) check." + ] + } + ], + "action": [ + { + "name": "Blood Drain", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}The treacle attaches to the target. While attached, the treacle can't attack, and at the start of each of the treacle's turns, the target loses 5 {@dice 2d4} hp due to blood loss. Each time the target loses hp in this way, it must succeed on a {@dc 14} Wisdom ({@skill Perception}) check to notice the treacle is attached and harming it, otherwise it is unaware the hp loss is from the treacle. A creature that loses hp in this way while below half its hp maximum automatically succeeds on this check.", + "The attached treacle moves with the target whenever the target moves, requiring none of the treacle's movement. It can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the treacle." + ] + } + ], + "reaction": [ + { + "name": "Mimic Innocence", + "entries": [ + "When a creature the treacle can see moves within 120 feet of it, the treacle squishes, stretches, and molds its body into the shape of a Tiny Beast or object the creature finds least threatening, such as an injured rabbit or a long-lost toy. The treacle's body takes on most of the coloration of the desired shape, but some part of it is always white, pale, or pearlescent. Regardless of the shape, the treacle's flesh doesn't change and is soft and plush to the touch. The treacle can maintain this shape for up to 8 hours or until another creature it can see moves within 120 feet of it." + ] + } + ], + "environment": [ + "farmland", + "urban" + ], + "traitTags": [ + "Amorphous" + ], + "senseTags": [ + "B" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Trollkin Reaver", + "source": "ToB1-2023", + "page": 371, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "trollkin" + ] + }, + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "{@item hide armor|PHB}" + ] + } + ], + "hp": { + "average": 82, + "formula": "11d8 + 33" + }, + "speed": { + "walk": 30 + }, + "str": 19, + "dex": 13, + "con": 16, + "int": 11, + "wis": 12, + "cha": 13, + "save": { + "con": "+5" + }, + "skill": { + "intimidation": "+5", + "survival": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "languages": [ + "Common", + "Trollkin" + ], + "cr": "4", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The trollkin reaver regains 5 hp at the start of its turn. If the trollkin takes acid or fire damage, this trait doesn't function at the start of the trollkin's next turn. The trollkin dies if it starts its turn with 0 hp and doesn't regenerate." + ] + }, + { + "name": "Thick Hide", + "entries": [ + "The trollkin reaver's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The trollkin raider makes one Bite attack and two Claw attacks, or it makes three Handaxe attacks. It can replace one Claw attack with a Battleaxe attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d4 + 4}) slashing damage." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands." + ] + }, + { + "name": "Handaxe", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + }, + { + "name": "Howl of Battle {@recharge}", + "entries": [ + "The trollkin reaver howls a battle cry at up to three friendly creatures it can see within 30 feet of it. Each target can make one weapon attack as a reaction and has advantage on the attack roll." + ] + } + ], + "environment": [ + "any" + ], + "attachedItems": [ + "battleaxe|phb", + "handaxe|phb" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Tusked Skyfish", + "source": "ToB1-2023", + "page": 372, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 102, + "formula": "12d10 + 36" + }, + "speed": { + "walk": 5, + "fly": { + "number": 20, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 19, + "dex": 12, + "con": 17, + "int": 3, + "wis": 14, + "cha": 10, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "immune": [ + "lightning" + ], + "cr": "4", + "trait": [ + { + "name": "Electrified Tendrils", + "entries": [ + "A creature that touches the skyfish or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) lightning damage. In addition, a creature that starts its turn beneath the skyfish while the skyfish is hovering takes 3 ({@damage 1d6}) lightning damage, provided the creature is within 15 feet of the skyfish." + ] + }, + { + "name": "Mobile Grappler", + "entries": [ + "While grappling a creature, the tusked skyfish can move at its full speed, carrying the {@condition grappled} creature along with it." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The tusked skyfish makes one Gore attack and one Electrified Tentacles attack." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Electrified Tentacles", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 10 ft., one creature. {@h}14 ({@damage 3d6 + 4}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 13}) if it is a Medium or smaller creature. Until this grapple ends, the target is {@condition restrained} and takes 14 ({@damage 4d6}) lightning damage at the start of each of its turns, and the skyfish can't use its Electrified Tentacles on another target." + ] + }, + { + "name": "Stench Spray {@recharge 5}", + "entries": [ + "The tusked skyfish sprays foul\u2011smelling liquid in a 20-foot line that is 5 feet wide. Each creature in that line must make a {@dc 13} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. If the saving throw fails by 5 or more, the creature falls {@condition unconscious} while {@condition poisoned} in this way. The {@condition unconscious} creature wakes up if it takes damage or if another creature takes an action to shake it awake. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "desert", + "grassland" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "I", + "L", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "poisoned", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Umbral Vampire", + "source": "ToB1-2023", + "page": 382, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 84, + "formula": "13d8 + 26" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 18, + "con": 15, + "int": 14, + "wis": 14, + "cha": 19, + "save": { + "dex": "+7", + "cha": "+7" + }, + "skill": { + "perception": "+5", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "resist": [ + "acid", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "cold", + "necrotic", + "poison" + ], + "conditionImmune": [ + "exhaustion", + "grappled", + "paralyzed", + "petrified", + "poisoned", + "prone", + "restrained" + ], + "languages": [ + "Common", + "Umbral", + "Void Speech" + ], + "cr": "7", + "trait": [ + { + "name": "Incorporeal Movement", + "entries": [ + "The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the umbral vampire has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The umbral vampire doesn't require air." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The umbral vampire can use its Umbral Grasp. It then makes two Shadow Touch attacks." + ] + }, + { + "name": "Shadow Touch", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}17 ({@damage 3d8 + 4}) necrotic damage, and the target's Strength score is reduced by {@dice 1d4}. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. A non-evil Humanoid slain by this attack rises 24 hours later as a shadow under the vampire's control, unless the Humanoid is restored to life. The vampire can have no more than five shadows under its control at one time." + ] + }, + { + "name": "Umbral Grasp", + "entries": [ + "The umbral vampire sends a giant hand of shadow to grab one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a {@dc 15} Dexterity saving throw or be {@condition restrained} by wisps of magical shadow for 1 minute. While {@condition restrained}, the target takes 9 ({@damage 2d8}) necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The umbral vampire can have no more than two creatures {@condition restrained} by its Umbral Grasp at a time." + ] + } + ], + "bonus": [ + { + "name": "Shadow Stealth", + "entries": [ + "While in dim light or darkness, the umbral vampire takes the Hide action." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "traitTags": [ + "Incorporeal Movement", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "N", + "O" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Uraeus", + "source": "ToB1-2023", + "page": 373, + "size": [ + "T" + ], + "type": "celestial", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 40, + "formula": "9d4 + 18" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 6, + "dex": 15, + "con": 14, + "int": 10, + "wis": 14, + "cha": 9, + "save": { + "wis": "+4", + "cha": "+1" + }, + "skill": { + "perception": "+4" + }, + "senses": [ + "blindsight 10 ft." + ], + "passive": 14, + "resist": [ + "radiant", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "fire", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "understands Celestial and Common but can't speak" + ], + "cr": "2", + "trait": [ + { + "name": "Flyby", + "entries": [ + "The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The uraeus has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}5 ({@damage 1d6 + 2}) piercing damage plus 9 ({@damage 2d8}) poison damage, and the target must succeed on a {@dc 12} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned}, the target takes 3 ({@damage 1d6}) fire damage at the start of each of its turns. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Spit Fire", + "entries": [ + "{@atk rw} {@hit 4} to hit, range 20/60 ft., one target. {@h}16 ({@damage 4d6 + 2}) fire damage." + ] + }, + { + "name": "Searing Breath {@recharge 5}", + "entries": [ + "The uraeus exhales a 15-foot cone of fire. Each creature in the area must make a {@dc 12} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "bonus": [ + { + "name": "Ward Bond", + "entries": [ + "The uraeus forms a magical bond with a willing creature within 5 feet of it. While bonded, the uraeus and its ward know the distance and direction to each other and the general state of each other's health, even if the two are on different planes of existence. The bond lasts until the uraeus or its ward dies, until the uraeus ends it as a bonus action, or until the uraeus uses this bonus action to create a bond with another creature." + ] + } + ], + "reaction": [ + { + "name": "Bonded Savior", + "entries": [ + "When the uraeus's bonded ward takes damage, the uraeus prevents the ward from taking the damage and loses hp equal to that amount instead, regardless of the type of damage dealt." + ] + } + ], + "environment": [ + "any", + "planar" + ], + "traitTags": [ + "Flyby", + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "C", + "CE", + "CS" + ], + "damageTags": [ + "F", + "I", + "P" + ], + "miscTags": [ + "AOE", + "MW", + "RW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Urochar", + "source": "ToB1-2023", + "page": 374, + "size": [ + "H" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 256, + "formula": "19d12 + 133" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 24, + "dex": 15, + "con": 24, + "int": 14, + "wis": 14, + "cha": 20, + "save": { + "dex": "+8", + "con": "+13", + "wis": "+8", + "cha": "+11" + }, + "skill": { + "perception": "+8", + "stealth": "+8" + }, + "senses": [ + "truesight 120 ft." + ], + "passive": 18, + "resist": [ + "cold", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks that aren't silvered", + "cond": true + } + ], + "immune": [ + "thunder" + ], + "conditionImmune": [ + "frightened" + ], + "languages": [ + "understands Darakhul and Void Speech but can't speak" + ], + "cr": "17", + "trait": [ + { + "name": "Mind-Rending Death", + "entries": [ + "When the urochar dies, it releases all the fear it consumed in its lifetime in a single, mind-rending wave. Each creature within 30 feet of it must succeed on a {@dc 19} Charisma saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature takes 14 ({@damage 4d6}) psychic damage at the start of each of its turns. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Rubbery Body", + "entries": [ + "The urochar's body is rubbery with few bones, allowing it to easily move through any opening large enough for a Medium creature. It can squeeze through any opening large enough for a Small creature. The urochar's destination must still have suitable room to accommodate its volume." + ] + }, + { + "name": "Spider Climb", + "entries": [ + "The urochar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The urochar can use its Paralyzing Gaze. It then makes four Tentacle attacks." + ] + }, + { + "name": "Tentacle", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 20 ft., one target. {@h}25 ({@damage 4d8 + 7}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 19}) if it is a Large or smaller creature. Until this grapple ends, the target is {@condition restrained}. The urochar has four tentacles, each can grapple only one target." + ] + }, + { + "name": "Paralyzing Gaze", + "entries": [ + "The urochar turns its eerie gaze upon one creature it can see within 60 feet of it. The target must succeed on a {@dc 19} Wisdom saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the urochar's Paralyzing Gaze for the next 24 hours." + ] + }, + { + "name": "Strangling Grasp", + "entries": [ + "Each creature {@condition grappled} by the urochar must make a {@dc 19} Strength saving throw. On a failure, a creature takes 36 ({@damage 8d8}) bludgeoning damage and can't breathe until the grapple ends. On a success, a creature takes half the damage and can still breathe." + ] + } + ], + "reaction": [ + { + "name": "Hidden Step", + "entries": [ + "The urochar magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action. Grappled creatures are no longer {@condition grappled} and don't teleport with it." + ] + } + ], + "environment": [ + "underdark" + ], + "traitTags": [ + "Spider Climb" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack", + "Tentacles" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "Y" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "grappled", + "paralyzed", + "restrained" + ], + "savingThrowForced": [ + "charisma", + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ushabti", + "source": "ToB1-2023", + "page": 376, + "size": [ + "M" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "14d8 + 56" + }, + "speed": { + "walk": 40 + }, + "str": 14, + "dex": 20, + "con": 18, + "int": 6, + "wis": 11, + "cha": 6, + "save": { + "wis": "+3", + "cha": "+1" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "8", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The ushabti doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the ushabti is motionless, it is indistinguishable from a normal funerary statue." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The ushabti is immune to spells and effects that would alter its form." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ushabti has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Necrotic Weapons", + "entries": [ + "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra ({@dice 3d8}) necrotic damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ushabti makes two Nabboot attacks." + ] + }, + { + "name": "Nabboot", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) bludgeoning damage plus 13 ({@damage 3d8}) necrotic damage. If the target is a creature, it must succeed on a {@dc 16} Constitution saving throw or be cursed with tomb taint. The cursed target's speed is halved, and its hp maximum decreases by 3 ({@dice 1d6}) for every 24 hours that elapse. If the curse reduces the target's hp maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the {@spell remove curse} spell or comparable magic." + ] + }, + { + "name": "Serpentine Armlets (1/Day)", + "entries": [ + "The ushabti commands its armlets to drop to the floor and transform into two giant, poisonous snakes. The snakes act as allies of the ushabti and obey its spoken commands. The snakes remain for 1 hour, until the ushabti dies, or until the ushabti dismisses one or both of them as a bonus action. When the snakes disappear, they become wisps of smoke and reform as armlets around the ushabti's arms." + ] + } + ], + "reaction": [ + { + "name": "Telekinesis", + "entries": [ + "One creature the ushabti can see within 60 feet of it must succeed on a {@dc 16} Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). The target is {@condition restrained} until the start of the ushabti's next turn." + ] + } + ], + "environment": [ + "desert", + "underdark", + "urban" + ], + "traitTags": [ + "False Appearance", + "Immutable Form", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ushabti Royal Guard", + "source": "ToB1-2023", + "page": 377, + "size": [ + "L" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 19, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 168, + "formula": "16d10 + 80" + }, + "speed": { + "walk": 30 + }, + "str": 22, + "dex": 16, + "con": 20, + "int": 11, + "wis": 19, + "cha": 9, + "save": { + "wis": "+9", + "cha": "+4" + }, + "skill": { + "arcana": "+5", + "history": "+5", + "perception": "+9" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 19, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "14", + "trait": [ + { + "name": "Construct Nature", + "entries": [ + "The ushabti doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "False Appearance", + "entries": [ + "While the ushabti is motionless, it is indistinguishable from a normal funerary statue." + ] + }, + { + "name": "Healing Leech", + "entries": [ + "If a creature within 30 feet of the ushabti regains hp from a spell or magical effect, the creature regains only half the amount and the ushabti regains the other half." + ] + }, + { + "name": "Immutable Form", + "entries": [ + "The ushabti is immune to any spell or effect that would alter its form." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the ushabti fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The ushabti has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Necrotic Weapons", + "entries": [ + "The ushabti's weapon attacks are magical. When the ushabti hits with any weapon, the weapon deals an extra ({@dice 2d8}) necrotic damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ushabti can use its Breath-Stealing Presence. It then makes two Khopesh attacks and one Medjai's Scepter attack." + ] + }, + { + "name": "Khopesh", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Medjai's Scepter", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d8 + 6}) bludgeoning damage plus 9 ({@damage 2d8}) necrotic damage." + ] + }, + { + "name": "Breath-Stealing Presence", + "entries": [ + "Each creature of the ushabti's choice within 30 feet of the ushabti and aware of it must succeed on a {@dc 18} Constitution saving throw or take 9 ({@damage 2d8}) necrotic damage and be unable to speak or breathe for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ushabti's Breath\u2011Stealing Presence for the next 24 hours." + ] + }, + { + "name": "Enervating Surge {@recharge 5}", + "entries": [ + "The ushabti emits waves of necrotic energy. Each creature within 30 feet of the ushabti must make a {@dc 18} Constitution saving throw, taking 49 ({@damage 11d8}) necrotic damage on a failed save, or half as much damage on a successful one. A creature that can't breathe because of the ushabti's Breath\u2011Stealing Presence has disadvantage on the saving throw. If the saving throw fails by 5 or more, the creature also suffers one level of {@condition exhaustion}. A Humanoid slain by this effect rises {@dice 1d4} hours later as a mummy under the ushabti's control, unless the Humanoid is restored to life or its body is destroyed. The ushabti can have no more than five mummies under its control at one time." + ] + } + ], + "reaction": [ + { + "name": "Sudden Strike", + "entries": [ + "When a creature more than 5 feet away from the ushabti moves to a space within 5 feet of the ushabti, the ushabti can make one Khopesh attack against it." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The ushabti moves up to its speed without provoking opportunity attacks." + ] + }, + { + "name": "Medjai's Scepter (Costs 2 Actions)", + "entries": [ + "The ushabti makes one Medjai's Scepter attack." + ] + }, + { + "name": "Telekinesis (Costs 2 Actions)", + "entries": [ + "Up to two creatures the ushabti can see within 60 feet of it must succeed on a {@dc 18} Strength saving throw or the ushabti moves the creature up to 30 feet in any direction (including upward). A moved target is then {@condition restrained} until the start of the ushabti's next turn." + ] + } + ], + "environment": [ + "desert", + "underdark", + "urban" + ], + "traitTags": [ + "False Appearance", + "Immutable Form", + "Legendary Resistances", + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "exhaustion", + "restrained" + ], + "savingThrowForced": [ + "constitution", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Valkyrie", + "source": "ToB1-2023", + "page": 379, + "size": [ + "M" + ], + "type": "celestial", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "{@item chain mail|PHB}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 150, + "formula": "20d8 + 60" + }, + "speed": { + "walk": 30, + "fly": 60 + }, + "str": 18, + "dex": 18, + "con": 16, + "int": 12, + "wis": 19, + "cha": 18, + "save": { + "con": "+7", + "int": "+5", + "wis": "+8", + "cha": "+8" + }, + "skill": { + "perception": "+8" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 18, + "resist": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "immune": [ + "poison", + { + "immune": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "conditionImmune": [ + "frightened", + "poisoned" + ], + "languages": [ + "all", + "telepathy 60 ft." + ], + "cr": "11", + "trait": [ + { + "name": "Aura of Valor", + "entries": [ + "Friendly creatures wielding weapons within 30 feet of the valkyrie have advantage on weapon attack rolls and ability checks. At the start of each of its turns, the valkyrie can choose to exclude any number of friendly creatures from this aura (no action required)." + ] + }, + { + "name": "Immortal Nature", + "entries": [ + "The valkyrie doesn't require food, drink, or sleep." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The valkyrie has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Radiant Weapons", + "entries": [ + "The valkyrie's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 16 ({@damage 3d10}) radiant damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The valkyrie can use its Gaze of Doom. It then makes two Longsword attacks and one Spear attack, or it makes three Radiant Bolt attacks." + ] + }, + { + "name": "Longsword", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands, plus 16 ({@damage 3d10}) radiant damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 8} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack, plus 16 ({@damage 3d10}) radiant damage." + ] + }, + { + "name": "Radiant Bolt", + "entries": [ + "{@atk rs} {@hit 8} to hit, range 120 ft., one target. {@h}26 ({@damage 4d10 + 4}) radiant damage." + ] + }, + { + "name": "Gaze of Doom", + "entries": [ + "The valkyrie's gaze foretells a doomed fate for one creature the valkyrie can see within 60 feet of it. The target must succeed on a {@dc 16} Wisdom saving throw or be {@condition frightened} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Healing Touch (4/Day)", + "entries": [ + "The valkyrie touches another creature. The target magically regains 21 {@dice 6d6} hp and is freed from any curse, disease, poison, blindness, or deafness." + ] + } + ], + "reaction": [ + { + "name": "Ascension", + "entries": [ + "When a friendly creature the valkyrie can see and within its Aura of Valor is reduced to 0 hp while engaged in melee combat, the valkyrie can reincarnate the creature as a gladiator. If the gladiator reduces at least three creatures to 0 hp within 1 minute of its reincarnation, it transforms into an einherjar. The valkyrie can provide ascension to up to two creatures each hour with this reaction." + ] + } + ], + "environment": [ + "any", + "planar" + ], + "attachedItems": [ + "longsword|phb", + "spear|phb" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "P", + "R", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vapor Lynx", + "source": "ToB1-2023", + "page": 383, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 127, + "formula": "15d10 + 45" + }, + "speed": { + "walk": 50, + "climb": 30 + }, + "str": 15, + "dex": 18, + "con": 16, + "int": 10, + "wis": 13, + "cha": 14, + "skill": { + "perception": "+4", + "stealth": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "5", + "trait": [ + { + "name": "Fog Flow", + "entries": [ + "While in fog or mist, the vapor lynx can move through a space as narrow at 1 inch wide without squeezing, provided the fog or mist is flowing through the space." + ] + }, + { + "name": "Hazesight", + "entries": [ + "The vapor lynx can see through areas obscured by fog, mist, and steam without penalty." + ] + }, + { + "name": "Swamp Walk", + "entries": [ + "Difficult terrain composed of mud, shallow water, and water plants doesn't cost the vapor lynx extra movement." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vapor lynx makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Poison Breath {@recharge 5}", + "entries": [ + "The vapor lynx exhales poisonous fog in a 20-foot radius centered on itself. The fog spreads around corners, and its area is heavily obscured. Each creature in the area must make a {@dc 14} Constitution saving throw. On a failure, a creature takes 28 ({@damage 8d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition poisoned}. The fog lasts for 1 minute. A creature that starts its turn in the fog or enters the fog for the first time on a turn must succeed on a {@dc 14} Constitution saving throw or be {@condition poisoned} until the end of its next turn." + ] + } + ], + "bonus": [ + { + "name": "Fog Step", + "entries": [ + "The vapor lynx teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. The origin and destination spaces must contain fog." + ] + } + ], + "environment": [ + "swamp" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Venomous Mummy", + "source": "ToB1-2023", + "page": 279, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 11, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 58, + "formula": "9d8 + 18" + }, + "speed": { + "walk": 20 + }, + "str": 16, + "dex": 8, + "con": 15, + "int": 7, + "wis": 10, + "cha": 14, + "save": { + "wis": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "3", + "trait": [ + { + "name": "Toxic Smoke", + "entries": [ + "If the venomous mummy takes fire damage, each creature within 10 feet of it must make a {@dc 12} Constitution saving throw as its venom-soaked wraps emit a poisonous smoke. On a failure, a creature takes 7 ({@damage 2d6}) poison damage and is {@condition poisoned} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition poisoned}. The smoke fills a 10-foot-radius sphere centered on the mummy. The sphere spreads around corners, and its area is lightly obscured. It lasts until the end of the mummy's next turn. A creature that enters the cloud for the first time on a turn or starts its turn there is {@condition poisoned} until the end of its next turn." + ] + }, + { + "name": "Venom-Soaked Wraps", + "entries": [ + "A creature that touches the mummy or hits it with a melee attack while within 5 feet of it takes 3 ({@damage 1d6}) poison damage." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The venomous mummy doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Venomous Fist", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 10 ({@damage 3d6}) poison damage. If the target is a creature, it must succeed on a {@dc 12} Constitution saving throw or be cursed. Every 24 hours that elapse, the cursed target must succeed on a {@dc 12} Constitution saving throw or take 7 ({@damage 2d6}) poison damage, and its hp maximum is reduced by that amount. This reduction lasts until the target finishes a long rest after the curse is removed. The target dies if this effect reduces its hp maximum to 0. The curse lasts until removed by the {@spell remove curse} spell or similar magic." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "I" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vesiculosa", + "source": "ToB1-2023", + "page": 385, + "size": [ + "G" + ], + "type": "plant", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 232, + "formula": "16d20 + 64" + }, + "speed": { + "walk": 0, + "burrow": 20 + }, + "str": 20, + "dex": 15, + "con": 19, + "int": 2, + "wis": 14, + "cha": 2, + "skill": { + "perception": "+6" + }, + "senses": [ + "tremorsense 60 ft." + ], + "passive": 16, + "resist": [ + "bludgeoning", + "fire", + "piercing" + ], + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "frightened", + "prone" + ], + "cr": "11", + "trait": [ + { + "name": "Oasis Appearance", + "entries": [ + "While the vesiculosa remains motionless and partially submerged on the surface of sand or soil, it is indistinguishable from a small oasis or pond. The vesiculosa's pitcher produces enough water for plants to grow around it, provided the vesiculosa remains in the area for an extended period of time. A creature that eats a fruit from a plant growing in the vesiculosa's water is affected by the Sweet Water trait as if it drank the water." + ] + }, + { + "name": "Sweet Fragrance", + "entries": [ + "When a creature that can smell the vesiculosa's sweet fragrance starts its turn within 30 feet of the vesiculosa, the creature must succeed on a {@dc 16} Wisdom saving throw or be {@condition charmed} for 1 minute. While {@condition charmed}, the creature must move on its turn toward the vesiculosa by the safest available route to get within 5 feet of the plant and drink its water. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vesiculosa's Sweet Fragrance for the next 24 hours." + ] + }, + { + "name": "Sweet Water", + "entries": [ + "A creature that drinks water from the vesiculosa's pitcher regains 5 {@dice 2d4} hp, reduces its {@condition exhaustion} level by 1, and must succeed on a {@dc 16} Constitution saving throw or fall {@condition unconscious} for 10 minutes. An {@condition unconscious} creature wakes up if it takes damage or if another creature takes an action to shake it awake. Drinking the water provides a creature enough nourishment to sustain it for one day." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vesiculosa makes four Root or Spit Sweet Water attacks." + ] + }, + { + "name": "Root", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one creature. {@h}18 ({@damage 3d8 + 5}) bludgeoning damage, and the target is {@condition grappled} (escape {@dc 16}). Until the grapple ends, the target is {@condition restrained}. The vesiculosa has four roots, each of which can grapple only one target." + ] + }, + { + "name": "Spit Sweet Water", + "entries": [ + "{@atk rw} {@hit 6} to hit, range 20/60 ft., one creature. {@h}18 ({@damage 3d10 + 2}) bludgeoning damage, and the target must succeed on a {@dc 16} Constitution saving throw or fall {@condition unconscious} for 1 minute. The target wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + } + ], + "bonus": [ + { + "name": "Bury", + "entries": [ + "One creature {@condition grappled} by the vesiculosa is knocked {@condition prone}, dragged into the ground, and buried just below the surface, ending the grapple. The buried creature is {@condition restrained} and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a {@dc 16} Strength check. This bonus action doesn't wake a creature that is {@condition unconscious} from the vesiculosa's Sweet Water trait or Spit Sweet Water action." + ] + } + ], + "environment": [ + "desert" + ], + "senseTags": [ + "T" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B" + ], + "miscTags": [ + "MW", + "RCH", + "RW" + ], + "conditionInflict": [ + "charmed", + "grappled", + "prone", + "restrained", + "unconscious" + ], + "savingThrowForced": [ + "constitution", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vila", + "source": "ToB1-2023", + "page": 386, + "size": [ + "M" + ], + "type": "fey", + "alignment": [ + "L", + "N" + ], + "ac": [ + 15 + ], + "hp": { + "average": 77, + "formula": "14d8 + 14" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 20, + "con": 13, + "int": 11, + "wis": 14, + "cha": 16, + "save": { + "con": "+4", + "wis": "+5", + "cha": "+6" + }, + "skill": { + "animal handling": "+8", + "insight": "+5", + "intimidation": "+6", + "perception": "+8", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 18, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "5", + "trait": [ + { + "name": "Forest's Defender", + "entries": [ + "Difficult terrain composed of nonmagical plants doesn't cost the vila extra movement, and it can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, while in forested terrain, the vila has advantage on initiative rolls." + ] + }, + { + "name": "Poisoned Weapons", + "entries": [ + "The vila's weapons are coated with a magical poison harvest from the forest. When the vila hits with any weapon, the weapon deals an extra {@damage 2d6} poison damage (included in the attack)." + ] + }, + { + "name": "Speak with Beasts", + "entries": [ + "The vila can communicate with Beasts as if they shared a language." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vila can use its Song of the Forest. It then makes two Shortsword or Shortbow attacks." + ] + }, + { + "name": "Shortsword", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Shortbow", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 80/320 ft., one target. {@h}8 ({@damage 1d6 + 5}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Song of the Forest", + "entries": [ + "The vila sings one of the following songs at up to three creatures it can see within 30 feet of it. Each target that can hear the song must succeed on a {@dc 14} Wisdom saving throw or suffer the song's effect." + ] + }, + { + "name": "• Ancient Lullaby", + "entries": [ + "Each creature that fails the saving throw falls {@condition unconscious} for 1 minute. The {@condition unconscious} creature wakes up if it takes damage or if another creature takes an action to shake it awake." + ] + }, + { + "name": "• Fascinating Melody", + "entries": [ + "Each creature that fails the saving throw is {@condition stunned} until the end of its next turn." + ] + }, + { + "name": "• Luckless Tune", + "entries": [ + "Each creature that fails the saving throw has disadvantage on attack rolls and ability checks until the end of its next turn." + ] + }, + { + "name": "Denizens of the Wilds (1/Day)", + "entries": [ + "The vila magically calls {@dice 1d4} wolves or 1 wampus cat. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vila and obeying its spoken commands. The creatures remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action." + ] + } + ], + "environment": [ + "forest" + ], + "attachedItems": [ + "shortbow|phb", + "shortsword|phb" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MLW", + "MW", + "RW" + ], + "conditionInflict": [ + "stunned" + ], + "savingThrowForced": [ + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vile Barber", + "source": "ToB1-2023", + "page": 387, + "size": [ + "S" + ], + "type": "fey", + "alignment": [ + "C", + "E" + ], + "ac": [ + 14 + ], + "hp": { + "average": 35, + "formula": "10d6" + }, + "speed": { + "walk": 30 + }, + "str": 12, + "dex": 18, + "con": 10, + "int": 10, + "wis": 8, + "cha": 10, + "skill": { + "acrobatics": "+3", + "stealth": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "conditionImmune": [ + "frightened" + ], + "languages": [ + "Common", + "Goblin", + "Sylvan", + "Umbral" + ], + "cr": "2", + "trait": [ + { + "name": "Blood Frenzy", + "entries": [ + "The vile barber has advantage on melee attack rolls against any creature that doesn't have all its hp." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vile barber makes two Straight Razor attacks. If both attacks hit one creature, the target must succeed on a {@dc 14} Dexterity saving throw or lose 3 {@dice 1d6} hp at the start of each of its turns due to a bleeding wound. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to stanch the wound with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The wound also closes if the target receives magical healing." + ] + }, + { + "name": "Straight Razor", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage. Instead of dealing damage, the vile barber can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor." + ] + }, + { + "name": "Frightening Cut {@recharge 5}", + "entries": [ + "The vile barber makes one Straight Razor attack against a creature it can see within 5 feet of it. If the attack hits and deals damage, the target takes an extra 7 ({@damage 2d6}) necrotic damage, and each creature that can see the attack within 15 feet of the target must succeed on a {@dc 14} Wisdom saving throw or be {@condition frightened} for 1 minute. A {@condition frightened} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "bonus": [ + { + "name": "Hidden Step", + "entries": [ + "The vile barber magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action." + ] + } + ], + "environment": [ + "planar", + "urban" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "GO", + "S" + ], + "damageTags": [ + "N", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vine Lord", + "source": "ToB1-2023", + "page": 388, + "size": [ + "M" + ], + "type": "plant", + "alignment": [ + "L", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d8 + 42" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 12, + "dex": 20, + "con": 16, + "int": 14, + "wis": 16, + "cha": 18, + "save": { + "con": "+7", + "wis": "+7", + "cha": "+8" + }, + "senses": [ + "blindsight 60 ft. (blind beyond this radius)" + ], + "passive": 13, + "vulnerable": [ + "fire" + ], + "conditionImmune": [ + "blinded", + "deafened" + ], + "languages": [ + "Common", + "Sylvan" + ], + "cr": "9", + "trait": [ + { + "name": "Green Regeneration", + "entries": [ + "While in a forest, the vine lord regains 10 hp at the start of its turn if it hast at least 1 hp." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The vine lord has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Root Mind", + "entries": [ + "The vine lord and the tendril puppets it has created are connected via a hive mind. The vine lord and its puppets can telepathically communicate with each other, provided the communicating creatures are within 1 mile of each other. In addition, while in a forest, the vine lord can't be surprised." + ] + }, + { + "name": "Vine Seed", + "entries": [ + "A creature infected with a vine lord's vine seed suffers near-constant pain as the seed takes root and spreads tendrils throughout its body. For the first 24 hours after infection, the creature has disadvantage on attack rolls and ability checks, as the pain from the spreading roots distracts it. Then, the seed becomes a disease, devouring the creature from the inside as it grows vines throughout the creature's body. Until the disease is cured, the infected creature can't regain hp, and its hp maximum decreases by 7 ({@dice 2d6}) for every 24 hours that elapse. This reduction lasts until the disease is cured. The creature dies if this disease reduces its hp maximum to 0.", + "This potent disease can be cured only by the {@spell greater restoration} spell or similar magic. Alternatively, a creature can take 10 minutes and remove the growing seed from the infected creature within the first 24 hours of infection by succeeding on a {@dc 16} Wisdom ({@skill Medicine}) check. A Humanoid slain by this disease rises 24 hours later as a tendril puppet under the vine lord's control." + ] + }, + { + "name": "Woodland Walk", + "entries": [ + "Difficult terrain composed of plants doesn't cost the vine lord extra movement. In addition, it can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vine lord makes one Tendril attack and two Thorned Slam attacks." + ] + }, + { + "name": "Tendril", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}7 ({@damage 1d4 + 5}) slashing damage plus 7 ({@damage 2d6}) poison damage, and the target must succeed on a {@dc 16} Constitution saving throw or become infected with a vine seed (see the Vine Seed trait)." + ] + }, + { + "name": "Thorned Slam", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}14 ({@damage 2d8 + 5}) bludgeoning damage plus 10 ({@damage 4d4}) piercing damage." + ] + }, + { + "name": "Forest Protectors (1/Day)", + "entries": [ + "The vine lord magically calls {@dice 1d4} awakened trees or tendril puppets, or it calls 1 Plant with a challenge rating of 4 or lower. The called creatures arrive in {@dice 1d4} rounds, acting as allies of the vine lord and obeying its spoken commands. The Plants remain for 1 hour, until the vine lord dies, or until the vine lord dismisses them as a bonus action." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "S" + ], + "damageTags": [ + "B", + "I", + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vine Troll Skeleton", + "source": "ToB1-2023", + "page": 330, + "size": [ + "L" + ], + "type": "undead", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 153, + "formula": "18d10 + 54" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 12, + "con": 16, + "int": 6, + "wis": 8, + "cha": 5, + "save": { + "con": "+7" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 9, + "resist": [ + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "poison" + ], + "conditionImmune": [ + "deafened", + "exhaustion", + "poisoned" + ], + "languages": [ + "understands all languages it knew in life but can't speak" + ], + "cr": "9", + "trait": [ + { + "name": "Regeneration", + "entries": [ + "The vine troll skeleton regains 5 hp at the start of its turn. If the skeleton takes acid or fire damage, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hp and doesn't regenerate or if its bound tree is destroyed (see Tree Bound trait)." + ] + }, + { + "name": "Tree Bound", + "entries": [ + "The vine troll skeleton is magically bound to a duskthorn dryad, tree, or treant, and the skeleton must stay within 1 mile of it. If the skeleton's bound duskthorn dryad, tree, or treant dies, the skeleton is immediately destroyed and doesn't regenerate." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The vine troll skeleton doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The skeleton makes one Bite attack and two Claw attacks, or it makes three Poisoned Thorn attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}21 ({@damage 3d10 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}19 ({@damage 4d6 + 5}) slashing damage." + ] + }, + { + "name": "Poisoned Thorn", + "entries": [ + "{@atk rw} {@hit 5} to hit, range 20/60 ft., one target. {@h}8 ({@damage 2d6 + 1}) piercing damage plus 10 ({@damage 3d6}) poison damage." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "CS", + "LF" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW", + "RW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Void Dragon Wyrmling", + "source": "ToB1-2023", + "page": 131, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 45, + "formula": "6d8 + 18" + }, + "speed": { + "walk": 30, + "fly": { + "number": 60, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 16, + "dex": 10, + "con": 17, + "int": 12, + "wis": 9, + "cha": 17, + "save": { + "dex": "+2", + "con": "+5", + "wis": "+1", + "cha": "+5" + }, + "skill": { + "perception": "+3", + "stealth": "+2" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Draconic", + "Void Speech" + ], + "cr": "2", + "trait": [ + { + "name": "Chill of the Void", + "entries": [ + "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage." + ] + }, + { + "name": "Expert Void Traveler", + "entries": [ + "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage plus 3 ({@damage 1d6}) cold damage." + ] + }, + { + "name": "Breath Weapons {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons." + ] + }, + { + "name": "• Gravitic Breath", + "entries": [ + "The dragon exhales localized gravity in a 15\u2011foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 13} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the start of the dragon's next turn." + ] + }, + { + "name": "• Stellar Breath", + "entries": [ + "The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a {@dc 13} Dexterity saving throw, taking 10 ({@damage 3d6}) fire damage and 10 ({@damage 3d6}) radiant damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Void Twist", + "entries": [ + "The dragon adds 2 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker." + ] + } + ], + "environment": [ + "planar" + ], + "dragonAge": "wyrmling", + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "C", + "F", + "P", + "R" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true + }, + { + "name": "Voidling", + "source": "ToB1-2023", + "page": 390, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "C", + "E" + ], + "ac": [ + 15 + ], + "hp": { + "average": 180, + "formula": "24d10 + 48" + }, + "speed": { + "walk": 0, + "fly": { + "number": 50, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 15, + "dex": 21, + "con": 15, + "int": 14, + "wis": 16, + "cha": 10, + "save": { + "con": "+6", + "int": "+6", + "wis": "+7", + "cha": "+4" + }, + "skill": { + "stealth": "+9" + }, + "senses": [ + "truesight 60 ft." + ], + "passive": 13, + "immune": [ + "necrotic" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "exhaustion", + "petrified", + "prone" + ], + "languages": [ + "telepathy 60 ft.", + "Void Speech" + ], + "cr": "11", + "trait": [ + { + "name": "Darkness Regeneration", + "entries": [ + "While in an area of dim light or darkness, the voidling regains 5 hp at the start of its turn if it has at least 1 hp." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The voidling has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Void Traveler", + "entries": [ + "The voidling doesn't require air, food, drink, sleep, or ambient pressure." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The voidling makes four Shadow Tendril or Necrotic Bolt attacks. If two Necrotic Bolt attacks hit one creature, the target must succeed on a {@dc 17} Wisdom saving throw or be {@condition frightened} until the end of its next turn." + ] + }, + { + "name": "Shadow Tendril", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}8 ({@damage 1d6 + 5}) bludgeoning damage plus 10 ({@damage 3d6}) necrotic damage." + ] + }, + { + "name": "Necrotic Bolt", + "entries": [ + "{@atk rs} {@hit 7} to hit, range 120 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage." + ] + }, + { + "name": "Shadow's Grasp {@recharge 5}", + "entries": [ + "The voidling releases a wave of small, grasping tendrils of shadow. Each creature within 20 feet of it must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 49 ({@damage 14d6}) necrotic damage and is {@condition restrained} by tendrils of shadow for 1 minute. On a success, a creature takes half the damage and isn't {@condition restrained}. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "U" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "TP" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "frightened", + "restrained" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Volguloth", + "source": "ToB1-2023", + "page": 391, + "size": [ + "M" + ], + "type": "fiend", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 78, + "formula": "12d8 + 24" + }, + "speed": { + "walk": 30, + "climb": 30 + }, + "str": 16, + "dex": 15, + "con": 14, + "int": 12, + "wis": 13, + "cha": 11, + "skill": { + "perception": "+3", + "stealth": "+6" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire", + "lightning", + { + "resist": [ + "bludgeoning", + "piercing", + "slashing" + ], + "note": "from nonmagical attacks", + "cond": true + } + ], + "immune": [ + "acid", + "poison" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "Abyssal", + "Infernal", + "telepathy 60 ft." + ], + "cr": "4", + "trait": [ + { + "name": "Glide", + "entries": [ + "The volguloth has draping skin that it can expand while falling to slow its rate of descent to 60 feet per round, landing on its feet and taking no falling damage. It can move up to 5 feet horizontally for every 1 foot it falls. The volguloth can't gain height with its expanded skin alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The volguloth has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Poisoned Weapons", + "entries": [ + "The volguloth's weapons are coated with a magical poison. When the volguloth hits with any weapon, the weapon deals an extra {@damage 2d6} poison damage (included in the attack)." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The volguloth makes two Claw attacks. If both Claw attacks hit a Medium or smaller target, the target is {@condition grappled} (escape {@dc 13}), and the volguloth uses its Enshroud on the target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 2d4 + 3}) slashing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Enshroud", + "entries": [ + "The volguloth enshrouds a Medium or smaller target {@condition grappled} by it. The enshrouded target is {@condition blinded}, {@condition restrained}, and unable to breathe or speak until the grapple ends. If the volguloth moves, the enshrouded target moves with it. The volguloth can have only one creature enshrouded at a time, and it can't use its Glide trait while enshrouding a creature." + ] + } + ], + "bonus": [ + { + "name": "Strangle", + "entries": [ + "A creature enshrouded by the volguloth must succeed on a {@dc 13} Strength saving throw or take 10 ({@damage 3d6}) bludgeoning damage and begin suffocating, as the air is squeezed from its lungs." + ] + } + ], + "environment": [ + "any", + "planar" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "AB", + "I", + "TP" + ], + "damageTags": [ + "B", + "I", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Vættir", + "source": "ToB1-2023", + "page": 378, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "L", + "E" + ], + "ac": [ + { + "ac": 15, + "from": [ + "{@item chain shirt|phb}" + ] + } + ], + "hp": { + "average": 97, + "formula": "13d8 + 39" + }, + "speed": { + "walk": 30 + }, + "str": 20, + "dex": 14, + "con": 16, + "int": 10, + "wis": 12, + "cha": 14, + "save": { + "dex": "+4", + "wis": "+3" + }, + "senses": [ + "darkvision 60 ft.", + "truesight 30 ft." + ], + "passive": 11, + "immune": [ + "necrotic", + "poison" + ], + "conditionImmune": [ + "charmed", + "frightened", + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "4", + "trait": [ + { + "name": "Grave Goods Sense", + "entries": [ + "The vættir can pinpoint the location of creatures wearing or carrying one of the vættir's personal items or grave goods within 60 feet of it, and the vættir can sense the general direction of its personal items and grave goods within 1 mile of it." + ] + }, + { + "name": "Rejuvenation", + "entries": [ + "A destroyed vættir gains a new body in 24 hours, regaining all its hp and becoming active again. The new body forms in a random unoccupied space within 100 feet of where it fell. This trait doesn't function if the vættir is put to rest (typically by returning its remains to its burial mound)." + ] + }, + { + "name": "Sunlight Sensitivity", + "entries": [ + "While in sunlight, the vættir has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The vættir doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The vættir can use its Disorienting Gaze. It then makes two Vættir's Greataxe or Necrotic Bolt attacks." + ] + }, + { + "name": "Vættir's Greataxe", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 1d12 + 5}) slashing damage plus 4 ({@damage 1d8}) necrotic damage." + ] + }, + { + "name": "Necrotic Bolt", + "entries": [ + "{@atk rs} {@hit 4} to hit, range 120 ft., one target. {@h}15 ({@damage 3d8 + 2}) necrotic damage." + ] + }, + { + "name": "Disorienting Gaze", + "entries": [ + "The vættir locks eyes with one creature it can see within 30 feet of it. The target must succeed on a {@dc 15} Charisma saving throw or be {@condition incapacitated} for 1 minute. While {@condition incapacitated}, the creature moves in a random direction when it moves. An {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vættir's Disorienting Gaze for the next 24 hours." + ] + }, + { + "name": "Corpse Breath {@recharge 5}", + "entries": [ + "The vættir spews forth a 15\u2011foot cone of putrid gas. Each creature in the area must make a {@dc 15} Constitution saving throw. On a failure, a creature takes 21 ({@damage 6d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Rejuvenation", + "Sunlight Sensitivity" + ], + "senseTags": [ + "D", + "U" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "I", + "N", + "S" + ], + "miscTags": [ + "MLW", + "MW" + ], + "conditionInflict": [ + "incapacitated", + "poisoned" + ], + "savingThrowForced": [ + "charisma", + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wampus Cat", + "source": "ToB1-2023", + "page": 392, + "size": [ + "M" + ], + "type": "monstrosity", + "alignment": [ + "C", + "N" + ], + "ac": [ + 14 + ], + "hp": { + "average": 39, + "formula": "6d8 + 12" + }, + "speed": { + "walk": 40, + "climb": 20, + "swim": 30 + }, + "str": 14, + "dex": 18, + "con": 15, + "int": 12, + "wis": 14, + "cha": 16, + "skill": { + "deception": "+5", + "persuasion": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Common" + ], + "cr": "1", + "trait": [ + { + "name": "Divine Animosity", + "entries": [ + "The wampus cat has advantage on attack rolls against creatures wielding divine or celestial power, such as clerics, paladins, or aasimars." + ] + } + ], + "action": [ + { + "name": "Claw (True Form Only)", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage." + ] + }, + { + "name": "Sweet Song {@recharge 5}", + "entries": [ + "The wampus cat sings a sweet melody. Each creature within 60 feet of her that can hear the song must succeed on a {@dc 13} Charisma saving throw or be {@condition charmed} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wampus cat's Sweet Song for the next 24 hours." + ] + }, + { + "name": "Terrifying Yowl {@recharge 5}", + "entries": [ + "The wampus cat emits an ear\u2011piercing yowl. Each creature within 15 feet of the wampus cat that can hear the yowl must make a {@dc 13} Wisdom saving throw. On a failure, a creature takes 10 ({@damage 3d6}) thunder damage and is {@condition frightened} until the end of its next turn. On a success, a creature takes half the damage and isn't {@condition frightened}." + ] + } + ], + "bonus": [ + { + "name": "Change Shape", + "entries": [ + "The wampus cat magically polymorphs into a Medium female Humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying transforms with her. She reverts to her true form if she dies." + ] + } + ], + "environment": [ + "forest", + "swamp" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Shapechanger" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "S", + "T" + ], + "miscTags": [ + "AOE", + "MW" + ], + "conditionInflict": [ + "charmed", + "frightened" + ], + "savingThrowForced": [ + "charisma", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "War Ostrich", + "source": "ToB1-2023", + "page": 393, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 11 + ], + "hp": { + "average": 42, + "formula": "5d10 + 15" + }, + "speed": { + "walk": 60 + }, + "str": 15, + "dex": 12, + "con": 16, + "int": 2, + "wis": 10, + "cha": 5, + "passive": 10, + "cr": "1/2", + "trait": [ + { + "name": "Leaping Pounce", + "entries": [ + "If the war ostrich jumps at least 15 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a {@dc 13} Strength saving throw or be knocked {@condition prone}. If the target is {@condition prone}, the ostrich can make one Beak attack against it as a bonus action." + ] + }, + { + "name": "Standing Leap", + "entries": [ + "The war ostrich's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start." + ] + } + ], + "action": [ + { + "name": "Beak", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}7 ({@damage 2d4 + 2}) bludgeoning damage." + ] + }, + { + "name": "Intimidating Screech", + "entries": [ + "The war ostrich screeches at a creature it can see within 30 feet of it. The target must succeed on a {@dc 13} Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn, as the screech rattles it." + ] + } + ], + "bonus": [ + { + "name": "Skittish", + "entries": [ + "The war ostrich takes the Dash or Disengage action." + ] + } + ], + "environment": [ + "grassland" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Water Leaper", + "source": "ToB1-2023", + "page": 394, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 97, + "formula": "13d10 + 26" + }, + "speed": { + "walk": 5, + "fly": 50, + "swim": 40 + }, + "str": 16, + "dex": 14, + "con": 15, + "int": 4, + "wis": 12, + "cha": 5, + "skill": { + "stealth": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "4", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The water leaper can breathe air and water." + ] + }, + { + "name": "Underwater Camouflage", + "entries": [ + "The water leaper has advantage on Dexterity ({@skill Stealth}) checks made while underwater." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The water leaper makes one Bite attack and one Stinger attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) piercing damage, and the target is {@condition grappled} (escape {@dc 13}). Until this grapple ends, the target is {@condition restrained}, and the water leaper can't Bite another target." + ] + }, + { + "name": "Stinger", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d8 + 3}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or be {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the creature takes 5 ({@damage 2d4}) poison damage at the start of each of its turns. A {@condition poisoned} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "name": "Swallow", + "entries": [ + "The water leaper makes a Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the water leaper, and it takes 7 ({@damage 2d6}) acid damage at the start of each of the water leaper's turns. The water leaper can have only one creature swallowed at a time.", + "If the water leaper takes 15 damage or more on a single turn from the swallowed creature, the leaper must succeed on a {@dc 12} Constitution saving throw at the end of that turn or regurgitate the creature, which falls {@condition prone} in a space within 5 feet of the leaper. If the leaper dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 10 feet of movement, exiting {@condition prone}." + ] + } + ], + "environment": [ + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "damageTags": [ + "A", + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "poisoned", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Weeping Treant", + "source": "ToB1-2023", + "page": 369, + "size": [ + "H" + ], + "type": "plant", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d12 + 40" + }, + "speed": { + "walk": 30 + }, + "str": 21, + "dex": 8, + "con": 18, + "int": 12, + "wis": 16, + "cha": 11, + "skill": { + "insight": "+6" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "bludgeoning", + "piercing" + ], + "vulnerable": [ + "fire" + ], + "languages": [ + "Common", + "Druidic", + "Elvish", + "Sylvan", + "Umbral" + ], + "cr": "6", + "trait": [ + { + "name": "Siege Monster", + "entries": [ + "The weeping treant deals double damage to objects and structures." + ] + }, + { + "name": "Speak with Plants", + "entries": [ + "The weeping treant can communicate with plants as if they shared a language." + ] + }, + { + "name": "Weep Acid", + "entries": [ + "Thick tears of dark, acidic sap stream continuously down the treant's face and trunk. A creature that touches the weeping treant or hits it with a melee attack while within 5 feet of it must succeed on a {@dc 15} Dexterity saving throw or take 3 ({@damage 1d6}) acid damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The weeping treant makes two Slam or Rock attacks." + ] + }, + { + "name": "Slam", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., single target. {@h}15 ({@damage 3d6 + 5}) bludgeoning damage plus 3 ({@damage 2d6}) acid damage, and the target takes 3 ({@damage 1d6}) acid damage at the end of its next turn unless it or another creature takes an action to wipe off the acid." + ] + }, + { + "name": "Rock", + "entries": [ + "{@atk rw} {@hit 8} to hit, range 60/180 ft., one target. {@h}21 ({@damage 3d10 + 5}) bludgeoning damage." + ] + } + ], + "environment": [ + "forest" + ], + "traitTags": [ + "Siege Monster" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DU", + "E", + "S" + ], + "damageTags": [ + "A", + "B" + ], + "miscTags": [ + "MW", + "RW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wharfling", + "source": "ToB1-2023", + "page": 395, + "size": [ + "T" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + 12 + ], + "hp": { + "average": 10, + "formula": "4d4" + }, + "speed": { + "walk": 30, + "climb": 10, + "swim": 30 + }, + "str": 4, + "dex": 14, + "con": 10, + "int": 2, + "wis": 12, + "cha": 8, + "skill": { + "perception": "+3", + "sleight of hand": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "cr": "1/8", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The wharfling can breathe air and water." + ] + } + ], + "action": [ + { + "name": "Pilfering Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}4 ({@damage 1d4 + 2}) piercing damage. Instead of dealing damage, the wharfling can steal one item the target is wearing or carrying, provided the item weighs no more than 10 pounds, isn't a weapon, and isn't wrapped around or firmly attached to the target, such as a shirt or armor." + ] + } + ], + "environment": [ + "coastal", + "underwater" + ], + "traitTags": [ + "Amphibious" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "MW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "White Ape", + "source": "ToB1-2023", + "page": 396, + "size": [ + "L" + ], + "type": "monstrosity", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 114, + "formula": "12d10 + 48" + }, + "speed": { + "walk": 40, + "climb": 40 + }, + "str": 18, + "dex": 16, + "con": 18, + "int": 8, + "wis": 14, + "cha": 8, + "skill": { + "athletics": "+7", + "intimidation": "+5", + "perception": "+5" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 15, + "languages": [ + "Common" + ], + "cr": "6", + "spellcasting": [ + { + "name": "Spellcasting Animosity", + "type": "spellcasting", + "headerEntries": [ + "If the white ape sees a creature cast a spell, the ape has advantage on attack rolls against that creature on the ape's next turn." + ] + } + ], + "trait": [ + { + "name": "Arcane Wasting", + "entries": [ + "Characterized by the slow mental deterioration it causes, arcane wasting is a disease that infects Humanoids and spreads through spellcasting. A creature infected with this disease manifests symptoms {@dice 1d4} days after infection, which include brain fog and difficulty recalling memories. Until the disease is cured, at the end of each long rest, the infected creature must succeed on a {@dc 15} Constitution saving throw or its Intelligence and Wisdom scores are each reduced by {@dice 1d2}. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces a creature's Intelligence or Wisdom to 0, the creature dies. If the infected creature casts a spell on a Humanoid before the disease is cured, and the Humanoid is hit by the spell or fails the saving throw, that Humanoid must succeed on a {@dc 15} Constitution saving throw or also become infected with the arcane wasting disease." + ] + }, + { + "name": "Magic Resistance", + "entries": [ + "The white ape has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The white ape makes one Bite attack and two Fist attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage, and the target must succeed on a {@dc 15} Constitution saving throw or contract the arcane wasting disease (see the Arcane Wasting trait)." + ] + }, + { + "name": "Fist", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}15 ({@damage 2d10 + 4}) bludgeoning damage." + ] + }, + { + "name": "Frenzy {@recharge 5}", + "entries": [ + "The white ape lashes out wildly at nearby creatures, flailing and biting. Each creature within 10 feet of the white ape must make a {@dc 15} Dexterity saving throw. On a failure, a creature takes 35 ({@damage 10d6}) bludgeoning damage and is pushed up to 10 feet away from the ape. On a success, a creature takes half the damage and isn't pushed. A creature that succeeds on this saving throw also has advantage on attack rolls against the white ape until the end of its next turn." + ] + } + ], + "environment": [ + "forest", + "grassland", + "hill" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C" + ], + "damageTags": [ + "B", + "P" + ], + "spellcastingTags": [ + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wind Dragon Wyrmling", + "source": "ToB1-2023", + "page": 135, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 15, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 32, + "formula": "5d8 + 10" + }, + "speed": { + "walk": 20, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 16, + "dex": 16, + "con": 14, + "int": 12, + "wis": 11, + "cha": 14, + "save": { + "dex": "+5", + "con": "+4", + "wis": "+2", + "cha": "+4" + }, + "skill": { + "acrobatics": "+7", + "perception": "+4", + "stealth": "+5" + }, + "senses": [ + "blindsight 10 ft.", + "darkvision 60 ft." + ], + "passive": 14, + "resist": [ + "cold" + ], + "immune": [ + "lightning" + ], + "languages": [ + "Draconic", + "Primordial" + ], + "cr": "1", + "trait": [ + { + "name": "Elusive", + "entries": [ + "The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it." + ] + }, + { + "name": "Storm Sight", + "entries": [ + "The dragon can see through areas obscured by fog, mist, clouds, or precipitation." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d10 + 3}) piercing damage." + ] + }, + { + "name": "Tempest Breath {@recharge 5}", + "entries": [ + "The dragon exhales a blast of stormy wind in a 15-foot cone. Each creature in that area must make a {@dc 12} Strength saving throw. On a failure, a creature takes 9 ({@damage 2d8}) bludgeoning damage and is pushed up to 5 feet away from the dragon. On a success, a creature takes half the damage and isn't pushed. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished." + ] + } + ], + "environment": [ + "grassland", + "mountain" + ], + "dragonAge": "wyrmling", + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon" + ], + "languageTags": [ + "DR", + "P" + ], + "damageTags": [ + "B", + "P" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Witchlight", + "source": "ToB1-2023", + "page": 397, + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "A" + ], + "ac": [ + 12 + ], + "hp": { + "average": 20, + "formula": "8d4" + }, + "speed": { + "walk": 0, + "fly": { + "number": 40, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 1, + "dex": 14, + "con": 10, + "int": 10, + "wis": 15, + "cha": 7, + "skill": { + "perception": "+4" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 14, + "immune": [ + "poison", + "psychic", + "radiant" + ], + "conditionImmune": [ + "blinded", + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned", + "prone" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "1/4", + "trait": [ + { + "name": "Antimagic Susceptibility", + "entries": [ + "The witchlight is incapacitated while in the area of an {@spell antimagic field}. If targeted by {@spell dispel magic}, the witchlight must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The witchlight doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Variable Illumination", + "entries": [ + "The witchlight sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The witchlight can alter the radius as a bonus action." + ] + } + ], + "action": [ + { + "name": "Light Blast", + "entries": [ + "{@atk ms,rs} {@hit 4} to hit, range 30 ft., one target. {@h}5 ({@damage 1d6 + 2}) radiant damage." + ] + }, + { + "name": "Flash (3/Day)", + "entries": [ + "The witchlight emits a bright burst of light. Each creature within 20 feet of the witchlight must succeed on a {@dc 12} Dexterity saving throw or be {@condition blinded} for 1 minute. A creature can make a {@dc 12} Constitution saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Antimagic Susceptibility" + ], + "senseTags": [ + "D" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "R" + ], + "miscTags": [ + "AOE" + ], + "conditionInflict": [ + "blinded" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wolf Reaver Dwarf", + "source": "ToB1-2023", + "page": 412, + "size": [ + "M" + ], + "type": { + "type": "humanoid", + "tags": [ + "dwarf" + ] + }, + "alignment": [ + "C", + "G", + "NY", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "{@item chain shirt|phb}", + "{@item shield|PHB}" + ] + } + ], + "hp": { + "average": 76, + "formula": "9d8 + 36" + }, + "speed": { + "walk": 25 + }, + "str": 18, + "dex": 12, + "con": 19, + "int": 9, + "wis": 11, + "cha": 9, + "skill": { + "athletics": "+6", + "intimidation": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "languages": [ + "Common", + "Dwarvish" + ], + "cr": "3", + "trait": [ + { + "name": "Danger Sense", + "entries": [ + "While conscious, the wolf reaver dwarf has advantage on Dexterity saving throws." + ] + }, + { + "name": "Dwarven Resilience", + "entries": [ + "The wolf reaver dwarf has advantage on saving throws against poison." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The wolf reaver dwarf has advantage on attack rolls against a creature if at least one of the dwarf's allies is within 5 feet of the creature and the ally isn't {@condition incapacitated}." + ] + }, + { + "name": "Reckless", + "entries": [ + "At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wolf reaver dwarf makes one Battleaxe attack and two Spear attacks, or it makes three Handaxe attacks." + ] + }, + { + "name": "Battleaxe", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft, one target. {@h}8 ({@damage 1d8 + 4}) slashing damage, or 9 ({@damage 1d10 + 4}) slashing damage if used with two hands." + ] + }, + { + "name": "Handaxe", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) slashing damage." + ] + }, + { + "name": "Spear", + "entries": [ + "{@atk mw,rw} {@hit 6} to hit, reach 5 ft. or range 20/60 ft., one target. {@h}7 ({@damage 1d6 + 4}) piercing damage, or 8 ({@damage 1d8 + 4}) piercing damage if used with two hands to make a melee attack." + ] + } + ], + "environment": [ + "arctic", + "urban" + ], + "attachedItems": [ + "battleaxe|phb", + "handaxe|phb", + "spear|phb" + ], + "traitTags": [ + "Pack Tactics", + "Reckless" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "D" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MLW", + "MW", + "RW", + "THW" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Wormhearted Suffragan", + "source": "ToB1-2023", + "page": 398, + "size": [ + "M" + ], + "type": "undead", + "alignment": [ + "C", + "E" + ], + "ac": [ + 13 + ], + "hp": { + "average": 120, + "formula": "16d8 + 48" + }, + "speed": { + "walk": 30 + }, + "str": 10, + "dex": 17, + "con": 16, + "int": 11, + "wis": 16, + "cha": 8, + "skill": { + "medicine": "+6", + "religion": "+3" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "immune": [ + "necrotic", + "poison" + ], + "vulnerable": [ + "radiant" + ], + "conditionImmune": [ + "poisoned" + ], + "languages": [ + "the languages it knew in life" + ], + "cr": "5", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The wormhearted suffragan has advantage on saving throws against spells and other magical effects." + ] + }, + { + "name": "Master of Undeath", + "entries": [ + "A Humanoid killed by the wormhearted suffragan's disease rises {@dice 1d4} hours later as a skeleton or zombie (the suffragan's choice), unless the Humanoid is restored to life or its body is destroyed. Between its disease and its Animating Worms, the suffragan can have no more than fifteen total skeletons and zombies under its control at one time." + ] + }, + { + "name": "Undead Nature", + "entries": [ + "The wormhearted suffragan doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The wormhearted suffragan makes two Worm-Coated Fist or Paralyzing Bolt attacks." + ] + }, + { + "name": "Worm-Coated Fist", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) bludgeoning damage plus 7 ({@damage 2d6}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hp, and its hp maximum decreases by 7 ({@dice 2d6}) every 24 hours. This reduction lasts until the target finishes a long rest after the disease is cured. The target dies if this effect reduces its hp maximum to 0." + ] + }, + { + "name": "Paralyzing Bolt", + "entries": [ + "{@atk rs} {@hit 6} to hit, range 60 ft., one target. {@h}17 ({@damage 4d6 + 3}) necrotic damage, and the target must succeed on a {@dc 14} Constitution saving throw or be {@condition paralyzed} until the end of its next turn." + ] + }, + { + "name": "Animating Worms (3/Day)", + "entries": [ + "The wormhearted suffragan touches the body of a dead Humanoid, passing on some of the suffragan's worms. The worms fill the target, animating it as a skeleton or zombie (the suffragan's choice) under the suffragan's control." + ] + } + ], + "environment": [ + "any" + ], + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "LF" + ], + "damageTags": [ + "B", + "N" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "paralyzed" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Xanka", + "source": "ToB1-2023", + "page": 399, + "size": [ + "S" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 27, + "formula": "6d6 + 6" + }, + "speed": { + "walk": 25, + "climb": 15 + }, + "str": 10, + "dex": 15, + "con": 12, + "int": 4, + "wis": 10, + "cha": 7, + "senses": [ + "blindsight 120 ft." + ], + "passive": 10, + "resist": [ + "force" + ], + "immune": [ + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages of its creator but can't speak" + ], + "cr": "1/2", + "trait": [ + { + "name": "Absorb", + "entries": [ + "Any nonmagical object that touches the xanka's central globe, any nonmagical weapon that hits the xanka, or any nonmagical object, structure, or creature hit by the xanka's Dismantling Leg attack begins to deteriorate. If it is a structure or an object that isn't being worn or carried, up to a 1-foot cube of the structure or object is destroyed.", + "If it is an object worn or carried by a creature, the creature must succeed on a {@dc 11} Dexterity saving throw to avoid the item being affected by the xanka's Absorb. If the object is a weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If the weapon's penalty drops to -5, the weapon is destroyed. If the object is armor or a shield, the armor or shield takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the target is a creature, the creature must succeed on a {@dc 11} Constitution saving throw or take 2 ({@damage 1d4}) necrotic damage." + ] + }, + { + "name": "Construct Nature", + "entries": [ + "The xanka doesn't require air, food, drink, or sleep." + ] + } + ], + "action": [ + { + "name": "Dismantling Leg", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}6 ({@damage 1d8 + 2}) bludgeoning damage, and the target is subjected to the xanka's Absorb trait." + ] + }, + { + "name": "Release Energy {@recharge 5}", + "entries": [ + "The xanka releases energy created from absorbed material in a burst. Each creature within 10 feet of it must make a {@dc 11} Dexterity saving throw, taking 7 ({@damage 2d6}) force damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "urban" + ], + "senseTags": [ + "B" + ], + "languageTags": [ + "CS" + ], + "damageTags": [ + "B", + "N", + "O" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Xhkarsh", + "source": "ToB1-2023", + "page": 400, + "size": [ + "L" + ], + "type": "aberration", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 171, + "formula": "18d10 + 72" + }, + "speed": { + "walk": 50, + "climb": 30 + }, + "str": 17, + "dex": 19, + "con": 18, + "int": 15, + "wis": 16, + "cha": 15, + "save": { + "cha": "+6" + }, + "skill": { + "insight": "+7", + "perception": "+7", + "stealth": "+8" + }, + "senses": [ + "darkvision 60 ft.", + "tremorsense 120 ft." + ], + "passive": 17, + "languages": [ + "Common", + "Deep Speech", + "telepathy 60 ft.", + "Undercommon" + ], + "cr": "9", + "trait": [ + { + "name": "Corruption's Bond", + "entries": [ + "The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature's general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence." + ] + }, + { + "name": "Interdimensional Nature", + "entries": [ + "The xhkarsh doesn't require air, food, drink, sleep, or ambient pressure." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The xhkarsh makes two Claw attacks and one Fate-Altering Stinger attack." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage plus 9 ({@damage 2d8}) poison damage." + ] + }, + { + "name": "Fate-Altering Stinger", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one creature. {@h}15 ({@damage 2d10 + 4}) piercing damage, and the target must succeed on a {@dc 16} Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can't be targeted by any divination magic, can't be perceived through magical scrying sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target's fate can be restored, ending the corruption and breaking the xhkarsh's magical tie to the target, by a {@spell dispel evil and good} spell or similar magic." + ] + }, + { + "name": "Invisibility", + "entries": [ + "The xhkarsh magically turns {@condition invisible} until it attacks or uses Seize Strand, or until its {@status concentration} ends (as if {@status concentration||concentrating} on a spell). Any equipment the xhkarsh wears or carries is {@condition invisible} with it." + ] + }, + { + "name": "Seize Strand", + "entries": [ + "One creature whose fate is corrupted by this xhkarsh must succeed on a {@dc 16} Charisma saving throw or be affected by the {@spell geas} spell for 8 hours. While under the geas, the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw." + ] + } + ], + "environment": [ + "planar" + ], + "senseTags": [ + "D", + "T" + ], + "actionTags": [ + "Multiattack" + ], + "languageTags": [ + "C", + "DS", + "TP", + "U" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "invisible" + ], + "savingThrowForced": [ + "charisma" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Ychen Bannog", + "source": "ToB1-2023", + "page": 401, + "size": [ + "G" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 186, + "formula": "12d20 + 60" + }, + "speed": { + "walk": 50 + }, + "str": 28, + "dex": 10, + "con": 21, + "int": 3, + "wis": 12, + "cha": 10, + "passive": 11, + "resist": [ + "bludgeoning" + ], + "conditionImmune": [ + "exhaustion" + ], + "cr": "11", + "trait": [ + { + "name": "Siege Monster", + "entries": [ + "The ychen bannog deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The ychen bannog makes one Gore attack and two Stomp attacks." + ] + }, + { + "name": "Gore", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 15 ft., one target. {@h}25 ({@damage 3d10 + 9}) piercing damage. If the ychen bannog scores a critical hit, it rolls damage dice three times, instead of twice." + ] + }, + { + "name": "Stomp", + "entries": [ + "{@atk mw} {@hit 13} to hit, reach 10 ft., one target. {@h}22 ({@damage 3d8 + 9}) bludgeoning damage. If the target is a creature, it must succeed on a {@dc 17} Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Deafening Bellow {@recharge 5}", + "entries": [ + "The ychen bannog delivers a fearsome bellow in a 60-foot cone that is audible out to 1 mile. Each creature in the area must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 44 ({@damage 8d10}) thunder damage and is {@condition deafened} for 1 hour. On a success, a creature takes half the damage and isn't {@condition deafened}. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw." + ] + }, + { + "name": "Overrun {@recharge}", + "entries": [ + "The ychen bannog moves up to 30 feet in a straight line and can move through the space of any Large or smaller creature. This movement doesn't provoke opportunity attacks. The first time the ychen bannog enters a creature's space during this move, that creature must make a {@dc 17} Dexterity saving throw. On a failure, a creature takes 54 ({@damage 12d8}) bludgeoning damage and is knocked {@condition prone}. On a success, a creature takes half the damage and isn't knocked {@condition prone}." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "traitTags": [ + "Siege Monster" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "B", + "P", + "T" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "deafened", + "prone" + ], + "savingThrowForced": [ + "constitution", + "dexterity", + "strength" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Young Cave Dragon", + "source": "ToB1-2023", + "page": 115, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 17, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 189, + "formula": "18d10 + 90" + }, + "speed": { + "walk": 40, + "burrow": 20, + "climb": 20, + "fly": 20 + }, + "str": 23, + "dex": 12, + "con": 21, + "int": 10, + "wis": 12, + "cha": 14, + "save": { + "dex": "+5", + "con": "+9", + "wis": "+5", + "cha": "+6" + }, + "skill": { + "perception": "+9", + "stealth": "+5" + }, + "senses": [ + "blindsight 30 ft.", + "tremorsense 90 ft." + ], + "passive": 19, + "immune": [ + "poison" + ], + "conditionImmune": [ + "blinded", + "poisoned" + ], + "languages": [ + "Common", + "Darakhul", + "Draconic" + ], + "cr": "9", + "trait": [ + { + "name": "Darkness Shroud", + "entries": [ + "The cave dragon naturally suppresses light near it. Bright light within 30 feet of the dragon becomes dim light, and dim light within 30 feet becomes nonmagical darkness. If this shroud overlaps bright light created by a spell of 2nd level or lower, the spell creating the light is dispelled." + ] + }, + { + "name": "Magical Tunneler", + "entries": [ + "The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake." + ] + }, + { + "name": "Spiked Climb", + "entries": [ + "The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 10 ft., one target. {@h}17 ({@damage 2d10 + 6}) piercing damage plus 7 ({@damage 2d6}) poison damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 10} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d6 + 6}) slashing damage." + ] + }, + { + "name": "Poison Breath {@recharge 5}", + "entries": [ + "The dragon exhales a cone of black, poisonous gas in a 30-foot cone. Each creature in that area must make a {@dc 17} Constitution saving throw. On a failure, a creature takes 42 ({@damage 12d6}) poison damage and is {@condition poisoned} for 1 minute. On a success, a creature takes half the damage and isn't {@condition poisoned}. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "reaction": [ + { + "name": "Ruff Spikes", + "entries": [ + "When a creature moves to a space within 5 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a {@dc 17} Dexterity saving throw or take 4 ({@damage 1d8}) piercing damage and be prevented from entering that space." + ] + } + ], + "environment": [ + "underdark" + ], + "dragonAge": "young", + "senseTags": [ + "B", + "T" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "I", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "poisoned" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Young Flame Dragon", + "source": "ToB1-2023", + "page": 119, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 190, + "formula": "20d10 + 80" + }, + "speed": { + "walk": 40, + "climb": 40, + "fly": 80 + }, + "str": 15, + "dex": 14, + "con": 19, + "int": 15, + "wis": 13, + "cha": 18, + "save": { + "dex": "+5", + "con": "+7", + "wis": "+4", + "cha": "+7" + }, + "skill": { + "deception": "+7", + "perception": "+7", + "persuasion": "+7", + "stealth": "+5" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 17, + "immune": [ + "fire" + ], + "languages": [ + "Common", + "Draconic", + "Ignan" + ], + "cr": "8", + "trait": [ + { + "name": "Fire Incarnate", + "entries": [ + "Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage." + ] + }, + { + "name": "Heated Body", + "entries": [ + "A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 7 ({@damage 2d6}) fire damage." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 10 ft., one target. {@h}13 ({@damage 2d10 + 2}) piercing damage plus 7 ({@damage 2d6}) fire damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 5} to hit, reach 5 ft., one target. {@h}9 ({@damage 2d6 + 2}) slashing damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The dragon exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 15} Dexterity saving throw, taking 42 ({@damage 12d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "environment": [ + "mountain", + "underdark" + ], + "dragonAge": "young", + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "IG" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Young Mithral Dragon", + "source": "ToB1-2023", + "page": 123, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 170, + "formula": "20d20 + 60" + }, + "speed": { + "walk": 40, + "fly": 80 + }, + "str": 12, + "dex": 18, + "con": 17, + "int": 16, + "wis": 17, + "cha": 16, + "save": { + "dex": "+7", + "con": "+6", + "wis": "+6", + "cha": "+6" + }, + "skill": { + "insight": "+6", + "perception": "+9", + "persuasion": "+6", + "stealth": "+7" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 19, + "resist": [ + "force" + ], + "immune": [ + "slashing" + ], + "conditionImmune": [ + "charmed" + ], + "languages": [ + "all", + "telepathy 60 ft." + ], + "cr": "7", + "trait": [ + { + "name": "Magic Resistance", + "entries": [ + "The dragon has advantage on saving throws against spells and other magical effects." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 10 ft., one target. {@h}15 ({@damage 2d10 + 4}) piercing damage. Instead of dealing damage, the dragon can end one magical effect of its choice of 3rd level or lower on the target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a {@dc 14} Constitution saving throw or lose 3 {@dice 1d6} hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful {@dc 12} Wisdom ({@skill Medicine}) check. The claw pops out of the wound if the target receives magical healing." + ] + }, + { + "name": "Shard Breath {@recharge 5}", + "entries": [ + "The mithral dragon spits metallic shards in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain for 1 minute, then the shards dissolve into wisps of silvery smoke." + ] + } + ], + "environment": [ + "mountain" + ], + "dragonAge": "young", + "traitTags": [ + "Magic Resistance" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "TP", + "XX" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "savingThrowForced": [ + "constitution", + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Young Sea Dragon", + "source": "ToB1-2023", + "page": 127, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "N", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 190, + "formula": "20d10 + 80" + }, + "speed": { + "walk": 40, + "fly": 80, + "swim": 50 + }, + "str": 21, + "dex": 10, + "con": 19, + "int": 15, + "wis": 13, + "cha": 17, + "save": { + "dex": "+4", + "con": "+8", + "wis": "+5", + "cha": "+7" + }, + "skill": { + "perception": "+9", + "stealth": "+4" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 19, + "immune": [ + "cold" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "9", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The dragon can breathe air and water." + ] + }, + { + "name": "Siege Monster", + "entries": [ + "The dragon deals double damage to objects and structures." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes one Bite attack and two Fin attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) cold damage." + ] + }, + { + "name": "Fin", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Tidal Breath {@recharge 5}", + "entries": [ + "The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a {@dc 16} Dexterity saving throw. On a failure, the creature takes 22 ({@damage 4d10}) bludgeoning damage and 22 ({@damage 4d10}) cold damage and is pushed up to 15 feet away from the dragon and knocked {@condition prone}. On a success, the creature takes half the damage and isn't pushed or knocked {@condition prone}." + ] + } + ], + "environment": [ + "underwater" + ], + "dragonAge": "young", + "traitTags": [ + "Amphibious", + "Siege Monster" + ], + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "C", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Young Spinosaurus Dinosaur", + "source": "ToB1-2023", + "page": 104, + "size": [ + "H" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "10d12 + 40" + }, + "speed": { + "walk": 50, + "swim": 30 + }, + "str": 21, + "dex": 11, + "con": 19, + "int": 2, + "wis": 11, + "cha": 8, + "skill": { + "perception": "+3" + }, + "passive": 13, + "cr": "5", + "trait": [ + { + "name": "Hold Breath", + "entries": [ + "The spinosaurus can hold its breath for 1 hour." + ] + }, + { + "name": "Reptilian Affinity", + "entries": [ + "The spinosaurus never willingly attacks a reptilian Humanoid, such as a lizardfolk or dragonborn, unless attacked first. If magically forced to attack such a creature, the spinosaurus has disadvantage on attack rolls against it. This trait doesn't function if the spinosaurus's rider or tamer directs it to attack." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The spinosaurus makes one Bite attack and one Claw attack." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}24 ({@damage 3d12 + 5}) piercing damage. If the target is a Medium or smaller creature, it is {@condition grappled} (escape {@dc 15}). Until this grapple ends, the target is {@condition restrained}, and the spinosaurus can't Bite another target." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}15 ({@damage 3d6 + 5}) slashing damage." + ] + } + ], + "environment": [ + "forest", + "underwater" + ], + "traitTags": [ + "Hold Breath" + ], + "actionTags": [ + "Multiattack" + ], + "damageTags": [ + "P", + "S" + ], + "miscTags": [ + "MW", + "RCH" + ], + "conditionInflict": [ + "grappled", + "restrained" + ], + "hasFluff": true + }, + { + "name": "Young Void Dragon", + "source": "ToB1-2023", + "page": 130, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 157, + "formula": "15d10 + 75" + }, + "speed": { + "walk": 40, + "fly": { + "number": 80, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 10, + "con": 21, + "int": 14, + "wis": 11, + "cha": 19, + "save": { + "dex": "+4", + "con": "+9", + "wis": "+4", + "cha": "+8" + }, + "skill": { + "arcana": "+10", + "history": "+10", + "perception": "+8", + "stealth": "+4" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 18, + "immune": [ + "cold" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "Common", + "Draconic", + "Void Speech" + ], + "cr": "9", + "trait": [ + { + "name": "Chill of the Void", + "entries": [ + "Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage." + ] + }, + { + "name": "Expert Void Traveler", + "entries": [ + "The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage plus 7 ({@damage 2d6}) cold damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 9} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Breath Weapons {@recharge 5}", + "entries": [ + "The dragon uses one of the following breath weapons." + ] + }, + { + "name": "• Gravitic Breath", + "entries": [ + "The dragon exhales localized gravity in a 30-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes {@damage 1d10} bludgeoning damage for every 10 feet it fell, to a maximum of {@dice 20d10}. A creature that enters the cube for the first time on a turn or starts its turn there must make a {@dc 17} Dexterity saving throw. On a failure, the creature is {@condition restrained}. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cube lasts until the dragon's breath weapon recharges." + ] + }, + { + "name": "• Stellar Breath", + "entries": [ + "The dragon exhales star fire in a 30-foot cone. Each creature in that area must make a {@dc 17} Dexterity saving throw, taking 21 ({@damage 6d6}) fire damage and 21 ({@damage 6d6}) radiant damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "reaction": [ + { + "name": "Void Twist", + "entries": [ + "The dragon adds 4 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker." + ] + } + ], + "environment": [ + "planar" + ], + "dragonAge": "young", + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR" + ], + "damageTags": [ + "C", + "F", + "P", + "R", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "restrained" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Young Wind Dragon", + "source": "ToB1-2023", + "page": 135, + "size": [ + "L" + ], + "type": "dragon", + "alignment": [ + "C", + "N" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 123, + "formula": "13d10 + 52" + }, + "speed": { + "walk": 30, + "fly": { + "number": 90, + "condition": "(hover)" + }, + "canHover": true + }, + "str": 20, + "dex": 16, + "con": 18, + "int": 14, + "wis": 13, + "cha": 16, + "save": { + "dex": "+6", + "con": "+7", + "wis": "+4", + "cha": "+6" + }, + "skill": { + "acrobatics": "+9", + "intimidation": "+6", + "perception": "+7", + "stealth": "+6" + }, + "senses": [ + "blindsight 30 ft.", + "darkvision 120 ft." + ], + "passive": 17, + "resist": [ + "cold" + ], + "immune": [ + "lightning" + ], + "languages": [ + "Common", + "Draconic", + "Primordial" + ], + "cr": "6", + "trait": [ + { + "name": "Elusive", + "entries": [ + "The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it." + ] + }, + { + "name": "Storm Sight", + "entries": [ + "The dragon can see through areas obscured by fog, mist, clouds, or precipitation." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The dragon makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 10 ft., one target. {@h}16 ({@damage 2d10 + 5}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}12 ({@damage 2d6 + 5}) slashing damage." + ] + }, + { + "name": "Tempest Breath {@recharge 5}", + "entries": [ + "The dragon exhales a blast of stormy wind in a 30-foot cone. Each creature in that area must make a {@dc 15} Strength saving throw. On a failure, a creature takes 27 ({@damage 6d8}) bludgeoning damage and is pushed up to 15 feet away from the dragon and knocked {@condition prone}. On a success, a creature takes half the damage and isn't pushed or knocked {@condition prone}. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguished." + ] + } + ], + "environment": [ + "grassland", + "mountain" + ], + "dragonAge": "young", + "senseTags": [ + "B", + "SD" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "P" + ], + "damageTags": [ + "B", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "strength" + ], + "hasFluff": true + }, + { + "name": "Zanskaran Viper", + "source": "ToB1-2023", + "page": 334, + "size": [ + "L" + ], + "type": "beast", + "alignment": [ + "U" + ], + "ac": [ + { + "ac": 14, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 34, + "formula": "4d10 + 12" + }, + "speed": { + "walk": 30, + "climb": 10, + "swim": 30 + }, + "str": 15, + "dex": 11, + "con": 17, + "int": 2, + "wis": 13, + "cha": 2, + "senses": [ + "darkvision 60 ft." + ], + "passive": 11, + "cr": "1", + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 4} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d8 + 2}) piercing damage, and the target must succeed on a {@dc 13} Constitution saving throw or become {@condition poisoned} for 1 minute. While {@condition poisoned} in this way, the target is {@condition blinded} and takes 7 ({@damage 2d6}) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "environment": [ + "forest", + "grassland" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "I", + "P" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "poisoned" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zimwi", + "source": "ToB1-2023", + "page": 402, + "size": [ + "M" + ], + "type": "giant", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 119, + "formula": "13d8 + 52" + }, + "speed": { + "walk": 60 + }, + "str": 13, + "dex": 18, + "con": 19, + "int": 6, + "wis": 9, + "cha": 7, + "skill": { + "perception": "+2" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 12, + "languages": [ + "Giant" + ], + "cr": "5", + "trait": [ + { + "name": "Desperate Hunger", + "entries": [ + "When the zimwi is below half its hp maximum, it has advantage on melee attack rolls against creatures that aren't Constructs." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The zimwi makes one Bite attack and one Claw attack. It can replace its Bite attack with a use of Swallow." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) piercing damage." + ] + }, + { + "name": "Claws", + "entries": [ + "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}11 ({@damage 2d6 + 4}) slashing damage, and the target is {@condition grappled} (escape {@dc 12}) if it is a Medium or smaller creature. The zimwi has two claws, each of which can grapple only one target." + ] + }, + { + "name": "Swallow", + "entries": [ + "The zimwi makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is {@condition blinded} and {@condition restrained}, it has total cover against attacks and other effects outside the zimwi, and it takes 10 ({@damage 3d6}) acid damage at the start of each of the zimwi's turns. A zimwi can have up to two creatures swallowed at a time.", + "If the zimwi takes 20 damage or more on a single turn from a swallowed creature, the zimwi must succeed on a {@dc 14} Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall {@condition prone} in a space within 5 feet of the zimwi. If the zimwi dies, a swallowed creature is no longer {@condition restrained} by it and can escape from the corpse by using 5 feet of movement, exiting {@condition prone}." + ] + } + ], + "environment": [ + "grassland" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Multiattack", + "Swallow" + ], + "languageTags": [ + "GI" + ], + "damageTags": [ + "A", + "P", + "S" + ], + "miscTags": [ + "MW" + ], + "conditionInflict": [ + "blinded", + "grappled", + "restrained" + ], + "savingThrowForced": [ + "constitution" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zmey", + "source": "ToB1-2023", + "page": 403, + "size": [ + "H" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 18, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 189, + "formula": "18d12 + 72" + }, + "speed": { + "walk": 30, + "fly": 50, + "swim": 30 + }, + "str": 22, + "dex": 13, + "con": 19, + "int": 16, + "wis": 16, + "cha": 12, + "save": { + "con": "+9", + "wis": "+8", + "cha": "+6" + }, + "skill": { + "perception": "+8" + }, + "senses": [ + "blindsight 60 ft.", + "darkvision 90 ft." + ], + "passive": 18, + "resist": [ + "cold", + "fire" + ], + "conditionImmune": [ + "paralyzed", + "unconscious" + ], + "languages": [ + "Common", + "Draconic", + "Elvish", + "Sylvan" + ], + "cr": "15", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The zmey can breathe air and water." + ] + }, + { + "name": "Legendary Resistance (3/Day)", + "entries": [ + "If the zmey fails a saving throw, it can choose to succeed instead." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The zmey regains 15 hp at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. The zmey dies if it starts its turn with 0 hp and doesn't regenerate." + ] + }, + { + "name": "Three Heads", + "entries": [ + "The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}. Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn't sever the final head. It regrows any severed heads when it finishes a long rest.", + "The zmey's severed head grows into a zmey headling in {@dice 1d4} rounds. The headling isn't under the zmey's control, but it takes the zmey's requests or actions in the most favorable way it can." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The zmey makes two Claw attacks and as many Bite attacks as it has heads." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 10 ft., one target. {@h}19 ({@damage 2d12 + 6}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 11} to hit, reach 5 ft., one target. {@h}20 ({@damage 4d6 + 6}) slashing damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a {@dc 17} Dexterity saving throw, taking 49 ({@damage 14d6}) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures." + ] + } + ], + "legendary": [ + { + "name": "Move", + "entries": [ + "The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks." + ] + }, + { + "name": "Tail Whip", + "entries": [ + "The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a {@dc 17} Dexterity saving throw or be knocked {@condition prone}." + ] + }, + { + "name": "Tripartite Roar (Costs 2 Actions)", + "entries": [ + "The zmey's heads exhale a three\u2011part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a {@dc 17} Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: {@condition deafened} for only one head, {@condition deafened} and {@condition frightened} for two heads, or {@condition stunned} for three heads." + ] + } + ], + "legendaryGroup": { + "name": "Zmey", + "source": "ToB1-2023" + }, + "environment": [ + "forest", + "swamp" + ], + "traitTags": [ + "Amphibious", + "Legendary Resistances", + "Regeneration" + ], + "senseTags": [ + "B", + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "E", + "S" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MLW", + "MW", + "RCH" + ], + "conditionInflict": [ + "prone" + ], + "savingThrowForced": [ + "dexterity", + "wisdom" + ], + "hasFluff": true, + "hasFluffImages": true + }, + { + "name": "Zmey Headling", + "source": "ToB1-2023", + "page": 404, + "size": [ + "M" + ], + "type": "dragon", + "alignment": [ + "C", + "E" + ], + "ac": [ + { + "ac": 16, + "from": [ + "natural armor" + ] + } + ], + "hp": { + "average": 105, + "formula": "14d8 + 42" + }, + "speed": { + "walk": 30, + "swim": 20 + }, + "str": 16, + "dex": 10, + "con": 17, + "int": 8, + "wis": 16, + "cha": 8, + "senses": [ + "darkvision 60 ft." + ], + "passive": 13, + "resist": [ + "cold", + "fire" + ], + "conditionImmune": [ + "paralyzed", + "unconscious" + ], + "languages": [ + "Common", + "Draconic", + "Sylvan" + ], + "cr": "5", + "trait": [ + { + "name": "Amphibious", + "entries": [ + "The zmey headling can breathe air and water." + ] + }, + { + "name": "Regeneration", + "entries": [ + "The zmey headling regains 10 hp at the start of its turn. If the zmey headling takes acid or fire damage, this trait doesn't function at the start of its next turn. The zmey headling dies if it starts its turn with 0 hp and doesn't regenerate." + ] + } + ], + "action": [ + { + "name": "Multiattack", + "entries": [ + "The zmey headling makes one Bite attack and two Claw attacks." + ] + }, + { + "name": "Bite", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}16 ({@damage 2d12 + 3}) piercing damage." + ] + }, + { + "name": "Claw", + "entries": [ + "{@atk mw} {@hit 6} to hit, reach 5 ft., one target. {@h}10 ({@damage 2d6 + 3}) slashing damage." + ] + }, + { + "name": "Fire Breath {@recharge 5}", + "entries": [ + "The zmey headling exhales fire in a 30-foot cone. Each creature in that area must make a {@dc 14} Dexterity saving throw, taking 28 ({@damage 8d6}) fire damage on a failed save, or half as much damage on a successful one. The headling can choose for this breath to not harm plants or Plant creatures." + ] + } + ], + "environment": [ + "forest", + "swamp" + ], + "traitTags": [ + "Amphibious", + "Regeneration" + ], + "senseTags": [ + "D" + ], + "actionTags": [ + "Breath Weapon", + "Multiattack" + ], + "languageTags": [ + "C", + "DR", + "S" + ], + "damageTags": [ + "F", + "P", + "S" + ], + "miscTags": [ + "AOE", + "MW" + ], + "savingThrowForced": [ + "dexterity" + ], + "hasFluff": true + } + ] +} diff --git a/data/bestiary/bestiary-tofw.json b/data/bestiary/bestiary-tofw.json index e458493..7111050 100644 --- a/data/bestiary/bestiary-tofw.json +++ b/data/bestiary/bestiary-tofw.json @@ -1,17 +1,17 @@ { "_meta": { + "dependencies": { + "monster": [ + "MM", + "MPP" + ] + }, "otherSources": { "monster": { "MPP": "ToFW", "MM": "ToFW", "DMG": "ToFW" } - }, - "dependencies": { - "monster": [ - "MM", - "MPP" - ] } }, "monster": [ diff --git a/data/bestiary/bestiary-ttp.json b/data/bestiary/bestiary-ttp.json index 97dc508..72f8ea8 100644 --- a/data/bestiary/bestiary-ttp.json +++ b/data/bestiary/bestiary-ttp.json @@ -1,14 +1,14 @@ { "_meta": { - "otherSources": { - "monster": { - "MTF": "TTP" - } - }, "dependencies": { "monster": [ "MM" ] + }, + "otherSources": { + "monster": { + "MTF": "TTP" + } } }, "monster": [ diff --git a/data/bestiary/bestiary-wbtw.json b/data/bestiary/bestiary-wbtw.json index c4d4646..6a58631 100644 --- a/data/bestiary/bestiary-wbtw.json +++ b/data/bestiary/bestiary-wbtw.json @@ -1,13 +1,5 @@ { "_meta": { - "otherSources": { - "monster": { - "MM": "WBtW", - "VGM": "WBtW", - "GoS": "WBtW", - "CoS": "WBtW" - } - }, "dependencies": { "monster": [ "MM" @@ -15,7 +7,15 @@ }, "internalCopies": [ "monster" - ] + ], + "otherSources": { + "monster": { + "MM": "WBtW", + "VGM": "WBtW", + "GoS": "WBtW", + "CoS": "WBtW" + } + } }, "monster": [ { diff --git a/data/bestiary/bestiary-wdmm.json b/data/bestiary/bestiary-wdmm.json index 688fc29..eec5a5b 100644 --- a/data/bestiary/bestiary-wdmm.json +++ b/data/bestiary/bestiary-wdmm.json @@ -8,16 +8,16 @@ "MTF" ] }, + "internalCopies": [ + "monster" + ], "otherSources": { "monster": { "MM": "WDMM", "VGM": "WDMM", "MTF": "WDMM" } - }, - "internalCopies": [ - "monster" - ] + } }, "monster": [ { diff --git a/data/bestiary/bestiary-xge.json b/data/bestiary/bestiary-xge.json index 00c835a..f30bf94 100644 --- a/data/bestiary/bestiary-xge.json +++ b/data/bestiary/bestiary-xge.json @@ -1,5 +1,70 @@ { + "_meta": { + "dependencies": { + "monster": [ + "MM" + ] + } + }, "monster": [ + { + "name": "Hound of Ill Omen", + "source": "XGE", + "page": 50, + "summonedByClass": "Sorcerer|PHB", + "_copy": { + "name": "Dire Wolf", + "source": "MM", + "_mod": { + "*": { + "mode": "replaceTxt", + "replace": "\\bwolf\\b", + "with": "hound" + }, + "trait": [ + { + "mode": "appendArr", + "items": [ + { + "name": "Cloak of Shadows", + "entries": [ + "The hound appears with a number of temporary hit points equal to half your sorcerer level." + ] + }, + { + "name": "Incorporeal Movement", + "entries": [ + "The hound can move through other creatures and objects as if they were {@quickref difficult terrain||3}. The hound takes 5 force damage if it ends its turn inside an object." + ] + }, + { + "name": "Omen Sight", + "entries": [ + "At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound." + ] + }, + { + "name": "Ever at Your Heels", + "entries": [ + "On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes." + ] + } + ] + } + ] + } + }, + "size": [ + "M" + ], + "type": "monstrosity", + "traitTags": [ + "Incorporeal Movement", + "Keen Senses", + "Pack Tactics" + ], + "hasToken": true + }, { "name": "Tiny Servant", "source": "XGE", diff --git a/data/bestiary/fluff-bestiary-tdcsr.json b/data/bestiary/fluff-bestiary-tdcsr.json index c465ae1..6324406 100644 --- a/data/bestiary/fluff-bestiary-tdcsr.json +++ b/data/bestiary/fluff-bestiary-tdcsr.json @@ -1,13 +1,13 @@ { "_meta": { - "internalCopies": [ - "monsterFluff" - ], "dependencies": { "monsterFluff": [ "MM" ] - } + }, + "internalCopies": [ + "monsterFluff" + ] }, "monsterFluff": [ { diff --git a/data/bestiary/fluff-bestiary-tob1-2023.json b/data/bestiary/fluff-bestiary-tob1-2023.json new file mode 100644 index 0000000..5ff5daf --- /dev/null +++ b/data/bestiary/fluff-bestiary-tob1-2023.json @@ -0,0 +1,19306 @@ +{ + "monsterFluff": [ + { + "name": "Abominable Beauty", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i An otherworldly humanoid of such indescribable beauty, it pains anyone's eyes to gaze upon her.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beauty that Destroys", + "entries": [ + "An abominable beauty is so perfect that her gaze blinds, her voice is so melodious that no ears can withstand it, and her touch is so tantalizing that it burns like fire. In adolescence, this fey creature adopts features that meet the superficial ideals of the nearest humanoid population: long\u2011legged elegance near elves, a stout figure with lustrous hair near dwarves, unscarred or emerald skin near goblins." + ] + }, + { + "type": "entries", + "name": "Jealous and Cruel", + "entries": [ + "Abominable beauties are so consumed with being the most beautiful creature in the region that they invariably grow jealous and paranoid about potential rivals. Because such an abominable beauty cannot abide competition, she seeks to kill anyone whose beauty is compared to her own." + ] + }, + { + "type": "entries", + "name": "Male of the Species", + "entries": [ + "Male abominable beauties are rare but even more jealous in their rages." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Abominable Beauty.webp" + } + } + ] + }, + { + "name": "Accursed Defiler", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A gaunt figure in a tattered black mantle shrouded in a cloud of whirling sand. Thin cracks run across its papyrus-dry skin and around its hollow, black eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cursed to Wander and Thirst", + "entries": [ + "Accursed defilers are the remnants of an ancient tribe that desecrated a sacred oasis. For their crime, the wrathful spirits cursed the tribe to forever wander the wastes attempting to quench an insatiable thirst. Each defiler carries a parched sandstorm within its lungs and in the flowing sand in its veins. Wherever they roam, they leave only desiccated husks of their victims littering the sand." + ] + }, + { + "type": "entries", + "name": "Unceasing Hatred", + "entries": [ + "The desperate or foolish sometimes try to speak with these ill-fated creatures in their archaic native tongue, to learn their secrets or to bargain for their services. But a defiler's heart is blackened with hate and despair, leaving room for naught but woe." + ] + }, + { + "type": "entries", + "name": "Servants to Great Evil", + "entries": [ + "On rare occasions, accursed defilers serve evil high priests, fext, or soulsworn warlocks as bodyguards and zealous destroyers, eager to spread the withering desert's hand to new lands." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Accursed Defiler.webp" + } + } + ] + }, + { + "name": "Adult Cave Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}", + "Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born to Darkness", + "entries": [ + "Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages." + ] + }, + { + "type": "entries", + "name": "Ravenous Marauders", + "entries": [ + "Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed." + ] + }, + { + "type": "entries", + "name": "A Hard Life", + "entries": [ + "Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014 and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey." + ] + }, + { + "type": "entries", + "name": "Edible Hoards and Vertical Lairs", + "entries": [ + "Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Cave Dragon's Lair", + "entries": [ + "Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Adult Cave Dragon.webp" + } + } + ] + }, + { + "name": "Adult Flame Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.", + "Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Taunting Others", + "entries": [ + "The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started." + ] + }, + { + "type": "entries", + "name": "Malevolent Purpose", + "entries": [ + "The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn." + ] + }, + { + "type": "entries", + "name": "Fond of Souvenirs", + "entries": [ + "Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius." + ] + }, + { + "type": "entries", + "name": "Vengeful Brethren", + "entries": [ + "Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Flame Dragon's Lair", + "entries": [ + "Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon's trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon's vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Adult Flame Dragon.webp" + } + } + ] + }, + { + "name": "Adult Mithral Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rage in Youth", + "entries": [ + "Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals." + ] + }, + { + "type": "entries", + "name": "Peacemakers", + "entries": [ + "Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles." + ] + }, + { + "type": "inset", + "name": "Mithral Dragons in Midgard", + "entries": [ + "Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Mithral Dragon's Lair", + "entries": [ + "Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone\u2014with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions.", + "Curiously, mithral dragons don't hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral\u2014rare treasures procured over a lifetime of interacting with mortal creatures." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Adult Mithral Dragon.webp" + } + } + ] + }, + { + "name": "Adult Sea Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Dragons", + "entries": [ + "Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna." + ] + }, + { + "type": "entries", + "name": "Shipwreck Art", + "entries": [ + "Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods." + ] + }, + { + "type": "entries", + "name": "Sunken Memorials", + "entries": [ + "A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed." + ] + }, + { + "type": "inset", + "name": "Priests of Seggotan", + "entries": [ + "Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon." + ] + }, + { + "type": "inset", + "name": "Sea Dragons in Midgard", + "entries": [ + "Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Sea Dragon's Lair", + "entries": [ + "Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it's dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.", + "The sky surrounding a sea dragon's lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Adult Sea Dragon.webp" + } + } + ] + }, + { + "name": "Adult Void Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Children of the Stars", + "entries": [ + "Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves." + ] + }, + { + "type": "entries", + "name": "Witnesses to the Void", + "entries": [ + "Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage." + ] + }, + { + "type": "entries", + "name": "Voracious Scholars", + "entries": [ + "Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Void Dragon's Lair", + "entries": [ + "Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Adult Void Dragon.webp" + } + } + ] + }, + { + "name": "Adult Wind Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}", + "Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Braggarts and Bullies", + "entries": [ + "Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place." + ] + }, + { + "type": "entries", + "name": "Lords of the Far Horizons", + "entries": [ + "Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule." + ] + }, + { + "type": "entries", + "name": "Perpetual Infighting", + "entries": [ + "These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled." + ] + }, + { + "type": "entries", + "name": "Portable Hoards", + "entries": [ + "Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Wind Dragon's Lair", + "entries": [ + "Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can't pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Adult Wind Dragon.webp" + } + } + ] + }, + { + "name": "Al-Aeshma Genie", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The lower half of this genie is composed of scorching winds and desert sand.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sand Djinnis", + "entries": [ + "The al-aeshma are former djinn and share the same powers, albeit in a twisted style. Their skin is black as pitch, and their whirlwind form includes much dust and sand. When they are injured, the desert sand flows to seal their wounds and reattach severed limbs." + ] + }, + { + "type": "entries", + "name": "Obligation of Wishes", + "entries": [ + "Granting three wishes to a mortal is a sacred obligation among the genies, referred to as being wishbound. The Lords of Air mandate this as celestial law, and many believe that a djinni cannot refuse to grant a wish. Certainly, the consequences of disobedience are dire. Djinn who decline to grant a wish, are stripped of their wish power and handed to efreeti for 1,001 years of torture and debasement. Those who survive are banished to wander the Material Plane." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Al-Aeshma Genie.webp" + } + } + ] + }, + { + "name": "Ala", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Alas are born from galls that grow on treant trunks. Within this parasitic pocket, an ala sickens the treant and consumes its life force. When the treant dies, the ala is born in a black whirlwind}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Daughters of the Whirlwind", + "entries": [ + "Alas have windblown hair and wear smoky black rags, but their true form is that of a whirlwind, which can always be seen by šestaci, those men and women with six digits on each hand. In flight or in battle, an ala takes on a form with the upper body of a hag and a whirling vortex of air in place of hips and legs. When an ala enters a house in human form, the whole building groans in protest, as if it had been struck by a powerful storm wind. Alas live in the hollows of trees that were struck by lightning. They are most active when thunder rocks the forest, and when they travel, hail or thunderstorms spawn around them." + ] + }, + { + "type": "entries", + "name": "Enormous Appetites", + "entries": [ + "The huge-mouthed alas have voracious appetites. In the wild, they devour wolves, bears, and badgers. They prefer to hunt in settled areas, however, because they favor the taste of innocents above all else. Unsavory humanoids may beg an ala's favor (or divert its wrath) with gifts of bound captives." + ] + }, + { + "type": "entries", + "name": "Energized by Storms", + "entries": [ + "In battle, an ala is constantly on the move, weaving between foes like the wind. It tears at its foes with claws and a poisonous bite, or throws wicked lightning bolts and hailstorms from afar. Woe betides the hero who confronts an ala while a storm rages overhead\u2014such storms energize the ala and make its lightning stronger. Because alas wield lightning with such mastery, some sages associate them with the god of lightning." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ala.webp" + } + } + ] + }, + { + "name": "Alehouse Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This plump little creature reclines with a dazed look in its eyes and the suggestion of a grin on its fanged jaws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Scaled Barflies", + "entries": [ + "Alehouse drakes squat in busy bars, rowdy taverns, and bustling inns. A bane or savior to every bartender and innkeeper, alehouse drakes enjoy pushing patrons' emotions, driving crowds to ecstatic cheers or bloody bar fights. They make their homes in cities and towns, though older drakes settle down in roadside coaching inns. In the former situations, they are often troublemakers or pranksters, but in the latter circumstances, they usually befriend the proprietor and help manage flared tempers and weepy drinkers in return for living space and a generous tab." + ] + }, + { + "type": "entries", + "name": "Relentless Gossips", + "entries": [ + "Alehouse drakes gossip endlessly. Perched in hiding places throughout busy taverns, they overhear many stories, and trade in information, making them good sources for news about town. More devious and ill-mannered alehouse drakes resort to blackmail, but this usually occurs only to secure a comfortable spot in their chosen tavern." + ] + }, + { + "type": "entries", + "name": "Family Heirlooms", + "entries": [ + "Alehouse drakes are one to two feet long and weigh about eighteen pounds with a plump belly. Their scales are deep amber with cream or white highlights, and they possess glittering, light-colored eyes. The oldest recorded alehouse drake lived just past 400 years. Because of their longevity, some drakes are beloved by innkeeping families and treated a bit like family heirlooms." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Alehouse Drake.webp" + } + } + ] + }, + { + "name": "Algorith", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Sometimes called folding angels, algoriths are lawful beings made from sheer force, pure math, and universal physical laws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Creatures of Pure Reason", + "entries": [ + "Algoriths are the border guards of the Conceptual Realms, warding subjective beings from the Realms of the Absolute. Eternal, remorseless, and unceasingly vigilant, they guard against the monstrosities that lurk in the multiverse's most obscure dimensions. They seek out and eliminate chaos even from the abodes of the gods." + ] + }, + { + "type": "entries", + "name": "Foes of Chaos", + "entries": [ + "They visit mortal realms when chaos threatens to unravel a location or when the skeins of fate are tangled. On some occasions, an algorith will serve a god of Law or answer the summons of a skein witch. Algoriths fight with conjured blades of force. They can also summon universal energy that deconstructs randomness, weakening enemies or reducing them to finely ordered crystalline dust." + ] + }, + { + "type": "entries", + "name": "Social but Mysterious", + "entries": [ + "In groups, algoriths move and fight in silent coordination. Only tiny variations in the formulas etched into their skins identify one algorith from another. Five is a number of extreme importance to all algoriths, but few are willing (or able) to explain why to anyone who isn't an algorith. Algoriths may have castes, ranks, or commanders, but no mortal has decoded the mathematical blazons adorning their flesh. The algoriths themselves refuse to discuss these formulas with those who do not comprehend them." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Algorith.webp" + } + } + ] + }, + { + "name": "Alseid", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Alseids are the graceful woodland cousins to centaurs, with the slender upper body of an elf and the lower body of a deer. Because they are rarely seen far from the wooded glades they call home, they are sometimes called \"grove nymphs,\" despite being more closely related to elves than nymphs.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Forest Guardians", + "entries": [ + "Alseids see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate respect for the forest may spot a distant alseid's white tail; if they chase after it as it bounds away, the sympathetic alseid may lead it toward a road or trail that can carry them out of the forest. Disrespectful strangers may follow the same tail to their doom. Alseids have no compunction about slaughtering trespassers who burn or cut down their forest." + ] + }, + { + "type": "entries", + "name": "Antlers Show Status", + "entries": [ + "Alseids have antlers growing from their foreheads. These antlers grow very slowly, branching every 10 years for the first century of life. Further points develop only with the blessing of the forest. No fourteen-point imperial alseids are known to exist, but many tribes are governed by princes with thirteen points. Because antlers signify status, alseids never use them in combat. Cutting an alseid's antlers entirely off or just removing points is a humiliating and grave punishment." + ] + }, + { + "type": "entries", + "name": "White-Tailed Wanderers", + "entries": [ + "Alseids have a deep connection with forest magic of all kinds, and their leaders favor the druid and ranger classes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Alseid.webp" + } + } + ] + }, + { + "name": "Amphiptere", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A flight of gold-crested, bat-winged serpents bursts from the foliage.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tiny Wyverns", + "entries": [ + "An amphiptere has batlike wings and a stinger similar to a wyvern's at the end of its tail. Their reptilian bodies are scaly, but their wings sprout greenish-yellow feathers." + ] + }, + { + "type": "entries", + "name": "Swooping and Swift", + "entries": [ + "They are surprisingly maneuverable in spite of their size, able to change direction suddenly and make deadly hit-and-run strikes. They swoop in and out of combat, snapping at targets with their needlelike teeth and striking with their envenomed stingers. Once a foe is poisoned and injured, they hover closer in a tightly packed, flapping mass of fangs, battering wings, and jabbing stingers." + ] + }, + { + "type": "entries", + "name": "Strength in Flocks", + "entries": [ + "Despite their fighting ability, amphipteres are not particularly brave. Most often, they lurk in small flocks in dense foliage, where they can burst forth in a flurry of wings when prey comes within view. They display surprising cunning and tenacity in large groups; they may harass foes for minutes or hours before closing in for the kill." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Amphiptere.webp" + } + } + ] + }, + { + "name": "Ancient Cave Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}", + "Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born to Darkness", + "entries": [ + "Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages." + ] + }, + { + "type": "entries", + "name": "Ravenous Marauders", + "entries": [ + "Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed." + ] + }, + { + "type": "entries", + "name": "A Hard Life", + "entries": [ + "Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014 and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey." + ] + }, + { + "type": "entries", + "name": "Edible Hoards and Vertical Lairs", + "entries": [ + "Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Cave Dragon's Lair", + "entries": [ + "Labyrinthine systems of tunnels, caverns, and chasms make up the world of cave dragons. They claim miles of cave networks as their own. Depending on the depth of their domain, some consider the surface world their territory as well, though they visit only to eliminate potential rivals." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Cave Dragon.webp" + } + } + ] + }, + { + "name": "Ancient Flame Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Taunting Others", + "entries": [ + "The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started." + ] + }, + { + "type": "entries", + "name": "Malevolent Purpose", + "entries": [ + "The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn." + ] + }, + { + "type": "entries", + "name": "Fond of Souvenirs", + "entries": [ + "Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius." + ] + }, + { + "type": "entries", + "name": "Vengeful Brethren", + "entries": [ + "Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Flame Dragon's Lair", + "entries": [ + "Flame dragons dwell near ever-burning fires: volcanoes, sulfur mines, caves full of geysers, and places where the Elemental Plane of Fire touches the Material Plane. Whatever the place, it must serve as a showcase for all the dragon's trophies. Carefully arranged and organized prizes decorate the area, sometimes protected behind crystal walls. This display feeds the dragon's vanity and pride, and it serves as a lure for adventurers. Many of these lairs also feature a huge, reflective surface, as a flame dragon likes nothing more than itself." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Flame Dragon.webp" + } + } + ] + }, + { + "name": "Ancient Mithral Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rage in Youth", + "entries": [ + "Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals." + ] + }, + { + "type": "entries", + "name": "Peacemakers", + "entries": [ + "Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles." + ] + }, + { + "type": "inset", + "name": "Mithral Dragons in Midgard", + "entries": [ + "Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Mithral Dragon's Lair", + "entries": [ + "Mithral dragons are attracted to lairs near humanoid civilization, where petitioners can reach them if their diplomatic services are needed. Unlike other dragons, mithral dragons forsake lairing upon remote natural caverns or cliffs, preferring to dwell in impressive structures of metal and stone\u2014with a particular fondness for towers. More than once, a mithral dragon has accepted the deed to a fortress, palace, or castle as payment for brokering peace between warring factions.", + "Curiously, mithral dragons don't hoard coins and precious metals as most dragons do. Other curiosities fill their lair, like fine paintings, marble statues, rare tomes, stained glass, and anything made of mithral\u2014rare treasures procured over a lifetime of interacting with mortal creatures." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Mithral Dragon.webp" + } + } + ] + }, + { + "name": "Ancient Sea Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Dragons", + "entries": [ + "Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna." + ] + }, + { + "type": "entries", + "name": "Shipwreck Art", + "entries": [ + "Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods." + ] + }, + { + "type": "entries", + "name": "Sunken Memorials", + "entries": [ + "A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed." + ] + }, + { + "type": "inset", + "name": "Priests of Seggotan", + "entries": [ + "Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon." + ] + }, + { + "type": "inset", + "name": "Sea Dragons in Midgard", + "entries": [ + "Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Sea Dragon's Lair", + "entries": [ + "Sea dragons dwell in lairs beneath the waves: ocean fissures and caves, lightless trenches full of strange rock formations, and sheltered reefs of cultivated coral. Whatever the place, it's dedicated to the worship of sea gods. Despite the draconic instinct for seclusion and protection when choosing a lair, sea dragons always choose lairs relatively close to humanoid trade routes and abundant supplies of fish.", + "The sky surrounding a sea dragon's lair is perpetually stormy, and the seas run high. If a captain is courageous, these high winds and swift-running currents can cut significant time off a voyage." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Sea Dragon.webp" + } + } + ] + }, + { + "name": "Ancient Titan", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Radiating a powerful presence, this towering humanoid has sharp-edged features that seem hewn from ancient stone.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Children of the Gods", + "entries": [ + "Ancient titans are the surviving immortal children of an early primordial god. They fled to the wilds after a divine war, where they founded an empire that lasted thousands of years before plague brought about its collapse." + ] + }, + { + "type": "entries", + "name": "Sea God's Servants", + "entries": [ + "A few ancient titans still dwell in the ocean realm, spared by the sea god in exchange for eternal servitude. Ancient titans have long, glossy hair, usually black, red, or silver, and they stand sixty feet tall and weigh over twenty tons." + ] + }, + { + "type": "entries", + "name": "Friends to Dragons", + "entries": [ + "Ancient titans have a strong rapport with wind dragons and sea dragons, as well as gold, silver, and mithral dragons." + ] + }, + { + "type": "entries", + "name": "Primordial Power", + "entries": [ + "The children of an ancient god, titans have a measure of the god's power. They know and command primordial words that can influence the world and creatures around them by tapping into the energy that created the world." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Titan.webp" + } + } + ] + }, + { + "name": "Ancient Void Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Children of the Stars", + "entries": [ + "Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves." + ] + }, + { + "type": "entries", + "name": "Witnesses to the Void", + "entries": [ + "Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage." + ] + }, + { + "type": "entries", + "name": "Voracious Scholars", + "entries": [ + "Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Void Dragon's Lair", + "entries": [ + "Void dragons make their lairs deep in the freezing, airless space between the stars. When a Void dragon claims a home elsewhere, it prefers towering mountain peaks, valleys, or ruins at high elevation with a clear view of the sky. When encountered in its lair, an adult Void dragon has a challenge rating of 17 (18,000 XP), and an ancient Void dragon has a challenge rating of 25 (75,000 XP)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Void Dragon.webp" + } + } + ] + }, + { + "name": "Ancient Wind Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Braggarts and Bullies", + "entries": [ + "Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place." + ] + }, + { + "type": "entries", + "name": "Lords of the Far Horizons", + "entries": [ + "Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule." + ] + }, + { + "type": "entries", + "name": "Perpetual Infighting", + "entries": [ + "These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled." + ] + }, + { + "type": "entries", + "name": "Portable Hoards", + "entries": [ + "Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Wind Dragon's Lair", + "entries": [ + "Wind dragons make their lairs where they can overlook and dominate their claims, but the location must be remote enough that inhabitants can't pester them with requests for protection or justice. As they have little to fear from the elements, a shallow cave high on an exposed mountain face is ideal. Wind dragons enjoy heights dotted with rock spires and tall, sheer cliffs. They perch in the howling wind and catch updrafts and downdrafts sweeping through canyons and tearing across crags." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ancient Wind Dragon.webp" + } + } + ] + }, + { + "name": "Angatra", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The withered creature wrapped in gore-stained rags pulls back a tattered hood to reveal glowing eyes hungry with bloodlust.}", + "In certain tribes, the breaking of local taboos invites terrible retribution from ancestral spirits, especially if the transgressor was a tribal leader or elder. The transgressor is cursed and cast out from the tribe, then it is hunted and executed.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bound Remains Entombed", + "entries": [ + "The body is wrapped head to toe in lamba cloth to soothe the spirit and to bind it within the mortal husk, then sealed in a tomb far from traditional burial grounds so none may disturb it and its unclean spirit does not taint the blessed dead." + ] + }, + { + "type": "entries", + "name": "Slow Ritual Cleansing", + "entries": [ + "Each such body is visited every ten years as the tribe performs the famadihana ritual, replacing the lamba bindings and soothing the suffering of the ancestors. Over generations, this ritual expiates their guilt, until at last the once-accursed ancestor is admitted through the gates of the afterlife. If a spirit's descendants abandon their task, or if the sealed tomb is violated, the accursed soul becomes an angatra." + ] + }, + { + "type": "entries", + "name": "Angry Spirit", + "entries": [ + "The creature's form becomes animated by a powerful and malicious ancestor spirit, undergoing a horrible metamorphosis within its decaying cocoon. Its fingernails grow into scabrous claws, its skin becomes hard and leathery, and its withered form is imbued with unnatural speed and agility. Within days, the angatra gathers strength and tears its bindings into rags. It seeks out its descendants to share the torment and wrath it endured while its spirit lingered." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Angatra.webp" + } + } + ] + }, + { + "name": "Angler Worm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i As patient as a fisherman, the angler worm lights a beacon in the darkness and waits for its next meal.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Silk Snares", + "entries": [ + "The angler worm burrows into the ceilings of caves and tunnels, where it creates snares from strong silk threads coated with sticky mucus. It then lures prey into its snares while remaining safely hidden, emerging only to feed. With dozens of snares, food always comes to the angler worm eventually." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Angler Worm.webp" + } + } + ] + }, + { + "name": "Annelidast", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The massive worm erupted from the earth, crushing all near it and scooping up the remains.}", + "An annelidast is a gigantic worm that slumbers for decades at a time in the bowels of the earth, where the rock itself radiates primordial magic. Over millennia, they have grown lead-plated carapaces to shield themselves from the magic.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Unique Predation", + "entries": [ + "Each century, an annelidast wakes and travels to the surface to feed. The worm eats through baleen-like teeth that help it filter feed through the earth as it travels underground, but this method of eating requires it to pulverize larger surface prey before consumption." + ] + }, + { + "type": "entries", + "name": "Sleeping Plague", + "entries": [ + "The annelidast's exterior is saturated with the primordial magic of its deep-earth home. When an annelidast nears waking, it burrows toward the surface in a dreamlike state, following vibrations in the earth made by living creatures. As it lies just beneath the surface rousing from its slumber, the primordial magic infusing it radiates outward and sickens creatures living there, making them easier prey when it fully wakes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Annelidast.webp" + } + } + ] + }, + { + "name": "Anubian", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Swirling sand comes together to form a snarling, canine-faced humanoid whose eyes shine with an eerie, blue glow.}", + "Anubians are elementals summoned to guard tombs or protect treasures.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Piles of Dust", + "entries": [ + "An anubian at rest resembles a pile of sand or dust, often strewn about an already dusty location. When active, it rises up to form a muscular humanoid with the head of a jackal. A destroyed anubian collapses into an inert pile of sand." + ] + }, + { + "type": "entries", + "name": "Death to the Unarmored", + "entries": [ + "In combat, anubians prefer to fight unarmored foes rather than creatures wearing armor. They associate unarmored creatures with spellcasters, and their latent resentment over centuries of being summoned as servants drives them to attack such figures when they aren't shackled by magical bondage." + ] + }, + { + "type": "entries", + "name": "Sandstorm Tag Teams", + "entries": [ + "Anubians fight effectively as teams, using their haboob attacks to corner and isolate the most vulnerable targets." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Anubian.webp" + } + } + ] + }, + { + "name": "Apau Perape Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Sharp teeth fill this large, demonic ape's mouth. Its long, muscular arms stretch to the ground, ending in wickedly curved claws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of Fire", + "entries": [ + "These black-furred gorilla demons serve only Mechuiti, the demon lord of fire and apes. Their final loyalty is unshakable, though sometimes they serve others for a time. They have no fear of fire, gleefully setting villages and crops aflame if their master is snubbed or insulted." + ] + }, + { + "type": "entries", + "name": "Fearless Attackers", + "entries": [ + "The apau perape are fearless and savage, living for battle. Once in combat, their morale never breaks. Like their master, they have an insatiable hunger and leave no dead behind, consuming even the bones." + ] + }, + { + "type": "entries", + "name": "Eyes of Fire", + "entries": [ + "When this demon is angered, its eyes glow a deep, disturbing red, unlike any natural ape." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Apau Perape Demon.webp" + } + } + ] + }, + { + "name": "Arboreal Grappler", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Long, simian arms snake through the trees like furred serpents, dangling from a shaggy, striped ape in the leafy canopy above and trying to snare those below.}", + "An arboreal grappler is a malformed creation of the gods, a primate whose limbs warped into long, muscular tentacles covered in shaggy, red fur.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Carry Prey to the Heights", + "entries": [ + "Arboreal grapplers use their long limbs to snatch and drag prey behind them as they use their powerful forelimbs to ascend to the highest canopy. Victims are constricted until their struggles cease and then are devoured. The grapplers' flexible tentacles are ill-suited for terrestrial movement; they must drag themselves clumsily across open ground too wide to swing across." + ] + }, + { + "type": "entries", + "name": "Clans in the Canopy", + "entries": [ + "Arboreal grappler tribes build family nests decorated with bones and prized relics of past hunts. These nests are built high in the jungle canopy, typically 80 feet or more above the ground. Clans of 40 or more spread across crude villages atop the trees; in such large settlements, a third of the population are juveniles. These nests are difficult to spot from the ground; a DC 20 Wisdom ({@skill Perception}) check is required. A creature observing an arboreal grappler as it climbs into or out of a nest has advantage on the check." + ] + }, + { + "type": "entries", + "name": "Carnivorous Elf Hunters", + "entries": [ + "Grapplers are carnivorous and prefer humanoid flesh, elves in particular. Scholars suggest this arises from hatred as much as from hunger, citing records of various humanoids hunting arboreal grapplers millennia ago." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Arboreal Grappler.webp" + } + } + ] + }, + { + "name": "Arcane Guardian", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior's skeletal body, and its grinning skull leers out from an open helm.}", + "Some spectral guardians were not warriors in life, but powerful spellcasters.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Worn Finery", + "entries": [ + "Composed of faintly glowing green vapor, the arcane guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound." + ] + }, + { + "type": "entries", + "name": "Eternal Disgrace", + "entries": [ + "The arcane guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the arcane guardian knows no rest or peace." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Arch-Devil Ia'Affrat", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dark, droning cloud containing thousands of gray, thumb-sized wasps, shifts and swarms around the black silhouette of a tall human with glowing red eyes. The wasps, too, glow with the heat of a low-burning coal and are wreathed in foul-smelling smoke.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Faithless Servant", + "entries": [ + "Ia'Affrat the Insatiable is the inverted reflection of his unkempt, overly-unyielding creator, Arbeyach, Hell's Prince of Swarms. Ia'Affrat acts as Arbeyach's emissary to the courts of his rivals and to the mortal world as diplomat, spy, assassin, and scourge. Though he serves the rigid and resolute Prince of Hell, Ia'Affrat shows little loyalty to his maker. The eloquent and sophisticated creature has betrayed his master in thousands of small ways over the centuries, and eventually may betray him utterly. Until then, Ia'Affrat's shifting hive mind pursues an unquenchable lust for arcane mysteries, human interaction, and the material pursuit of unwholesome flavors and dark delights." + ] + }, + { + "type": "entries", + "name": "Joker and Devourer", + "entries": [ + "Ia'Affrat delights in comedy, wine, song, dance, food, and inflicting torture and public humiliation on his foes\u2014he is a rapacious devourer, greedy for all transient pleasures." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Arch-Devil IaAffrat.webp" + } + } + ] + }, + { + "name": "Aridni", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The gray, moth-winged fey flies out from the trees in a hail of tiny arrows.}", + "Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Pale Archers", + "entries": [ + "These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge or respond to accusations of cowardice." + ] + }, + { + "type": "entries", + "name": "Caravan Raiders", + "entries": [ + "Aridni have developed different magical abilities that aid them well when they raid caravans for captives, such as charming foes or putting them to sleep." + ] + }, + { + "type": "entries", + "name": "Wealth for Status", + "entries": [ + "They delight in taking plunder from humans and dwarves as a sign of their power over mortals and of their contempt for those who lack fey blood." + ] + }, + { + "type": "inset", + "name": "Aridni in Midgard", + "entries": [ + "When the elves abandoned the mortal world and returned to the elflands, not all of their fey servants went with them. Some stayed by choice; some were abandoned as tainted, feral broods; and some remained to become servants of local gods or human mages. Most of them are angry at humans for their corruption of, and rebellions against, the elven courts and empires in Midgard. They seek to regain some of their fallen fey wealth and glory from humans and dwarves by stealing from, corrupting, and killing their ancient enemies. Among these abandoned fey are the aridni (\"slaver pixies\"), evil pixies suborned by the Slavers of Reth-Saal." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Aridni.webp" + } + } + ] + }, + { + "name": "Arx", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This spike-covered insectoid stands at the ready with a wicked spear grasped by two limbs. It decompresses its wings impossibly to fashion a pair of walls behind it, held together and connected to the insectoid by a stretchy pink goo.}", + "Arxes are fiendish creatures who serve other fiends as mobile field defenses. They can detach their elytra, the hardened shells that cover their wings, to provide cover for commanders who wish to direct their armies from forward lines. They use their telepathy and excellent vision to feed accurate overviews of the battlefield to these leaders, who use this intel to direct troops and make attacks from behind the arx's wall.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hirable Mercenaries", + "entries": [ + "When they aren't fighting for legions of devils or demons, arxes willingly accept payment for their services. They are steadfast combatants who reliably follow orders, but they show no concern about individual allies over greater tactical advantages." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Arx.webp" + } + } + ] + }, + { + "name": "Asanbosam", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A hirsute hulk with bulging, bloodshot eyes perches high in a tree, ready to seize unwary passersby with its rusty, hook-like talons.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Iron Hooks and Fangs", + "entries": [ + "Asanbosam resemble hairy ogres from the waist up, but with muscular, flexible legs much longer than those of an ogre. These odd appendages end in feet with hook-like talons, and both the creature's hooks and its fangs are composed of iron rather than bone or other organic material. These iron fangs and claws mark an asanbosam's age, not just by their size but also by their color. The youngest specimens have shiny gray hooks and fangs, while those of the older asanbosams are discolored and rusty." + ] + }, + { + "type": "entries", + "name": "Iron Eaters", + "entries": [ + "The asanbosam diet includes iron in red meat, poultry, fish, and leaf vegetables, and\u2014in times of desperation\u2014 grinding iron filings off their own hooks to slake their cravings. The asanbosams' taste for fresh blood and humanoid flesh led to the folklore that they are vampiric (not true)." + ] + }, + { + "type": "entries", + "name": "Tree Lairs", + "entries": [ + "Asanbosams spend most of their lives in trees, where they build nestlike houses or platforms of rope and rough planks. They don't fear magic; most tribes count at least one spellcaster among its members." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Asanbosam.webp" + } + } + ] + }, + { + "name": "Ash Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A lean and dull-scaled drake perches on a chimney as if it just crawled out, its tail still hanging into the flue as smoke billows out.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Chimney Nesting", + "entries": [ + "Ash drakes clog chimney flues and delight in dusting crowds with thick, choking ash and soot, while the drakes laugh with sneering, wheezing tones. To placate the creatures, owners of smelters and smithies leave large piles of ash for the drakes to play in, with the hope they leave the shop and workers alone. Anyone hunting ash drakes finds them difficult to attack in their cramped lairs because the creatures blend in with the surroundings. Ash drakes often befriend kobolds, who have little trouble appeasing the drakes and appreciate the added security they bring." + ] + }, + { + "type": "entries", + "name": "Hunt Strays and Pets", + "entries": [ + "Ash drakes eat rats and stray animals, although few can resist snatching an unattended pet. Contrary to popular opinion, this drake doesn't consume ash, but enjoys a pile of ash like a cat would catnip, rolling around in it and becoming wild-eyed. Anyone who disrupts such play becomes the target of the creature's intensely hot, sooty breath weapon." + ] + }, + { + "type": "entries", + "name": "Slender Dragons", + "entries": [ + "While an ash drake is three feet long with a four-foot-long tail that seems to trail off into smoke, it weighs less than one might expect\u2014approximately ten pounds. Every third winter, when chimneys are active, a male drake leaves his lair to find a mate. The resulting eggs are left in a suitable chimney, and one of the parents protects the young until they leave the nest at two years of age." + ] + }, + { + "type": "entries", + "name": "Volcanic Haunts", + "entries": [ + "Ash drakes outside a city live in or near volcanic plateaus and mutter about the lack of neighbors to bully. In the wild, an ash drake may partner with a red dragon or flame dragon, since the dragon provides its lesser cousin with plenty of ash." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ash Drake.webp" + } + } + ] + }, + { + "name": "Ashwalker", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A winged shadow eclipsed the sun, and an inferno consumed the city. An ashen corpse rose from the dirt and walked the charred streets as if its world had not just been incinerated.}", + "Ashwalkers are the unfortunate result of humanoids who met their end from the breath of a dragon while in a place suffused with powerful magical energy. These undead creatures often emerge in hordes after a dragon's rage has leveled a city. Though burnt almost to ashes, many ashwalkers can rasp out a few words, typically words of hate for those who were spared the ashwalker's fate.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The Last Breath", + "entries": [ + "While the fire of a red dragon's breath is the most common source of ashwalkers, they can be created from any dragon's breath. The magical infusion of the dragon's breath that kills the individual leaves residual energy of a similar type in the remains. For example, an ashwalker killed by poison breath often exudes some of the noxious clouds as it walks the wastelands of its destroyed home." + ] + }, + { + "type": "entries", + "name": "Unlived Dreams", + "entries": [ + "Ashwalkers have no purpose in undeath and rarely serve a master. Sometimes they carry on a sad mimicry of their former life, acting out the final hours before their demise, not fully aware of what happened. Some ashwalkers even return to the site of their homes and lay down in the dirt to sleep, although sleep never comes. Adventurers who seek the riches of lost civilizations leveled by dragon fire have reported seeing smoldering corpses milling about marketplaces or theatre spaces until a living soul snaps them from their reverie, often driving them into maddened rages." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ashwalker.webp" + } + } + ] + }, + { + "name": "Automata Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A nightmare wrapped in chains and held together by cutting cogs and whirring gears, this fiend howls like a hurricane in battle.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Guards and Overseers", + "entries": [ + "Sometimes called castigas, automata devils are made to monitor others. They are often put in charge of prisoners or infernal factories." + ] + }, + { + "type": "entries", + "name": "Pierced by Chain and Wire", + "entries": [ + "This slender creature's skin is pierced with barbs, sharp nails, and coils of wire, which have been threaded through its flesh. Chains are buried under blisters and scabs. This infernal horror's eyelids\u2014both front and back pairs\u2014are sewn back with wire, while six arms ending in large grasping hands erupt from its shoulders." + ] + }, + { + "type": "entries", + "name": "Coiled Metal Whips", + "entries": [ + "The creature's head is a dark mass ending in two large mandibles. By its side, it carries a huge coiled whip that squirms like a snake and is said to scent lies and treachery. The creature's stomach opens up like a second mouth, lined with tooth-like spines." + ] + }, + { + "type": "inset", + "name": "Automata Devils in Midgard", + "entries": [ + "One corner of the Eleven Hells is known simply as the Forge. Here, black chimneys rise a mile high from a dead land of choking air and red poison hills. The Machine, a greater devil who never sleeps and never lets his subjects know rest, rules this land. His overseers consist of thousands of imps who whip and punish the workers. The imps themselves are kept in check by hordes of chain devils, who in turn answer to the automata devils as overseers." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Automata Devil.webp" + } + } + ] + }, + { + "name": "Azza Gremlin", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These tiny, hairless, rail-thin creatures crackle with static electricity. Arcs of lightning snap between their long ears.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lightning Lovers", + "entries": [ + "Azza gremlins live among storm clouds, lightning-based machinery, and other places with an abundance of lightning." + ] + }, + { + "type": "entries", + "name": "Magnetic Flight", + "entries": [ + "Although wingless, their light bodies are perfectly attuned to electromagnetic fields, giving them buoyancy and flight. They love playing in thunderstorms and riding lightning bolts between the clouds or between clouds and the ground. They feed off lightning and love to see its effects on other creatures." + ] + }, + { + "type": "entries", + "name": "Work with Spellcasters", + "entries": [ + "Although they aren't much more than hazardous pests by themselves, more malicious creatures and spellcasters that use lightning as a weapon work with azza gremlins to amplify their own destructiveness. Azza gremlins stand 12 to 18 inches tall and weigh approximately 8 pounds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Azza Gremlin.webp" + } + } + ] + }, + { + "name": "Baba Yaga's Horsemen", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These mounted knights wield great weapons as swift as dawn, as bright as the blazing sun, and as cold as the grave. The white horseman is a young rider full of promise, the red rider a man in his prime, and the black rider a scarred and bearded fellow, his eyes dark and his mouth set in a grim frown. They ride with purpose on powerful steeds}.", + "Baba Yaga's three horsemen are legends in their own right. Bright Day, Red Sun, and Black Night (also known as the White, Red, and Black horsemen) are her faithful emissaries, scouts, and warriors abroad. The three horsemen change over time, but they are typically male, human warriors. Their appearance is distinctive: each horseman dresses in colors and lacquered armor and trappings to suit their name, with their magical horses colored to match. Their roles appear to coincide with their appointed offices, although their precise relationship to Baba Yaga is the source of much speculation.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Varied Origin", + "entries": [ + "They may be serving Grandmother Winter for a time in exchange for a favor or bargain, or they may be cursed to replace a previous horseman they slew. In either case, Baba Yaga is the source of their power. The horsemen are innately connected to the domain of time; each represents part of the day, as measured by the sun. Bright Day is bound to and governs dawn to mid-day, Red Sun from mid\u2011day to sundown, and Black Night rules until daybreak. While Baba Yaga herself is wily and capricious, her three horsemen are bound to cosmological forces that are uniform and constant, which is reflected in their alignment and demeanor." + ] + }, + { + "type": "entries", + "name": "One Rises, Two Set", + "entries": [ + "The horsemen never co-exist with one another except within the confines of their mistresses' Dancing Hut and the fenced yard around it. Each one must yield his presence on the Material Plane to his successor in rotation (this varies on other planes, depending on intervals of day and night). Forcing two horsemen to co-exist on the Material Plane places a perilous strain on reality. Bringing all three together could trigger a primal magical event or chronal catastrophe." + ] + }, + { + "type": "inset", + "name": "Encounters with Baba Yaga's Horsemen", + "entries": [ + "The horsemen make good foes for the long term; their power is great enough that they can ignore considerable danger when serving their mistress. Here are some possible encounters involving them:", + { + "type": "list", + "items": [ + "Red Sun burns down a village while the PCs are sleeping at the inn. If questioned or challenged, he says nothing, but provides a scroll from Baba Yaga ordering the village's destruction. Red Sun rides off into the dawn. Black Night bears a similar scroll, asking an elvish character to provide Baba Yaga with a pint of blood; if the request is granted, Black Night leaves without incident, but if he is denied, a young human boy is found outside the party's sleeping chambers, drained of all blood.", + "At noon, Bright Day leads a parade of strange creatures, everything from shadow fey duelists and enchantresses to a glowing will-o'-wisp and a bright malakbel demon, burning so bright it sets fire to crops and thatched huts near it. The fey mention Bright Day is going to pay Baba Yaga's respects to the River King. If the party chooses to join the procession, they can't leave it until sunset\u2014and may find their company is not entirely welcome." + ] + } + ] + }, + { + "type": "inset", + "name": "The Three Horsemen", + "entries": [ + "All three horsemen use the statistics presented here, but each has a few unique characteristics from his brethren, as defined below.", + { + "type": "entries", + "name": "Bright Day", + "entries": [ + "This horseman has darkvision out to a range of 60 feet and resistance to cold damage and fire damage." + ] + }, + { + "type": "entries", + "name": "Red Sun", + "entries": [ + "This horseman is immune to being blinded, charmed, and frightened and has immunity to fire damage." + ] + }, + { + "type": "entries", + "name": "Black Night", + "entries": [ + "This horseman has darkvision out to a range of 60 feet and magical darkness doesn't impede his darkvision. In addition, he has immunity to cold damage." + ] + } + ] + }, + { + "type": "inset", + "name": "The Horsemen in Midgard", + "entries": [ + "The great witch Baba Yaga is a power to be reckoned with in Midgard, always plotting with her daughters, the vila, and seeking to gobble up the vile gnomes whose souls she claims are rightfully hers. Baba Yaga rules over great ley line magic and commands the elements and enchantments with ease, but she cannot be everywhere at once. Three of her most faithful servants are the White Horseman, the Red Horseman and the Black Horseman\u2014embodied forms of the times of day and a symbol of Baba Yaga's mastery of time itself. She uses nicknames for them, calling them \"My Bright Dawn, my Red Sun, and my Dark Midnight\" because they are bound by time (and some believe, because they control dawn, noon, and sunset). She has many servants, but the horsemen, her dancing hut, and the sorcerer Koshchei the Deathless are the greatest." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Baba Yagas Horsemen.webp" + } + } + ] + }, + { + "name": "Bagiennik", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With webbed claws, bulbous eyes, and two nostril-slits that ooze an oily black substance, the creature is not quite hideous\u2014but it might be, if most of it wasn't concealed by a thick coating of muck and mud.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bathing Uglies", + "entries": [ + "When a bagiennik is alone, it spends its time bathing in local springs, rivers, and marshes. The creature sifts through the muck and silt, extracting substances that enhance its oily secretions. If anything disturbs the creature during its languorous bathing sessions, it angrily retaliates. Once a bagiennik has bathed for four hours, it seeks a target for mischief or charity." + ] + }, + { + "type": "entries", + "name": "Unpredictable Moods", + "entries": [ + "One never knows what to expect with a bagiennik. The same creature might aid an injured traveler one day, smear that person with corrosive, acidic oil the next day, and then extend tender care to the burned victim of its own psychotic behavior. If the creature feels beneficent, it heals injured animals or even diseased or injured villagers. If a bagiennik visits a settlement, the ill and infirm approach it cautiously while everyone else hides to avoid provoking its wrath. When a bagiennik leaves its bath in an angry mood, it raves and seeks out animals or humanoids to coat with its acidic oil. If a victim falls, the foul\u2011tempered bagiennik often applies healing oil to stabilize them, grumbling all the while." + ] + }, + { + "type": "entries", + "name": "Acid Oils", + "entries": [ + "Collecting a dead bagiennik's black oils must be done within an hour of the creature's death. A successful DC 15 Wisdom ({@skill Medicine}) check yields one vial of acid, or two vials if the result was 20 or higher. A bagiennik can use these chemicals either to heal or to harm, but no alchemist or healer has figured out how to reproduce the healing effects. Other than their acidic effect, the secretions lose all potency within moments of being removed from a bagiennik." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bagiennik.webp" + } + } + ] + }, + { + "name": "Bandit Lord", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "Not just the leader of a simple gang, the bandit lord has gathered a small army of outlaws and brigands together through force of personality, wit, and strength of arms. To keep those followers in line, the bandit leader must rely on loyal captains whom the bandit lord rewards for their successes and brutally punishes for their failures.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ambitious Leaders", + "entries": [ + "Unlike those captains, who crave coin and maybe fame, the bandit lord is building an empire. The bandit lord is always on the lookout for ways to expand at the expense of various rivals and plans contingencies for every occasion, realizing that nothing lasts forever. The bandit lord is ruthless when that's beneficial and magnanimous when it costs nothing." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bandit Lord.webp" + } + } + ] + }, + { + "name": "Bastet Temple Cat", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A slim feline far larger than any house cat slips from the shadows. Its coat glistens like ink as it chirps, and its tail flicks teasingly as its golden eyes observe the doings in its temple.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bred for Magic", + "entries": [ + "Temple cats of Bastet are thought by some to be celestials, but they are a terrestrial breed, created by the priesthood through generations of enchantment." + ] + }, + { + "type": "entries", + "name": "Lazy Temple Pets", + "entries": [ + "By day, temple cats laze about their shrines and porticos, searching out attention from the faithful and occasionally granting boons when it suits then." + ] + }, + { + "type": "entries", + "name": "Fierce Shrine Guardians", + "entries": [ + "By night, they serve as guardians in their temples, inciting would-be thieves to come close before viciously mauling them. More than one would-be rogue has met his or her fate at the claws and teeth of these slim, black-furred beasts. Bastet temple cats are fierce enemies of temple dogs." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bastet Temple Cat.webp" + } + } + ] + }, + { + "name": "Bear King", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Dressed in hunting leathers with a thick bearskin cloak around his shoulders, the bearded king sits upon a throne carved from a whole tree trunk. A crown of holly leaves wreathes his head, and a blackened maul rests near his hand. An ornate clay pot filled with honey hangs at his hip}.", + "Mesikammen the Bear King, called \"Old Honey Paws,\" rules the northern Kingdom of the Bear. Its forests are thick with bears, and bearfolk and werebears are common among its people.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Abuzz with Bees", + "entries": [ + "The country's chief product and export, thanks to the Bear King's insatiable appetite for sweets, is honey. The Bear King's hive-keepers harvest rich, blossom-sweet honey from the hives of giant bees they tend. The land's brewers use the honey to create the finest mead, and the most potent brews are infused with fey glamour." + ] + }, + { + "type": "entries", + "name": "Boisterous Revels", + "entries": [ + "The Bear King and his court of bear jarls, witches, and oracles spend most of their time hunting in the hills, feasting, brawling, and drinking mead. Old Honey Paws maintains his rulership over this court by besting all rivals in a yearly series of challenges. The challenges are open to anyone, but the Bear King has defeated all comers since he rose to the throne." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Bear King's Lair", + "entries": [ + "The Bear King's fortress thrusts up from the foothills of a mountain range like a petrified wave. The lair is riddled with caves and tunnels and contains the court of the Bear King." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bear King.webp" + } + } + ] + }, + { + "name": "Bearfolk", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Although it has the head of a shaggy bear, this humanoid creature wears armor and carries a battleaxe in one massive, clawed hand and a warhammer in the other. It's a solid slab of muscle that towers over most humans.}", + "The hulking bearfolk are intimidating creatures. Brutish and powerful, they combine features of humanoid beings and bears. Their heads are ursine with heavy jaws and sharp teeth. Dark fur covers their muscular bodies. Adult bearfolk stand at least 7 feet tall and weigh more than 600 pounds.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sworn to the Bear King", + "entries": [ + "Bearfolk are almost universally the subjects of the Bear King. The bearfolk protect the cities of their northern kingdom and roam the wooded roads of the wilderness. The greatest number of bearfolk are concentrated around the court of the Bear King himself, with ancient bear jarls governing their unruly kin. Only a handful of renegades, exiles, and other rogue bearfolk live permanently outside this society." + ] + }, + { + "type": "entries", + "name": "Passionate and Volatile", + "entries": [ + "Boisterous and jovial, the bearfolk are a people of extremes. They celebrate with great passion and are quick to explosive anger. Settling differences with wrestling matches that leave permanent scars is common, as is seeing two bloodied bearfolk sharing a cask of mead and a raucous song after such a scuffle." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bearfolk.webp" + } + } + ] + }, + { + "name": "Beggar Ghoul", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so low that it's almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each rot-fouled breath.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lesser Ghouls", + "entries": [ + "Most citizens of the ghoul empire are not darakhul but lesser strains of ghouls and ghasts. Beggar ghouls are by far the weakest of these. Though they make up the majority of any military action involving the legions, they are employed as fodder, and the most wretched of them are barely suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the ghoul cities." + ] + }, + { + "type": "entries", + "name": "Withered and Deprived", + "entries": [ + "Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins\u2014little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves." + ] + }, + { + "type": "inset", + "name": "Ghouls in Midgard", + "entries": [ + "The ghoul empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond.", + "Their patience and willingness to convert enemies into followers makes lasting victories against the darakhul difficult. Three full legions of ghouls serve Emperor Nicoforus directly, and a dozen more legions of varying quality press the fight to other races of the Underworld." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Beggar Ghoul.webp" + } + } + ] + }, + { + "name": "Beheaded Vengeful Spirit", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The ghostly humanoid floats through the air, its head hovering several inches above its severed neck.}", + "A vengeful spirit is created when a strong-willed humanoid with magical talent is killed by relatively mundane means wielded by angry or fearful people. The victim's angry spirit returns, looking for retribution against those involved in its death\u2014whether that death was wrongful murder or justified execution. These spirits inflict punishment on the living with the rage that animates them, and they mete out their revenge in poetic fashion.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Varied Vengeance", + "entries": [ + "A vengeful spirit is defined by its means of death. Regardless of the cause of death, each vengeful spirit seeks to have its killer or killers die in like fashion." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Beheaded Vengeful Spirit.webp" + } + } + ] + }, + { + "name": "Behtu", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With the face of a mandrill and the tusks of a great boar, these ferocious half-ape, half-human pygmies have demon blood flowing in their veins. Only the desperate or the suicidal travel to their volcanic temple-islands.}", + "Once a peaceful people, the behtu have since been corrupted by Mechuiti, the demon lord of apes, cannibalism, and torture. By feeding his blood to the behtu, he filled them with the cruelty and power of a demon, transforming them into the creatures they are today. The behtu carry his worship from island to island, subjugating, devouring, or converting all they meet.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Temple Builders", + "entries": [ + "The behtus raise shrines to Mechuiti wherever they go. Some are kept and prosper, while others fall into decay and return to the jungle." + ] + }, + { + "type": "entries", + "name": "Ichor Drinkers", + "entries": [ + "In his volcanic temples, Mechuiti's idols weep his ichorous demon blood. Behtus use the ichor to create infusions that give them inhuman strength and speed, and their leaders use it to perform a ritual that transforms simians and humans bathed in the ichor into more behtu. Behtus also etch demonic tattoos using the ichor, granting them infernal powers and protection." + ] + }, + { + "type": "entries", + "name": "Scaly Mounts", + "entries": [ + "Behtus breed demonic iguanas as war mounts (use the statistics of a giant lizard). The most powerful behtu sorcerers and druids have been known to ride large crimson drakes and small flame dragons as personal mounts." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Behtu.webp" + } + } + ] + }, + { + "name": "Beli", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With their pale skin and translucent wings, these winter fairies blend perfectly into their snowy environment. Only their beady black eyes stand out against the snow and ice.}", + "These malevolent ice-sprites are a plague upon the people of snowy climates, ambushing unwary prey with icy arrows and freezing powers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of the North Wind", + "entries": [ + "Known as{@i patzinaki}in some dialects of Dwarvish, the beli are the servants of winter gods and venerate the north wind as Boreas and other gods of darker aspects. They are frequent allies with the fraughashar." + ] + }, + { + "type": "entries", + "name": "Feast Crashers", + "entries": [ + "Beli especially delight in disrupting feasts and making off with the holiday cakes\u2014the least deadly of their malicious pranks." + ] + }, + { + "type": "entries", + "name": "Fear of Druids", + "entries": [ + "They have an irrational fear of northern druids and their snow bear companions." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Beli.webp" + } + } + ] + }, + { + "name": "Bereginyas", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These small, winged faeries appear to be made of gray mist, and they can conceal themselves completely in the fogbanks and clouds enshrouding their mountainous lairs.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mist Dancers", + "entries": [ + "These evil, cunning faeries (whose name means \"mist dancers\" in Old Elvish) overcome their victims by seeping into the creature's lungs to choke it on the bereginyas's foul essence." + ] + }, + { + "type": "entries", + "name": "Mountain Spirits", + "entries": [ + "They are most commonly found in the highest mountain ranges, often above the tree line, but they can be encountered in any foggy or misty mountainous region. Shepherds and goatherds often leave bits of milk or cheese to placate them, particularly during the spring lambing season." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bereginyas.webp" + } + } + ] + }, + { + "name": "Berstuc Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Although slightly stooped, this male figure is muscular and broad\u2011shouldered. The creature's head is lost in a riot of moss, while a thick mustache and beard reach almost to its waist.}", + "The hulking, moss-haired berstuc looks sculpted out of a primordial forest\u2014it stands over 12 feet tall and weighs 800 pounds. Despite its great stature, it seems strangely gentle, with a serene, almost soothing presence. Nothing could be further from the truth; the berstuc is a murderous demon that stalks woodlands and jungles of the Material Plane.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Poisoned Fruit", + "entries": [ + "Berstuc prowl forests in search of travelers to torment. A berstuc demon poses as a benevolent, or at least indifferent, wood spirit to gain the trust of mortals. It allows itself to be persuaded to help lost travelers (reluctantly) or to lead them to their destinations. Once it draws its unwitting prey deep into the woods, it strikes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Berstuc Demon.webp" + } + } + ] + }, + { + "name": "Black Knight Commander", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "The black knight commander strikes an imposing figure upon its chosen mount; one that inspires bloodlust in its allies and fear in its foes. Devoted to its own twisted code, the black knight commander has a sense of honor but spares no compassion for those who stand in its way. Whether the knight fights for a dark lord or a demonic god, all its foes will be trampled into the dust and their families slaughtered so there can be no revenge. The only victory is a total victory." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Black Knight Commander.webp" + } + } + ] + }, + { + "name": "Blemmyes", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This headless giant has a large mouth in its chest with eyes bulging out on either side of it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Always Hungry", + "entries": [ + "Blemmyes are brutes that savor humanoid flesh, and they see all humanoids as potential meals. Some even have the patience to tend groups of humans, goblins, or halflings like unruly herds, farming them for food and fattening them up for maximum succulence." + ] + }, + { + "type": "entries", + "name": "Cannibals", + "entries": [ + "So great is their hideous hunger that blemmyes are not above eating their own kind; they cull and consume the weakest specimens of their people when other food is scarce. The most terrible habit of these monsters is that they seldom wait for their food to die, or even for a battle to conclude, before launching into a grisly feast." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Blemmyes.webp" + } + } + ] + }, + { + "name": "Blood Hag", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This bent-backed crone has long, leathery arms and cruel, flesh-shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree, and her hair falls in ringlets of wriggling worms.}", + "Blood hags have long skulked on the fringes of society. The hags prey on mankind, stealing seed to propagate, blood to satisfy their insatiable thirst, and faces as trophies of these short-lived and bloody trysts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Worm Hair", + "entries": [ + "A blood hag's hair is a morass of wriggling worms, ever-thirsty for fresh blood." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Blood Hag.webp" + } + } + ] + }, + { + "name": "Boloti", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small, leering water spirit resembles a cross between a gray frog and a damp scarecrow, with small tendrils sprouting from all its extremities. It has water wings seemingly made out of jellyfish flesh.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swamp Robbers", + "entries": [ + "Known as uriska in Draconic, the bolotis are small, swamp-dwelling water spirits which delight in drowning unsuspecting victims in shallow pools and springs, then robbing the corpses of whatever shiny objects they find. Bolotis use their magical vortex abilities to immobilize their victims and drag them to a watery death. They delight in storing up larders of victims under winter ice or under logs." + ] + }, + { + "type": "entries", + "name": "Fond of Allies", + "entries": [ + "Bolotis sometimes team up with miremals and will-o'-wisps to create cunning ambushes. They are happy with a single kill at a time." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Boloti.webp" + } + } + ] + }, + { + "name": "Bone Collective", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Thousands of tiny bones coalesce into a humanoid form, then disperse in a clattering swarm the next moment. The bones rustle as the creature moves, a sound like sand sliding down a dune.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spies and Sneaks", + "entries": [ + "Bone collectives are not primarily fighters, preferring to spy and skulk. However, when cornered, they fight fearlessly, seeking to strip the flesh from their foes. They wear robes or cloaks to pass as humanoid, as they know that most creatures find them disturbing." + ] + }, + { + "type": "entries", + "name": "Commanders and Servants of Undeath", + "entries": [ + "Bone collectives' long finger bones and hooked claws help them ascend and control zombie mounts, and their magic allows them to control small groups of undead. This undead affinity occasionally leads them to serve as spies or spymasters for necromancers, darakhul, vampires, or liches." + ] + }, + { + "type": "entries", + "name": "Feed on Society", + "entries": [ + "Bone collectives join societies around them, whether human, goblin, or ghoul. They prey on the living and the dead, to replenish lost bones. They produce a reddish venom that drains the luster of life from victims. Those who survive can describe the horrifying red smile of the collective's venom\u2011coated fangs." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bone Collective.webp" + } + } + ] + }, + { + "name": "Bone Crab", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The cracked skull scurries forward on bone-white legs, crab claws raised.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Skull Shells", + "entries": [ + "Much like an enormous hermit crab, bone crabs inhabit the remains of large fish, humanoids, and other creatures. A bone crab's spiny, ivory-white legs blend in perfectly with bones and pale driftwood. When lacking bones, these crabs gnaw cavities into chunks of driftwood or coral to make a shelter, cementing bits of shell and debris to their portable homes. They drag aquatic prey above the high tide line and leave it to fester in the hot sun. The crabs can pick corpses clean in a few hours, and their hunting grounds are littered with cracked and sun-bleached bones\u2014the perfect hiding place for these littoral predators." + ] + }, + { + "type": "entries", + "name": "Scavengers of Memory", + "entries": [ + "Bone crabs are voracious scavengers. They live in seaside crags and coves, where they use their specialized chelae to crack open skulls and feast on the brains. Some crabs retain fragments of memory from those they devour, and these crabs recognize friends or attack the foes of those whose skulls they wear." + ] + }, + { + "type": "entries", + "name": "Pack Hunters", + "entries": [ + "Bone crabs hunt in packs, preying on seabirds and creatures stranded in tidal pools. Centuries of feeding on brains has left the crabs with a rudimentary intelligence and a psychic connection with fellow packmates. They use this to alert each other to danger, potential prey, or a threat to their territory. Although bone crabs cannot be domesticated, they can be convinced to nest in particular areas, attacking intruders while ignoring the area's regulars." + ] + }, + { + "type": "entries", + "name": "White Ghost Shivers", + "entries": [ + "Because they eat carrion, bone crabs carry a dangerous disease known as white ghost shivers. This disease wracks victims with fever and delirium. Sailors and others who eat a bone crab's unwholesome, diseased flesh rarely survive it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bone Crab.webp" + } + } + ] + }, + { + "name": "Bone Swarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Dank winds sweep up skeletons, both humanoid and animal. They blow forward, reaching out for living creatures like a clawed hand of bone. A scattering of bones rolls across the ground, then rises into the air, billowing like a sheet}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swarms of Fallen", + "entries": [ + "On rare occasions, the pugnacious spirits of fallen undead join together, bonded by a common craving: to feel alive again. They gather up their bones from life, as well as any other bones they come across, and form bone swarms." + ] + }, + { + "type": "entries", + "name": "Nomadic Undead", + "entries": [ + "These swarms ravage the countryside wresting life from living creatures, grabbing livestock, humanoids, and even dragons, digging in their claws in an attempt to cling to life. Bone swarms with one or more sets of jaws wail constantly in their sorrow, interrupting their cries with snippets of rational, but scattered speech declaiming their woes and despair." + ] + }, + { + "type": "entries", + "name": "Cliff and Pit Dwellers", + "entries": [ + "Bone swarms gather near cliffs, crevasses, and pits in the hope of forcing a victim or an entire herd of animals to fall to its death, creating more shattered bones to add to their mass." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bone Swarm.webp" + } + } + ] + }, + { + "name": "Bonepowder Ghoul", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Distilled to nothing but dry, whispering sand and a full set of teeth, this ghoulish creature still hungers for flesh and blood.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Starved Into Dust", + "entries": [ + "The bonepowder ghoul is a small and unassuming pile of dust and bone fragments. Ghouls can achieve this powdery form through long starvation, a process that invariably takes decades. Rarely purposefully created, a bonepowder ghoul typically rises from the remnants of a ghoul trapped away from food, becoming animate hunger and hatred." + ] + }, + { + "type": "entries", + "name": "Whispering Voices", + "entries": [ + "Though bonepowder ghouls speak, their voices are faint. When they drain life force from living creatures, their dusty forms gain some substance, strengthening their voices enough to cast spells and command allies." + ] + }, + { + "type": "inset", + "name": "Darakhul Fever", + "entries": [ + "Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.", + { + "type": "table", + "colLabels": [ + "Roll", + "Result" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-9", + "None; victim is simply dead" + ], + [ + "10-16", + "Ghoul" + ], + [ + "17-20", + "Ghast" + ], + [ + "21+", + "Darakhul" + ] + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bonepowder Ghoul.webp" + } + } + ] + }, + { + "name": "Bouda", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A hulking, hyena-faced humanoid with a heavily scarred, oversized muzzle steps forward, clouds of gnats and fleas roiling around it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Glowing Eyes and Teeth", + "entries": [ + "Bouda are peopleeaters and despoilers of purity and family. Resembling oversized gnolls, the web of scars along their muzzles provides evidence of their gluttonous eating habits. Forever leering, their teeth glow as yellow as their eyes." + ] + }, + { + "type": "entries", + "name": "Fly-Bedecked Shapechangers", + "entries": [ + "Bouda lurk on society's fringes, shapechanging to blend in with mortals. They seek out happy families, consuming the most vulnerable members in the night and leaving gruesome trophies behind. They may mark a victim nights before attacking to terrify the helpless family." + ] + }, + { + "type": "entries", + "name": "Gluttons", + "entries": [ + "Bouda have a weakness: they are incorrigible gluttons. When presented with a fresh corpse, even in combat, they attempt to gorge on it or at least defile it for later consumption. Bouda are vindictive, seeking revenge on anything that drives them from a kill." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bouda.webp" + } + } + ] + }, + { + "name": "Broodiken", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Tiny and built like a caricature of a person, this creature's enlarged head is filled with pointed teeth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bodily Children", + "entries": [ + "Broodikens are crude servants created by humanoid spellcasters willing to grow the creatures within their own bodies. Broodikens resemble their creators in the most obvious ways, with the same number of limbs and basic features, but all broodikens stand one foot tall with overly large heads and heavily fanged mouths. Those born to humanoids with wings or horns have ineffective, decorative versions that do not help the creature fly or fight." + ] + }, + { + "type": "entries", + "name": "Emotional Echoes", + "entries": [ + "Broodikens have little personality of their own and respond to their creators' emotions, growling when their creators feel anger and babbling happily when their creators feel joy. When their creators are more than 100 feet away, they cry loudly with a sound that resembles children of the creator's own species. If discovered crying by anyone other than their creator, they attack. When their creators focus their anger on specific individuals, the broodikens attack as a group, using stealth to get close and overwhelm single opponents." + ] + }, + { + "type": "entries", + "name": "Born With Daggers", + "entries": [ + "Broodikens are created by eating the heart of a dead broodiken. Once this \"seed\" is consumed, {@dice 2d4} broodikens grow inside of the \"mother\" or creator. Nurturing the growing brood requires consuming specific muds, ashes, and plants, which cost 50 gp per day for each incubating broodiken. The incubation period requires one month and takes a toll on the creator's health. During this time, the creator becomes fatigued after four hours without eight hours' rest. If the creator is not a spellcaster, a spellcaster must supervise the incubation and birth. Most spellcasters birth the broodiken using a dagger before the broodiken tears its way out. A \"mother\" can control only one brood of broodiken at a time. Incubating a second brood makes the first brood furiously jealous, and they turn on their own creator." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Broodiken.webp" + } + } + ] + }, + { + "name": "Bucca", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These tiny, obsidian-skinned, bat-winged fey have a hungry look. Leering with razor-sharp fangs bared, they licking their leathery faces with their forked, purple tongues.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hidden in Crevices", + "entries": [ + "Buccas are tiny, underground faeries who are also known as \"snatchers,\" because they love to steal from miners and hoard precious minerals and gems in tiny, trap\u2011filled crevices. Their small size makes them easy to overlook." + ] + }, + { + "type": "entries", + "name": "Treasure Finders", + "entries": [ + "Buccas are often enslaved by derro as treasure seekers and can be summoned by some derro shamans. Buccas are the bane of the dwarves of many mountains and hilly cantons, serving as spies and scouts for evil humanoids." + ] + }, + { + "type": "entries", + "name": "Bat Friends", + "entries": [ + "Buccas often train bats as mounts, messengers, and guard animals. On occasion, they sell trained bats to goblins and kobolds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bucca.webp" + } + } + ] + }, + { + "name": "Bukavac", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Unleashing a bone-shattering roar, this toad-like monster bears two gnarled horns and wicked claws. It charges from its watery lair on six legs, eager for the kill.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Pond Lurkers", + "entries": [ + "The placid surfaces of forest lakes and ponds hide many lethal threats, among them the bukavac. While not amphibious, the creature can hold its breath for minutes at a time as it lurks under the surface in wait for prey. A bukavac is 11 feet long, including its foot-long horns, stands four feet tall, and weighs 4,000 lb. The creature has a natural lifespan of 40 years, but its noise and proclivity to ambush intelligent prey attracts the attention of hunting parties, which considerably shortens the life expectancy of most bukavac." + ] + }, + { + "type": "entries", + "name": "Enormous Roar", + "entries": [ + "A ravenous bukavac lives to hunt and devour prey, preferring intelligent prey to animals, and usually ambushes its victims. Due to its size, the beast must find deep ponds or lakes to hide in, but it can flatten itself comfortably to rest in two feet of water. It leads with its wicked horns before grabbing hold of its target or another nearby foe and hanging on as it claws its victim to death. The creature relishes the feel of its victim's struggles to escape its embrace and reserves its roar, which sounds like a cross between a toad's croak and lion's roar emanating from a creature the size of a dragon, for organized foes or against overwhelming numbers. If a bukavac's devastating sonic attack routs its foes, it picks off remaining stragglers; otherwise, it retreats to its underwater hiding spot." + ] + }, + { + "type": "entries", + "name": "Clamorous Mating", + "entries": [ + "Solitary hunters by nature, bukavacs pair up briefly in the spring. Male bukavacs travel to a female's lair and demonstrate their prowess by unleashing their most powerful bellows. Villages ten miles away from the lair often hear these howls for a week and pray that the creatures don't attack. Later, the female finds a secluded, shallow lake in which to bury eggs. A bukavac reaches maturity in five years, during which time it and its siblings hunt together. After the bukavacs mature, each finds its own lair." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Bukavac.webp" + } + } + ] + }, + { + "name": "Buraq", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i An aura of holiness surrounds this handsome human-headed equine with short but strong feathered wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Only the Worthy", + "entries": [ + "A buraq possesses astounding speed, determination, and resilience, among a host of noble qualities. Only pure-hearted humanoids can obtain a service from such a righteous and honorable creature." + ] + }, + { + "type": "entries", + "name": "Angel Marked", + "entries": [ + "Every buraq wears a gilded band around its head or neck. These are said to be angelic seals or wardings, each different. The hide of every buraq is white, though their beards, lashes, manes, and tails vary from silver and dusty tan to deep brown or glossy black." + ] + }, + { + "type": "entries", + "name": "Heavenly Steeds", + "entries": [ + "A buraq is smaller than a mule but bigger than a donkey, though their carrying capacity belies their size and apparent strength. Nevertheless, a buraq is the ultimate courier and a heavenly steed. Paladins and good-aligned clerics are the most likely candidates to ride a buraq, but other virtuous characters have had this privilege." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Buraq.webp" + } + } + ] + }, + { + "name": "Burrowling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These light brown, furred creatures inquisitively survey their surroundings, each comforted by the presence of the others.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Friendly Farmers", + "entries": [ + "Burrowlings work together at every task: digging tunnels, foraging, and rearing their young. They are omnivorous, eating roots, berries, insects, and reptiles\u2014and they consider snakes a particular delicacy. The most advanced burrowling towns set up rudimentary farms, where they grow the fruits and vegetables they usually find in the wild." + ] + }, + { + "type": "entries", + "name": "Safe Warrens", + "entries": [ + "Some towns have domesticated prairie dogs, which burrowlings train to stand watch alongside their masters. Pairs of adults stand watch around the town perimeter and sound a warning when they spot a foe. An alerted town retreats to the safety of its warrens, while the strongest creatures add more tunnels if necessary, and close access from the surface until the threat has passed. In combat, burrowlings stand together in defense of the helpless young and fight with crude slings or their sharp teeth and claws." + ] + }, + { + "type": "entries", + "name": "Die of Loneliness", + "entries": [ + "If separated from its coterie, a burrowling becomes despondent, crying for others of its kind. A lone burrowling usually dies of loneliness within a week, unless it can find its way back to its town or discover another burrowling town. Rarely, a solitary creature makes its way to a non-burrowling settlement where it attempts to assist its new community. This frustrates the creature and those it interacts with as it tries to anticipate what its companions want. It may join an adventuring party in the hope of returning to a settlement. After spending at least six months with a party, the burrowling can use its Burrow Awareness with its new allies. Burrowlings live up to 15 years and can have a litter of pups up to twice a year. A burrowling pup reaches adulthood in a year." + ] + }, + { + "type": "inset", + "name": "Burrowlings in Midgard", + "entries": [ + "Burrowling towns are found in the Western Wastes, where their greatest enemies are dust goblins. They seem to thrive in the badlands and magically scant territories of former human settlements." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Burrowling.webp" + } + } + ] + }, + { + "name": "Cactid", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Rootlike tendrils explode from the sand at the base of this tall cactus bristling with needles. Its tendrils reach out, seeking prey.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Needled Sentients", + "entries": [ + "Cactids are semi-sentient cacti that grow in a myriad of shapes and sizes, from ground-hugging barrels and spheroid clumps that pin their victims to the ground to towering saguaros with clublike arms that yank victims off their feet. Most cactids are green or brown with distinct ribs; all are lined with countless needles." + ] + }, + { + "type": "entries", + "name": "Drain Fluids", + "entries": [ + "In addition to gathering water, a cactid's tendril-roots can snag nearby creatures and pull them into a deadly embrace. Once a creature is pinned, the cactid's spines siphon off the victim's bodily fluids, until little but a dried husk remains. Many cactids are adorned with bright flowers or succulent fruit to lure prey into reach. Some scatter shiny objects within reach to attract sentient creatures. For those traveling the desert, however, a cactid's greatest treasure is the water stored within its flesh. A slain cactid's body yields up to four gallons of water." + ] + }, + { + "type": "entries", + "name": "Slow Packs", + "entries": [ + "Cactids were created by a nomadic sect of druids, but their original purpose is lost. They have limited mobility, and they often congregate in stands or travel together in a pack to better hunting grounds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Cactid.webp" + } + } + ] + }, + { + "name": "Cambium", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Unfolding impossibly from beneath voluminous robes, this creature's pockmarked, spindly arms end in clusters of narrow spikes. Its long, hollow, needle-like fingers and its many-jointed arms move with surprising speed and strength for such an emaciated creature.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hunched and Robed", + "entries": [ + "The cambium skulks through mortal society, hunched and contorted, concealing its nine-foot height and its supernumerary arms." + ] + }, + { + "type": "entries", + "name": "Devours Bodily Humors", + "entries": [ + "The source of a cambium's interest lies in every mortal body: the four humors. It drains these from victims in precise amounts, sometimes to fix its own imbalances, sometimes to concoct serums to sell in hellish markets. Its victims are left in a desperate state, eager for a corrective fix and willing to obey the cambium's every whim as servants and toadies." + ] + }, + { + "type": "entries", + "name": "Abandons Victims", + "entries": [ + "After a sufficient crop has been harvested, the cambium abandons these addicts to die slowly from violent withdrawals, and allows the local population to lie fallow for a decade or so." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Cambium.webp" + } + } + ] + }, + { + "name": "Carrion Beetle", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The beetles wore golden bridles and carried huge leather sacks of stone and guano. They marched without stopping; dozens, even hundreds, bringing fresh earth to the white-fungus trees of the great forests. Their claws skittered with a sound like horseshoes slipping on stone, but their multiple legs ensured they never fell. The air around them singed the nostrils with the taint of acid}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beasts of Burden and War", + "entries": [ + "Carrion beetles are powerful beasts of burden with strong jaws and the ability to both climb and burrow. With a wide back, serrated, spiky forelegs, and a narrow head, the carrion beetle is too large to ride on comfortably, but it makes an excellent platform for ballistae and howdahs. Its thick exoskeleton varies from drab brown, tan, and black to shimmering blue green, purple-green, and a highly prized yellow\u2011orange. The largest carrion beetles make a distinctive wheezing sound when their spiracles are stressed; this noise creates a hum when multiple beetles run or charge on the field of battle." + ] + }, + { + "type": "entries", + "name": "Devour Fungi and Carrion", + "entries": [ + "Carrion beetles rarely gather in groups larger than a breeding pair and a small cluster of offspring in the wild. Domesticated varieties travel in herds of 20\u201340 to feed on fungal forests, scavenge battlefields, devour cave lichen, and scour sewage pits. When breeding season hits, carrion beetles feast on the bodies of large animals. They are often found in symbiotic relationships with deathcap myconids, darakhul, and related species. Many species in the deep underworld consider carrion beetles food and use their exoskeletons to fashion shields and armor (though their chitin is too brittle for weaponry). Purple worms are their major predators. The worms swallow entire caravans when they find the beetles within." + ] + }, + { + "type": "entries", + "name": "Domesticated by Ghouls", + "entries": [ + "Domesticated by the darakhul, the carrion beetles live a more complex life. They begin as simple pack animals, with the strongest being trained as war beetles. War beetles often carry ballistae and harpoons fitted with lines for use against flying foes. In late life, the beetles are used as excavators, scouring out tunnels with their acid. After death, their exoskeletons are used both as animated scouting vehicles (ghouls hide within the shell to approach hostile territory) and as armored undead platforms packed with archers and spellcasters." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Carrion Beetle.webp" + } + } + ] + }, + { + "name": "Caustic Charger", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This massive hexapod trundles along, the dangling tentacles festooning its squat body barely clearing the ground. A bony brow ridge set over beady eyes dominates its head.}", + "Caustic chargers are large, squat creatures that dwell in inhospitable locations, making such lands even more dangerous.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Unusual Feeder", + "entries": [ + "A caustic charger's odd, toothless snout makes it difficult to hunt and devour prey, but the creature has adapted by secreting a paralytic acid from its tentacles. To make the best use of its stubby tentacles, it charges its prey, striking with its powerful brow ridge to knock over the victim. Then, the charger stands over and dissolves the creature with its tentacles, slurping up the liquefied remains with its snout." + ] + }, + { + "type": "entries", + "name": "Solitary Hunters", + "entries": [ + "Caustic chargers are belligerent horrors that attack anything that opposes them, including others of their own kind. Once a year, two chargers become tolerant enough of each other to produce young, resulting in a score of gray eggs with hard shells." + ] + }, + { + "type": "entries", + "name": "Ornery Steeds", + "entries": [ + "While not very smart and exceedingly violent, caustic chargers can be persuaded to partner with smaller creatures that might not provide much nourishment but can offer a bounty of prey. Dust goblins are the most common creatures that partner with caustic chargers, with varying degrees of success." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Caustic Charger.webp" + } + } + ] + }, + { + "name": "Cave Dragon Wyrmling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}", + "Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born to Darkness", + "entries": [ + "Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages." + ] + }, + { + "type": "entries", + "name": "Ravenous Marauders", + "entries": [ + "Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed." + ] + }, + { + "type": "entries", + "name": "A Hard Life", + "entries": [ + "Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014 and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey." + ] + }, + { + "type": "entries", + "name": "Edible Hoards and Vertical Lairs", + "entries": [ + "Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Cavelight Moss", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These patches of tangled, lacy moss cling to the ceiling, slowly pulsing with an eerie glow. Their stems gently writhe among the soft, feathery mass, dusting the ground below with a twinkling of phosphorescent spores.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Plant Carnivore", + "entries": [ + "Cavelight moss glows with a pale, yellow light, but when agitated, its light changes to an icy blue. Cavelight moss is frequently mistaken for a benign organism, but it hunts living flesh and renders its meals immobile before starting the long process of digestion. A cavelight moss is a collective of smaller life forms patched together and sharing sensations. Barely cognitive, a cavelight moss spends its time positioning itself above well\u2011traveled sections of cavern, feeding on rats, bats, and crawling insects. When it senses larger prey, it slowly and quietly moves toward the creature." + ] + }, + { + "type": "entries", + "name": "Long-Lived Spores", + "entries": [ + "A cavelight moss can survive for 200 years, shedding luminous spores and consuming vermin. Its spores germinate in the carcasses of its victims, and in lean times, these spores can grow slowly on guano or other areas rich in moisture and organic nutrients." + ] + }, + { + "type": "entries", + "name": "Rare Colonies", + "entries": [ + "If a cave system has no true protectors and food is plentiful, these creatures congregate\u2014most commonly, in bat colonies of millions of individuals. When they gather this way, cavelight mosses function as a large colony, covering strategic locations where prey roams. When a source of food moves on, the entire colony slowly disperses as well." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Cavelight Moss.webp" + } + } + ] + }, + { + "name": "Chained Angel", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The angel's dark halo, flayed skin, and soulless, rage-filled eyes hint at the horrors it endured to end up shackled at the feet of the demon.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Broken and Chained", + "entries": [ + "These angels have been captured by fiends, tortured, and turned to serve darkness. They invariably wear chains, shackles, barbed flesh hooks, or manacles to show their captive state. A pack of chained angels is considered a status symbol among the servants of evil. A chained angel fights for the forces of evil as long as it remains chained, which amuses demons and devils greatly." + ] + }, + { + "type": "entries", + "name": "Chance at Redemption", + "entries": [ + "While their souls are tainted with the blood of innocents, in their hearts chained angels still hope to be redeemed, or at least to gain the solace of extinction. Any creature that kills a chained angel receives a gift of gratitude for the release of death. If it cannot be redeemed, a chained angel is a storm of destruction." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Chained Angel.webp" + } + } + ] + }, + { + "name": "Chelicerae", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The massive spider stands perched on tall, stilted legs, and the disheveled body of a robed arcanist swings from its clenched mandibles.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Feed on Spellcasters", + "entries": [ + "These massive arachnids are largely confined to great forests and occasional wastelands, although rumors persist of sightings in the dark alleys of magocratic cities, causing trepidation among the spellcasters there. Few creatures pose such a threat to spellcasters as chelicerae." + ] + }, + { + "type": "entries", + "name": "Carry Their Prey", + "entries": [ + "Walking on high, stilted legs, these creatures resemble gigantic harvesters. More often than not, they are found with the grisly bodies of humanoids dangling from their clenched mandibles." + ] + }, + { + "type": "entries", + "name": "Cocoon Arcanists", + "entries": [ + "Chelicerae stalk isolated victims, striking with a poisonous bite then pinning the victim within powerful jaws. There, the victim's helpless body can hang for days on end as the chelicerae pursues obscure and eldritch tasks. At best, victims wake up weeks later with no memory of the events, far from home, and drained of vitality and spells. Others are stored immobilized in thick cocoons in a high treetop until their body and mind recover. A few unlucky victims are slain and rise a week later as walking dead that obey and protect the chelicerae." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Chelicerae.webp" + } + } + ] + }, + { + "name": "Chernomoi", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These batwinged fey sport horns, scales, and other minor draconic features.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dragon Sprites", + "entries": [ + "Chernomoi (which means \"lair sprite\" in Draconic) often reside discreetly in a dragon lair or dragonborn household, cleaning and tidying up at night and only occasionally keeping a small trinket or shiny gemstone as compensation. They appear as tiny, winged humanoids, dressed in metallic armor made of small coins and semi-precious stones." + ] + }, + { + "type": "entries", + "name": "Lair Alarms", + "entries": [ + "Chernomoi are terrified of wyverns and never lair anywhere near them. Otherwise, they are very protective of their draconic masters and raise an alarm if an intruder is undetected. They fight with their tiny blades if cornered, though they always flee from danger as a first option\u2014usually straight to a dragon, dragonborn, or drake ally." + ] + }, + { + "type": "inset", + "name": "Chernomoi in Midgard", + "entries": [ + "Dragons of the Mharoti Empire consider chernomoi cute guardian pets and treat them roughly the way humans treat a parrot or other pet bird. In some cases, chernomoi serve elder dragons as familiars and messengers, dressed in dazzling armor made of gemstones. Chernomoi familiars and messengers are as much valued companions as they are a visible sign of their master's wealth and power." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Chernomoi.webp" + } + } + ] + }, + { + "name": "Child of the Briar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Its eyes gleam like polished walnuts, and its sly smile seems oddly placed on the tiny body, covered in spikes and thorns. The creature's waist is no thicker than a clenched fist, and its sinuous arms are no wider than a finger but twice the length of its body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born of Magic", + "entries": [ + "Children of the briar are a frequent nuisance to fey and mortal alike. They grow in deep briar patches in forest clearings or along sunny hillsides and riverbanks. More rarely, they spawn when a sorcerer or magical creature's blood is spilled on the forest floor, or when summoned into being by obscure druidic items of power." + ] + }, + { + "type": "entries", + "name": "Thorn Fortresses", + "entries": [ + "Despite their size, children of the briar gather in great numbers, cultivating ancient forest thickets into veritable fortresses. Wise men flee when they hear the clicking language in the underbrush, for children of the briar have the capricious wickedness of spiteful children and a taste for blood." + ] + }, + { + "type": "entries", + "name": "Spies and Scouts", + "entries": [ + "From their lairs, children of the briar creep far and wide to spy on the forest's inhabitants, sometimes using spiders, monstrous centipedes, and giant dragonflies as mounts. They converse with travelers bearing interesting news, but their words are thorned with gleeful malice, jealous bile, and lies. They are not above murder. They trade news and gossip for trinkets, favors, and drops of spilled blood." + ] + }, + { + "type": "entries", + "name": "Fey Blessed", + "entries": [ + "The fey have long used children of the briar as spies and informants. The power of the fey courses through their veins, allowing them to work simple magical tricks and slip between the mortal and fey realms with relative ease." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Child of the Briar.webp" + } + } + ] + }, + { + "name": "Chort Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Small horns crown this pig-faced devil's head. It stands on shaggy goat legs and holds a flaming polearm in its clawed hands. It bears a wicked gleam in its black eyes}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bad Bargains", + "entries": [ + "Quick and canny, a chort devil delights in enticing mortals to make terrible bargains. A chort wants its victim to know it is dealing with a devil. The relative straightforwardness of this approach enables the creature to better deceive victims. After all, the chort affirms, if the victims weren't so desperate, they wouldn't be bargaining with a devil. If necessary, an implied threat of immolation gives it greater bargaining power, but the devil is careful not to torture or otherwise harm its patsy, as that voids any potential contract." + ] + }, + { + "type": "entries", + "name": "Recitation of Contracts", + "entries": [ + "Occasionally, some poor fool believes he can trick a chort and escape a legal bargain. The devil appears and recites the entirety of the contract its victim signed, replete with embarrassing details about a dispatched rival, the ensnarement of a lover, and other disclosures. A chort ensures all those entangled in its victim's affairs are present to hear the recitation, and it disappears once all the victim's dark secrets have been revealed." + ] + }, + { + "type": "entries", + "name": "Smear Tactics", + "entries": [ + "An opponent of the chort often finds itself the victim of its own hubris, as the devil digs up or creates vile tales about the opponent. For example, it may steal a paladin's sword and use it to murder an especially pious person, leaving the sword in the victim. Thus, a chort dispatches a foe resistant to its manipulations, brings suspicion to a potential foe, and taints a weapon\u2014at least in reputation\u2014which might be used against it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Chort Devil.webp" + } + } + ] + }, + { + "name": "Chronalmental", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A chronalmental is difficult to pin down, and it may appear as a large man-shaped absence in the air that reveals first a field of stars, then a contorted rainbow of colored bands, then a brilliant white light, strobing in and out of existence.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fluid as Time", + "entries": [ + "Shifting between the past, present, and future, chronalmentals are formed from temporal energy. They flow like sand in an hourglass and exist between the ticks of a clock. The first chronalmentals were forged from extra time left over from the beginning of the universe. Many served as shock troopers in unfathomable wars between angels and fiends or gods and ancient titans. Most were lost between seconds or abandoned to drift in the Astral Plane or in the void between the stars." + ] + }, + { + "type": "entries", + "name": "Stewards of Calamity", + "entries": [ + "Locations of historical significance\u2014both past and future\u2014attract chronalmentals. They have a fondness for battlefields and other sites of strife. Because they are drawn to noteworthy places, chronalmentals have a reputation as harbingers of calamity, and their presence may incite panic among scholars, priests, and sages." + ] + }, + { + "type": "entries", + "name": "Environmental Chaos", + "entries": [ + "Whatever the terrain, the environment behaves strangely around the chronalmental. Collapsed walls might suddenly rise, seedlings become massive trees, and fallen soldiers relive their dying moments. These changes occur randomly, a side effect of a chronalmental's presence. Things return to normal when they depart." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Chronalmental.webp" + } + } + ] + }, + { + "name": "Cikavak", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dark gray comb flops atop the head of this remarkably ugly bird, and shapeless wattles dangle from its throat.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dagger Beaks", + "entries": [ + "Cikavaks use their elongated, dull-gray beaks to draw up nectar and other fluids\u2014or to stab with the force of a dagger. Although it requires great effort to call up these homely birds, the magic is surprisingly common, known among peasants and townsfolk as well as mages. Once summoned, they remain faithful to their masters until death. While cikavaks don't speak, they comprehend the Common tongue and can speak with animals to help their master. They often magically silence the cries of more melodious birds." + ] + }, + { + "type": "entries", + "name": "Potion Pouches", + "entries": [ + "Cikavaks possess another odd ability: when fully distended, their ventral pouches hold up to half a gallon of almost any liquid. These resilient pouches take little or no damage from their contents, holding potions without ingesting them or even carrying acid without injury. Thieves make use of this ability, directing the birds to siphon up liquids, stealing honey from neighbors' beehives, as well as milk, beer, and wine. The most audacious thieves send their birds into magicians' towers, alchemists' shops, or the local apothecary to seize mercury, phlogiston, and more exotic substances. The cikavaks carry these stolen fluids back to their owners in their pouches. While normally strong flyers, when laden with liquids, their flight is clumsy at best." + ] + }, + { + "type": "entries", + "name": "Folk Conjuration", + "entries": [ + "To call a cikavak with folk magic rituals, a character must gather an egg from a black hen as well as 30 gp worth of herbs and colored chalks. Cast at sunset, the folk ritual requires half an hour and a successful DC 15 Intelligence ({@skill Arcana}) check. The material components can be used multiple times, until the ritual succeeds. The hen's egg must then be carried and kept warm for 40 days. During this time, the ritual's caster must not bathe or be subject to any spell effects. The ritual's feeble magic is immediately dispelled if the ritual's caster uses any other sort of magic item or casts a spell while incubating the egg." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Cikavak.webp" + } + } + ] + }, + { + "name": "Citrullus", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The humble melon plant slowly rises up, its striped melon splitting to reveal a maw of teeth and a gullet full of seed-filled, oozing fruit flesh.}", + "The citrullus is a carnivorous plant that has adapted to mimic the guise of ordinary melons. When attacking, the creature's toothy mouth reveals its horrible, juicy gullet. During the first stage of its life, the citrullus grows from sunlight, water, and the nutrients from decaying animals and plants. Once it reaches a few feet in size, these elements are no longer enough to sustain its hunger for growth, and it turns to living prey.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Pest Control", + "entries": [ + "The first citrullus was created by a wizard with a keen interest in magical gardening. This wizard discovered that as her garden grew lush with enchanted fruits and vegetables, local wildlife began eating the magical plants before she could harvest them. Over time, she created a fruit that would defend itself and the other plants against these pets. Her creation was such a success, that she eventually fell prey to its ravenous hunger. As the citrullus's flowers bloomed and withered, it spread its seeds far and wide. Some daring farmers still use this tactic today\u2014but with far more caution." + ] + }, + { + "type": "entries", + "name": "Juicy Demise", + "entries": [ + "Unlike many sentient plants, which use vines to trap prey, the citrullus has a sticker solution. It can spew an adhesive, seed-filled fluid at creatures it considers to be an easy meal. Once a creature is trapped, the seeds sprout small creepers that drag the creature back to the maw of the citrullus. Many people believe that eating the seeds of the citrullus causes the plant to grow in the stomach of the consumer, but this rumor has been debunked by alchemists who use the seeds to craft antacid cocktails for upset stomachs and potions of acid resistance." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Citrullus.webp" + } + } + ] + }, + { + "name": "City Watch Captain", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "With its talents, the city watch captain could easily have been on the other side of the law, but the captain likes the respect the position commands within the city, especially when leading a patrol of guards. While a trained investigator, the city watch captain is not afraid to draw its blade to end a threat to its city. The captain maintains a no-nonsense stance when on duty and adheres to the laws of whichever city it protects. Some city watch captains let their power and authority go to their heads, while others wear the office like a badge of pride, laying down their lives in defense of the city and its citizens." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/City Watch Captain.webp" + } + } + ] + }, + { + "name": "Clockwork Abomination", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The pile of debris and scrap on the ground suddenly rises, revealing a large insectoid form with smoke rising between the plates of its hide. Its many orange-yellow eyes shine like dim lanterns and reveal no hint of expression or intent.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bound Devils", + "entries": [ + "Clockwork abominations result from ill-considered attempts to bind lesser devils into clockwork or steam-driven constructs. The disciplines of devil-binding and engineering seemingly do not mix well, and the results are typically disastrous. Every now and then, however, something goes right, and a clockwork abomination is created." + ] + }, + { + "type": "entries", + "name": "Junk Collectors", + "entries": [ + "Clockwork abominations are canny enough to collect bits of old wagons, tools, or machinery as camouflage. Motionless among such debris and with a deceptively long reach due to pistons in their limbs, they can surprise foes with a sudden attack." + ] + }, + { + "type": "entries", + "name": "Sadistic Machines", + "entries": [ + "Malevolent in the extreme, these fiendish automatons are frustrated by the limits of their forms, and they delight in inflicting suffering on others. Constantly seeking to break free of their creators' control, the most they can be entrusted to do is serve as a guardian or to attack something." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Abomination.webp" + } + } + ] + }, + { + "name": "Clockwork Beetle", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bejeweled Familiars", + "entries": [ + "Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized." + ] + }, + { + "type": "entries", + "name": "Hidden Timers", + "entries": [ + "The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature\u2014a wondrous surprise known only to the original designer." + ] + }, + { + "type": "entries", + "name": "Freed But Foolish", + "entries": [ + "Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Beetle.webp" + } + } + ] + }, + { + "name": "Clockwork Beetle Swarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Gleaming metal and whirring gears make up the form of this elaborate mechanical insect the size of a housecat.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bejeweled Familiars", + "entries": [ + "Forged by talented jewelers and sold to gear-mages and aristocrats, clockwork beetles are highly prized as familiars. Although normally created in the form of metal beetles, their appearance can vary greatly. Some resemble incandescent ladybugs while others have razor-sharp horns reminiscent of deadly stag beetles. Some are fashioned as darkling beetles with prehensile antennae, and even weevil-like designs have been spotted. In the southern deserts, scarab beetle patterns are particularly prized." + ] + }, + { + "type": "entries", + "name": "Hidden Timers", + "entries": [ + "The most talented gear-mages occasionally design a clockwork beetle with a hidden countdown clock that silently ticks down over years or even decades. When the counter expires, it triggers a mechanical metamorphosis, causing the beetle to rapidly transform into a completely different clockwork creature\u2014a wondrous surprise known only to the original designer." + ] + }, + { + "type": "entries", + "name": "Freed But Foolish", + "entries": [ + "Clockwork beetle swarms form when several of the creatures break free of their creators and bond together in a noisy mass of clattering, mechanical parts. Severed from the bonds of their creators, the swarm lacks the telepathy of singular clockwork beetles and has a reduced mental capacity." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Beetle Swarm.webp" + } + } + ] + }, + { + "name": "Clockwork Hound", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This black, mechanical hunting dog keeps its nose to the ground sniffing and whuffling. Gleaming teeth fill its metal mouth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ticking Bloodhounds", + "entries": [ + "Partners to clockwork huntsmen, these black hounds follow the trails of criminals, escaped slaves, and other unfortunates. Their infused spirits are those of hunting hounds, and their animating magic allows them to follow a scent with preternatural speed and accuracy." + ] + }, + { + "type": "entries", + "name": "Toy Variants", + "entries": [ + "Some claim the infusion of animal spirits into clockwork hounds was one of the great arcane discoveries that made the creation of the gearforged possible; others say that it only made clockwork mages rich. Certainly, the earliest hounds were built for work and war, but recent varieties also include some that are deceptively big-eyed and painted as children's toys or to match a young aristocrat's favorite outfit." + ] + }, + { + "type": "entries", + "name": "Serve the Rulers", + "entries": [ + "Despite this brief flirtation with fashion, most clockwork hounds continue to serve town watches, royal huntsmen, road wardens, moneylenders, and criminal gangs as loyal trackers and guards." + ] + }, + { + "type": "inset", + "name": "Clockworks in Midgard", + "entries": [ + "Clockwork magic in Midgard is common in the Free City of Zobeck and other advanced towns and cities. Devices made with such magic are commonly as much status symbol as functional tool. The Gear Goddess Rava smiles on all such creations, and destroying them is an affront to her sense of balance and industry\u2014smashing a clockwork is said to be quite unlucky. Gear mages practice a school of clockwork magic that creates and sustains many such devices." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Hound.webp" + } + } + ] + }, + { + "name": "Clockwork Huntsman", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The mechanical soldier is clad in flat-black armor, and beneath its breastplate, gears tick and whir.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Slave Hunters", + "entries": [ + "These metal huntsmen were once the province of corrupt aristocrats, running down escaped slaves and tracking prey in hunting expeditions. Their masters may vary, but the clockwork huntsmen still perform when called upon. In some places, they operate only on the command of the secret police, hunting down persons of interest wanted for questioning. Huntsmen may operate alone, but usually they seek their quarry in a group of two or three. Because they are unsleeping and tireless, few can hide from them long without magical assistance." + ] + }, + { + "type": "entries", + "name": "Despised Machines", + "entries": [ + "Clockwork huntsmen stand nearly six feet tall and weigh 400 pounds. They are painted matte black with mithral trim and occasionally outfitted with armor or a black steel blade for added intimidation. Common folk detest them; all but their keepers and commanders shun them." + ] + }, + { + "type": "entries", + "name": "Obedient to Orders", + "entries": [ + "Bound with specific instructions, clockwork huntsmen patrol, stand sentry, or remain unmoving as ordered, always paying attention, alert to their surroundings. Clockwork huntsmen are unrelenting and single-minded in their missions, focusing on particular targets\u2014priests, spellcasters, or heavily armored intruders, as directed. Oblivious to injury, clockwork huntsmen attack until destroyed or ordered to stand down." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Huntsman.webp" + } + } + ] + }, + { + "name": "Clockwork Myrmidon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This hulking brass and iron creature resembles a giant suit of plate armor. A constant growl issues from its midsection. Its squat head wears an angry expression, and it moves with powerful, determined grace}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elite Machines", + "entries": [ + "Clockwork myrmidons are heavily armored at their joints and at most vital parts. They are much too valuable to undertake patrols or menial labor, and are unleashed only for dangerous situations that clockwork watchmen cannot handle." + ] + }, + { + "type": "entries", + "name": "Single Targets", + "entries": [ + "A clockwork myrmidon defends itself but does not initiate combat unless so directed by its master. When it does enter battle, a clockwork myrmidon is unrelenting and single-minded. It attacks one particular target until that foe surrenders, escapes, or is defeated. Unless given other instructions, a clockwork myrmidon attacks whatever enemy is closest to it. A clockwork myrmidon attacks until destroyed or ordered to stand down." + ] + }, + { + "type": "entries", + "name": "Alchemical Tricks", + "entries": [ + "A clockwork myrmidon is always outfitted with alchemical fire, acids, grease, and other special devices. An alchemist is required to keep one running well." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Myrmidon.webp" + } + } + ] + }, + { + "name": "Clockwork Watchman", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This mechanical being's body is composed of brass and iron, bedecked in a loose uniform of the city watch. Its movements are slow but steady.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lightly Armored Servants", + "entries": [ + "Clockwork watchmen are more solidly built versions of common clockwork scullions (servant creations in wealthy households that are incapable of combat). Proper clockwork watchmen are built with iron parts instead of tin and given keener senses. Many have small bits of armor covering their joints and vital parts." + ] + }, + { + "type": "entries", + "name": "Constant Rounds", + "entries": [ + "They endlessly patrol the city day and night, pausing only to receive maintenance and new boots." + ] + }, + { + "type": "entries", + "name": "Shouts & Stutters", + "entries": [ + "Their speech is slow and halting, but their distinctive shouts and whistles bring human guards at a run." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Watchman.webp" + } + } + ] + }, + { + "name": "Clockwork Weaving Spider", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This mechanical spider has long, spindly legs, including one equipped with a sharp blade that's disproportionately large for the creature's body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cloth Makers", + "entries": [ + "These tiny, useful devices are a boon to weavers as they help produce clothing. They also sometimes serve as spies and defenders, for nothing is so invisible as a simple machine making cloth, day in and day out. As their name implies, these devices resemble large spiders but with ten limbs instead of eight. Two of their legs are equipped with loops or crooks useful in guiding thread on a loom, six are for moving and climbing, one is for stitching and extremely fast needlework, and one has a razor-sharp blade used to trim thread or cloth (or for attacking foes)." + ] + }, + { + "type": "entries", + "name": "Throw Poison", + "entries": [ + "Weaving spiders rarely initiate combat unless directed to by their owners, but they instinctively defend themselves, their masters, and other weavers. A weaving spider throws its poisoned shuttle at the nearest foe, then climbs along the strand to attack that foe. Weaving spiders fight until destroyed or ordered to stand down. When spying, they flee as soon as they are threatened, to preserve whatever information they have gathered" + ] + }, + { + "type": "inset", + "name": "Clockwork Weaving Spiders in Midgard", + "entries": [ + "Weaving spiders are built by priests of Rava and imbued with her divine energy, although their shells and armatures are made by the Arms and Armory Guild and the Geargrinders Guild, respectively. They are maintained, operated, and directed by the Honorable Order of Weavers in the Free City of Zobeck, and it is believed that weaving spiders sometimes serve as vessels for a Norn or a skein witch to speak to humans." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clockwork Weaving Spider.webp" + } + } + ] + }, + { + "name": "Clurichaun", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Around a corner in the wine cellar stumbles a tiny, surly man carrying an open bottle of wine. He has a bushy beard and wears a rumpled, red overcoat over a dirty white shirt and knee-length red trousers with blue stockings and silver-buckled shoes. A cap made from leaves stitched together with gold thread slouches atop his head, and he reeks of stale beer and wine}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Drunks in the Cellar", + "entries": [ + "Clurichauns are mean-spirited, alcohol-loving fey that plague butteries and wine cellars. These drunken fey were once leprechauns, but they long ago forsook a life of toil for one of solitary debauchery. Now they spend every night drinking, warbling off-key, and tormenting their hapless hosts with cruel pranks. However, if the clurichaun's host keeps him or her well supplied with a favorite libation and otherwise leaves him or her alone, the clurichaun protects their wine cellars from thieves, drunkards, or worse\u2014becoming quite vigorous when they feel the security of the cellars is threatened in any way. They have a particular hatred for rum gremlins and for other clurichauns." + ] + }, + { + "type": "entries", + "name": "Contest Evictions", + "entries": [ + "Most people can't tolerate or afford a clurichaun's presence for long. Unfortunately, attempts to drive them off usually result in the spiteful clurichaun going on a destructive rampage and spoiling any remaining wine. The best way to evict a clurichaun is to challenge him or her to a drinking contest. A clurichaun can't abide losing to a mortal and if defeated by one, slinks away in shame, never to be seen again. This is a risky option, because clurichauns can drink prodigiously with little ill effect." + ] + }, + { + "type": "entries", + "name": "Small Brawlers", + "entries": [ + "While clurichauns aren't averse to an old-fashioned tavern brawl, they rely mainly on their magic to protect themselves. Creatures under a clurichaun's spell feel and act as if they were intoxicated, complete with hangovers the next morning!" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Clurichaun.webp" + } + } + ] + }, + { + "name": "Cobbleswarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The paving stones underfoot suddenly lurch and tumble over one another. Thousands of tiny limbs, pincers, and stingers break from the stony surface and frantically scuttle forward.}", + "A cobbleswarm is made up of tiny, crablike creatures with smooth, stony shells. Individually they are referred to as cobbles. The creatures vary in size, shape, and color, but all have six segmented legs, a whiplike stinger, and a single eye.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Paving Stone Mimics", + "entries": [ + "When the eye is closed and the limbs are pulled under the shell, cobbles are nearly indistinguishable from lifeless paving stones. Victims of cobbleswarms are caught unaware when the floor beneath them suddenly writhes and shifts, and dozens of eyes appear where there should be none." + ] + }, + { + "type": "entries", + "name": "Trap Affinity", + "entries": [ + "Cobbleswarms have a rudimentary understanding of traps. They often hide in places where their Shift and Tumble ability can slide intruders into pits or across trapped areas. Kobold tribes prize them for this reason." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Cobbleswarm.webp" + } + } + ] + }, + { + "name": "Coral Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Swimming upright, this creature peels itself from the vibrant seascape and strikes with spined fins, shredding teeth, and a wickedly curved stinger.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Camouflaged Hunter", + "entries": [ + "Like a piece of moving coral, this drake's coloration and scale patterns change to match nearby anemones, corals, seaweed, and sea urchins. This adaptation allows the creature considerable stealth in its natural habitat. It avoids combat if it can, preferring to hide and protect its young. Long serrated spines stretch from the coral drake's body, waving in brilliant colors against a blue sea." + ] + }, + { + "type": "entries", + "name": "All Spikes and Needles", + "entries": [ + "An array of spikes and slender protrusions form a jagged crown above the creature's narrow face, while a long snout stretches out in front. Inside its mouth, serrated teeth form multiple ringed ridges where its young feed on leftover scraps of food and small parasites. Needle-thin talons spring from finned appendages, and a stinger frilled with tiny barbs curves at the end of its slender tail.", + "A coral drake measures seven feet from the tip of its snout to its barbed tail. Thin and agile, the beast weighs less than 100 pounds. Both male and female coral drakes gestate their delicate eggs inside sacks within their mouths and throats. This oral incubation protects the vulnerable eggs, but only a handful ever reach maturity, as the parents use their ravenous spawn for defense." + ] + }, + { + "type": "entries", + "name": "Poisonous Lairs", + "entries": [ + "Coral drakes live in warm waters near great coral reefs. They hollow out small lairs and protect their meager hoards with the aid of the area's natural inhabitants. Because they are immune to poison, coral drakes often choose lairs nestled in forests of poisonous sea urchins, stinging anemones, and toxic corals. Aside from humankind, the coral drake harbors a great rivalry with dragon turtles. These beasts prize the same hunting grounds and nests and fight for supremacy in the richest reefs." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Coral Drake.webp" + } + } + ] + }, + { + "name": "Corpse Mound", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The reeking pile of bodies and bones, as large as a giant, lurches forward. Corpses that tumble off it rise moments later as undead and follow the determined hill of corruption.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rise from Mass Graves", + "entries": [ + "In times of plague and war, hundreds of bodies are dumped into mass graves. Without sanctifying rites, necromantic magic can seep into the mound of bodies and animate them as a massive horror hungering for others to join its form." + ] + }, + { + "type": "entries", + "name": "Absorb Bodies", + "entries": [ + "A corpse mound is driven by the anger and loneliness of the dead within it to kill and absorb the bodies of its victims. It attacks any living creature larger than a dog, but it is drawn to humans and humanoids. It never tires, no matter how many victims it accumulates. Entire towns have been wiped out by advancing corpse mounds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Corpse Mound.webp" + } + } + ] + }, + { + "name": "Corrupted Ushabti", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}Ushabtis are placed in tombs as servants in the afterlife for those buried there\u2014as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tomb Guardians", + "entries": [ + "Ushabtis are most commonly encountered as guardians\u2014a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched." + ] + }, + { + "type": "entries", + "name": "Serene Repose", + "entries": [ + "Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls." + ] + }, + { + "type": "entries", + "name": "Sacrificial Corruptions", + "entries": [ + "Some dark practitioners use sacrifices\u2014willing or not\u2014as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity." + ] + }, + { + "type": "inset", + "name": "Ushabti in Midgard", + "entries": [ + "In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu\u2014whether this was truly as a gift or as trickery depends on the scholar telling the tale\u2014these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god\u2011kings and other important figures.", + "Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Corrupted Ushabti.webp" + } + } + ] + }, + { + "name": "Corrupting Ooze", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The ooze boils and bubbles with rank marsh gas and the fetid stench of the sewer. It leaves a stinking trail of acidic slime wherever it goes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swim and Walk", + "entries": [ + "A corrupting ooze is a festering slime that can slither and even swim like a gigantic sea slug, or it can assume a roughly humanoid form and shamble through the streets. Its stench and its lack of speech, however, make it unlikely that anyone might mistake it for a person. They are frequently soldiers and servants to heralds of blood and heralds of darkness." + ] + }, + { + "type": "entries", + "name": "Dissolve Bones", + "entries": [ + "A corrupting ooze can absorb an entire large animal or small person, simply dissolving everything in a matter of minutes. This function makes them an important element of certain dark rituals." + ] + }, + { + "type": "entries", + "name": "Strong Swimmer", + "entries": [ + "A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Corrupting Ooze.webp" + } + } + ] + }, + { + "name": "Crimson Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Crimson drakes are easy to spot, with scales the color of dried blood, a deadly scorpion stinger, and a mischievous gleam in their eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fiery Raiders", + "entries": [ + "Crimson drakes lair in woodlands near small settlements, making nighttime forays to set fires and hunt those who flee the flames\u2014traits that make humanoid tribes prize them as raiding partners. Goblins gleefully adopt a crimson drake as a mascot to burn things down while they get on with slaughtering people. Red dragons and flame dragons regard a crimson drake as a pet, at best, but this rarely works out. When it is inevitably insulted by its larger cousins, a malicious crimson drake may intentionally set fires to blaze a trail for hunters to find the dragon's lair." + ] + }, + { + "type": "entries", + "name": "Mistaken for Pseudodragons", + "entries": [ + "A crimson drake's scales and features are quite similar to those of a pseudodragon, and they can imitate a pseudodragon's hunting cry or song to trick victims into approaching. Once their prey gets close enough, they immolate it. As with pseudodragons, they resemble a red dragon in all but size and the presence of the drake's scorpion-like stinger. On average, a crimson drake weighs 12 pounds, its body measures about 18 inches long, and its tail adds another 18 inches." + ] + }, + { + "type": "inset", + "name": "Crimson Drake Familiars", + "entries": [ + "A crimson drake occasionally chooses to serve an evil spellcaster as a familiar. They are too mischievous to be especially loyal or trustworthy, but they are ferocious in defense of their master, feeling as possessive toward the master as other dragons might a piece of a hoard. Such crimson drakes have the following trait.", + { + "type": "entries", + "name": "Familiar", + "entries": [ + "The drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within 10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for any reason, the drake can end its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Crimson Drake.webp" + } + } + ] + }, + { + "name": "Crystalline Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This gem-encrusted devil grins with jagged teeth and bares claws as sharp as glass.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Gem-Coated", + "entries": [ + "Crystalline devils resemble gem-coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along in silence as they seek a favorable spot to assume gem form." + ] + }, + { + "type": "entries", + "name": "Winking Jewels", + "entries": [ + "In its treasure form, a crystalline devil resembles a sparkling jewel, glowing with a warm inner light. It seeks to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If its identity is discovered in gem form, it reassumes its normal form and attacks." + ] + }, + { + "type": "entries", + "name": "Passed Along", + "entries": [ + "After insinuating themselves into groups, crystalline devils encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Crystalline Devil.webp" + } + } + ] + }, + { + "name": "Darakhul", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Intelligence gleams in the eyes of the well-dressed ghoul. It smiles a greeting, barely revealing sharp teeth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Imperial Cunning", + "entries": [ + "In the lightless depths, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. To them, if you are not a member of the People, you are food." + ] + }, + { + "type": "inset", + "name": "Darakhul Fever", + "entries": [ + "Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.", + { + "type": "table", + "colLabels": [ + "Roll", + "Result" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-9", + "None; victim is simply dead" + ], + [ + "10-16", + "Ghoul" + ], + [ + "17-20", + "Ghast" + ], + [ + "21+", + "Darakhul" + ] + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Darakhul.webp" + } + } + ] + }, + { + "name": "Dau", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A constant shimmer surrounds this short, winged creature. Staring at it is eye-watering and confusing, like a distant desert mirage, though it's scant yards away.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Desert Mirage Fey", + "entries": [ + "Daus are creatures of haze and illusion. They stand three feet tall, with sandy skin, and are surrounded by a shimmering aura like a heat haze. They are flighty, physically weak, and unfocused, but agile in body and wit." + ] + }, + { + "type": "entries", + "name": "Lazy and Bored", + "entries": [ + "Their ability to magically provide for themselves in most material ways tends to make daus lazy and hedonistic. As a result, daus are often friendly and eager for company. They invite friends and strangers alike to rest in their lairs, partake in their feasts, and share their stories." + ] + }, + { + "type": "entries", + "name": "Sticklers for Etiquette", + "entries": [ + "However, a dau's hospitality turns to cruelty when guests breach its intricate rules of etiquette." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dau.webp" + } + } + ] + }, + { + "name": "Death Butterfly Swarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Demon-Haunted", + "entries": [ + "A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature." + ] + }, + { + "type": "entries", + "name": "Dizzying and Poisonous", + "entries": [ + "The colorful, chaotic flapping of the insects' wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately." + ] + }, + { + "type": "entries", + "name": "Devour the Undead", + "entries": [ + "Undead creatures are not immune to a death butterfly swarm's poison. A swarm can rot an undead creature's animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Death Butterfly Swarm.webp" + } + } + ] + }, + { + "name": "Deathcap Myconid", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This fungal creature's head extends up and out in an orange and red cap with white spots. A vicious-looking fanged maw dominates its face.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mushroom Farmers", + "entries": [ + "These sentient mushroom folk tend the forests of fungi in the underworld and are allies of the darakhul. Despite their ominous name, deathcap myconids are chiefly farmers. They cultivate dozens of species of mushrooms anywhere they have water, dung, and a bit of earth or slime in the underworld deeps. For this reason, other races rarely attack them. The ghouls do not eat them, and they cannot be made into darakhul." + ] + }, + { + "type": "entries", + "name": "Toxic Spores", + "entries": [ + "Although deathcaps are mostly peaceful, their spores are toxic and sleep-inducing. They make excellent allies in combat because their abilities tend to punish attackers, but they aren't especially lethal on their own. They use their poison and slumber spores to full effect against living creatures and typically flee from constructs and undead. They count on their allies to fend off the most powerful foes." + ] + }, + { + "type": "entries", + "name": "Clones", + "entries": [ + "Deathcap myconids live in communal groups of related clones. They reproduce asexually, and an elder and its offspring can be nearly identical in all but age. These clone groups are called deathcap rings. Myconids build no huts or towns, but their groups are defined by their crops and general appearance. Indeed, many sages claim that the deathcaps are merely the fruiting, mobile bodies of the forests they tend, which is why they fight so ferociously to defend their forests of giant fungi." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Deathcap Myconid.webp" + } + } + ] + }, + { + "name": "Deathwisp", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A shadowy figure flickers in and out of view. Its indistinct shape betrays a sylvan ancestry, and its eyes are malevolent blue points of light.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fey Undead", + "entries": [ + "A deathwisp is a wraith-like spirit created in the Shadow Realm from the violent death of a shadow fey or evil fey." + ] + }, + { + "type": "entries", + "name": "Rift Walkers", + "entries": [ + "Many deathwisps remain among the shadows, but a few enter the natural world through planar rifts and gates or by walking along the shadowy roads between the worlds. Retaining only a trace of their former personality and knowledge, their lost kindness has been replaced with malice." + ] + }, + { + "type": "entries", + "name": "Devour Breath", + "entries": [ + "A deathwisp feasts on the breath of living things, and it invariably seeks to devour animals and solitary, intelligent prey. It is quite intelligent and avoids fights against greater numbers." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Deathwisp.webp" + } + } + ] + }, + { + "name": "Deep Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large, unnerving drake's glassy black scales have purple undertones. Its features are elongated and almost alien. Black, expressionless eyes stare ahead, and a barbed stinger sits at the end of a long tail}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Friend to Ghouls", + "entries": [ + "The deep drake has made a niche for itself in subterranean realms, establishing trade with the darakhul and with other races of the underworld. The drakes' poison ensures the ghouls have replacements when their population dwindles. In return, those underlings who fail their rulers become food for the drake." + ] + }, + { + "type": "entries", + "name": "Love Darkness", + "entries": [ + "Deep drakes are 12 feet long, plus a three-foot long tail, and weigh up to 1,500 pounds. Their coloration makes them ideal predators in the subterranean dark. They love life underground, and they feel a kinship with the aberrations and undead residing there. They avoid sunlight and are strictly nocturnal when on the surface." + ] + }, + { + "type": "entries", + "name": "Few in Number", + "entries": [ + "A deep drake mates for life with another deep drake when two of these rare creatures meet. A hermaphroditic creature, the drake assumes a gender until it finds a mate, at which time it may change. Once every 10\u201320 years, the drakes reproduce, resulting in three or four threefoot long, rubbery eggs. Occasionally, subterranean undead or aberrations take these eggs to their cities to train the young drakes. A \"household drake\" is a great status symbol in some deep places, and surface necromancers who have heard of them are often eager to acquire one." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Deep Drake.webp" + } + } + ] + }, + { + "name": "Deep One", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elder Gods", + "entries": [ + "In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids." + ] + }, + { + "type": "entries", + "name": "Coastal Raiders", + "entries": [ + "The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas." + ] + }, + { + "type": "entries", + "name": "Demand Sacrifices", + "entries": [ + "They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule." + ] + }, + { + "type": "entries", + "name": "Ocean Change", + "entries": [ + "A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land." + ] + }, + { + "type": "inset", + "name": "Gods of the Deep Ones", + "entries": [ + "The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.", + "In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Deep One Archimandrite", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elder Gods", + "entries": [ + "In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids." + ] + }, + { + "type": "entries", + "name": "Coastal Raiders", + "entries": [ + "The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas." + ] + }, + { + "type": "entries", + "name": "Demand Sacrifices", + "entries": [ + "They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule." + ] + }, + { + "type": "entries", + "name": "Ocean Change", + "entries": [ + "A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land." + ] + }, + { + "type": "inset", + "name": "Gods of the Deep Ones", + "entries": [ + "The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.", + "In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Deep One Archimandrite.webp" + } + } + ] + }, + { + "name": "Deep One Priest", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These fishlike folk have enormous eyes, a wide mouth, and almost no chin.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elder Gods", + "entries": [ + "In their fully grown form, the deep ones are an ocean-dwelling race that worships elder gods such as Father Dagon and Mother Hydra, and they dwell in deep water darkness. In some areas, they intermarry with coastal humans to create human-deep one hybrids." + ] + }, + { + "type": "entries", + "name": "Coastal Raiders", + "entries": [ + "The deep ones keep to themselves in isolated coastal villages and settlements in the deep ocean for long periods, and then, at the command of their patron gods, turn suddenly into strong, relentless raiders, seizing territory, slaves, and wealth all along the coasts. Some deep ones have even founded small kingdoms lasting generations in backwater reaches or distant, chilled seas." + ] + }, + { + "type": "entries", + "name": "Demand Sacrifices", + "entries": [ + "They demand tolls from mariners frequently; those who do not leave tribute at certain islands or along certain straits find the fish escape their nets, or the storms shatter their hulls and drown their sailors. Some seafaring nations have found it more profitable to ally themselves with the deep ones; this is the first step in their patient plans to dominate and rule." + ] + }, + { + "type": "entries", + "name": "Ocean Change", + "entries": [ + "A deep one born to a human family resembles a human child, but the person transforms into an adult deep one between the ages of 16 and 30. Such deep ones then hear the siren call of their elder god masters and oceanic cousins, which eventually supplants the love the person might feel for family and friends on land." + ] + }, + { + "type": "inset", + "name": "Gods of the Deep Ones", + "entries": [ + "The deep ones are faithful servants of horrific powers inimical to all life on land. Father Dagon is a god of fertility, fish, and the strength of the deep ocean and is an evil lord of storm and waves. Mother Hydra is his consort, a goddess of immense strength and size, spawning entire schools of fish at once. She is mistress of the great kraken and toothsome krake spawn, who are her children and servitors. Both deities plot conquest through a long program of forced interbreeding and eldritch meddling with human bloodlines.", + "In addition, many deep ones follow Shar-Ngolyeth, a long-lost deity referred to as That Which Lurks Beneath the Waves. This kraken and her krake spawn offspring are close allies to the deep ones, but they are largely indifferent to Dagon and Hydra." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Deep One Priest.webp" + } + } + ] + }, + { + "name": "Degenerate Titan", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This giant retains a look of daunting power despite its stooped bearing, tattered clothing, and pieces of slapdash armor strapped on wherever it fits.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Haunt Ruins", + "entries": [ + "The degenerate descendants of ancient titans haunt the ruins where their cities once flourished. These descendants hunt for any living thing to eat, including each other, and sometimes chase after herds of goats or other animals for miles. While they are easily distracted, they always find their way home unerringly." + ] + }, + { + "type": "entries", + "name": "Insane and Moody", + "entries": [ + "Degenerate titans are prone to erratic actions and unexpected mood shifts. They are fiercely territorial creatures who worship the still-active magical devices of their cities and any surviving statuary as if the statues were gods. Their lairs are filled with items scavenged from the city. These collections are a hodge-podge of dross and delight, as the degenerate titans are not intelligent enough to discern treasure from trash." + ] + }, + { + "type": "entries", + "name": "Primal Power", + "entries": [ + "Degenerate titans cannot command magical words of power like their ancestors, but they retain a connection to the natural world, allowing them to tap into the earth's latent mystic power to generate strange geomancy. These devolved misfits may have lost most of their former gifts, but what remains are primal powers that tap, without subtlety or skill, into the fundamental building blocks of the world." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Degenerate Titan.webp" + } + } + ] + }, + { + "name": "Demon Lord Akyishigal", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This insectoid creature's filth-slicked mandibles clack ceaselessly for flesh.}", + "Of all the demons lurking in the Abyss, few are as vile and disgusting as Akyishigal, the Lord of Cockroaches.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Civilization's Corruption", + "entries": [ + "Although Akyishigal sired an entire race in his image, known as roachlings, he craves followers among humans, elves, and other races as a means of corrupting civilization and rotting it from within. Despite his repulsiveness, Akyishigal has followers among the urban dispossessed, the slum-dwelling poor, and those who lurk in lightless undercities. His shrines are tended in abandoned houses, tanneries, and butcher yards, as well as in sewers and similar places." + ] + }, + { + "type": "entries", + "name": "Filth Sacrifices", + "entries": [ + "In his shrines, kidnapped victims find themselves submerged in filth up to their necks. While the demon lord's cultists chant, sacramental roaches feast on the prisoner's eyes and tongue. A victim who survives the rite is dumped back onto the streets." + ] + }, + { + "type": "entries", + "name": "Persistent Cults", + "entries": [ + "Akyishigal's cults are almost as difficult to stamp out as real cockroach infestations. No matter how they are driven off or crushed, followers resurface among the teeming mobs of the downtrodden. Typical worshipers include evil humanoids, particularly kobolds and goblins, as well as roachlings, minor demons, slaves, thralls, and shadow creatures of all stripes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Demon Lord Akyishigal.webp" + } + } + ] + }, + { + "name": "Demon Lord Camazotz", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This hunched, lean man is covered in short, black fur and has large, membranous wings. His lips, pulled back in a sinister smile, reveal a mouth lined with crooked, needlelike teeth. His eyes glow red like burning embers of hate. Long arms end in cruel claws, and the air around him shimmers with waves of intense heat}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Underworld Bat Lord", + "entries": [ + "Camazotz, the Lord of Bats and Fire, is a being of pure savagery and hatred\u2014a vile demon that holds sway over bats, vampires, and the lightless places of the underworld. In the deep recesses of the earth and the caves connecting to the surface, he waits restlessly until the slow creep of night engulfs the land, releasing him to feed and spread terror." + ] + }, + { + "type": "entries", + "name": "New Fiery Mantle", + "entries": [ + "Recently, Camazotz stole the fire aspect of the decrepit Huhueteotl, Lord of the Hearth and the Fire of Life. With his new prestige, Camazotz has attracted new followers, served notice to the gods of his ascendancy, and solidified his place in the Abyss as a power to be respected. Cults of derro, goblins, and humans praise his name in the darkness." + ] + }, + { + "type": "entries", + "name": "Emerging from Darkness", + "entries": [ + "Like the bats he commands, Camazotz much prefers darkness to light, but with his new ability to play with fire and light, he grows increasingly confident in daylight." + ] + }, + { + "type": "inset", + "name": "Camazotz in the Real World", + "entries": [ + "A cult dedicated to an anthropomorphic deity with the body of a human and the head of a bat emerged around 100 BCE with the Zapotec Indians of southwest Mexico. This god was associated with night, death, and sacrifice. In time, the veneration of Camazotz, or Cama Zotz (translated as \"death bat\" or \"snatch bat\"), found its way into Maya lore.", + "In older editions of the world's greatest roleplaying game, there was some debate as to whether Zotzilaha was another name for Camazotz, but in Central American lore, there was no debate. The Popol Vuh, a sacred Maya text, clearly identifies Zotzilaha as the cavernous \"house of bats\" where Camazotz resides, not an entity.", + "The Camazotz myth may have sprung from a real creature. Fossil records found in Central and South America dating back approximately 2,000 years reveal the existence of an abnormally large bat with a wingspan of as much as 10 feet! This super-bat, called{@i Desmodus draculae}, may have co-existed with the early Zapotecs and been the source of their Camazotz legends.", + "Belief in bat demons is widespread throughout Mesoamerica: Hik'al, or \"neck-slitter,\" of Chiapas; Socouyant of Trinidad; and Tin Tin of Ecuador. Cryptozoologists believe that those monstrous bats may still be alive today, as reports of giant, bat-like creatures occasionally surface throughout Latin America, from the Rio Grande Valley in Texas to Brazil, from Puerto Rico to Mexico." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Demon Lord Camazotz.webp" + } + } + ] + }, + { + "name": "Demon Lord Mechuiti", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A yellow-green fire burns atop the head of this towering, redfurred demon, which resembles an enormous mandrill. It has massive, muscular arms tipped with razor-sharp claws, a slavering jaw filled with huge fangs, and tusks that curl back almost to its blue cheeks.}", + "Towering around 25 feet tall, Mechuiti, Lord of Cannibal Apes, can stand erect like a human or walk on his knuckles, like a great ape.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bloodskull Island", + "entries": [ + "After being expelled from the sweltering jungles and deadly swamps of the Hell of Cannibals, Mechuiti was coughed out of a volcanic portal onto an island now called Bloodskull. Here, he schemes and plots his revenge while breeding demonic minions." + ] + }, + { + "type": "entries", + "name": "Corruptor of the Behtu", + "entries": [ + "When Mechuiti first arrived on the Material Plane, he enthralled a group of jungle-dwelling simians, known as the behtu, by visiting their leaders and priests in dreams and nightmares. After convincing these leaders to come to his volcanic home, he infected them with his demonic ichor, transforming them in mind and body, and taught them tattoo magic to give them fiendish power and strength. They returned to their people with this new power and knowledge of the ritual for transforming the rest of their people." + ] + }, + { + "type": "entries", + "name": "Bound But Dangerous", + "entries": [ + "Only with the most powerful magic and technology did the ancient people bind him within Bloodskull Island's volcano\u2014the best they could accomplish, since they couldn't destroy him. Despite imprisonment, Mechuiti has remained a terror through the ages. The behtu have not found the key to their master's release, but they still torture and ensorcel unlucky explorers who stumble into their abode, hoping to find someone who can unlock their master's prison." + ] + }, + { + "type": "entries", + "name": "Commander of Monsters", + "entries": [ + "Mechuiti commands the behtu to breed fiendish beasts and lizards with his blood: dire apes, fiery giant lizards, and even demonic spiders. He has raised generations of flame dragons, which lair in the volcano's caldera, to guard his temple-fane and deal with threats beyond the behtus' reach." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mechuiti's Lair", + "entries": [ + "Mechuiti is trapped within the volcano in his island prison. However, imprisonment hasn't prevented Mechuiti from mustering an army and turning his confinement into a nightmarish bastion." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Demon Lord Mechuiti.webp" + } + } + ] + }, + { + "name": "Demon Lord Qorgeth", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This massive undulating worm-like creature crushes trees and cracks stone.}", + "Qorgeth, the Writhing Prince, Pale Maw, the Devourer, is the lord of worms and decay. Its presence seeps into the world of mortals via the trails of worms and maggots through rotting flesh. The demon lord views all things that live, or once lived, as its property in the making. Everything becomes its food eventually.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fiendish Worm", + "entries": [ + "An impossibly massive, pale-fleshed worm, Qorgeth's segmented body is road-mapped with pale veins of pink and blue. When it opens its massive maw, it reveals a writhing mass of smaller worms, many of which are adorned with wailing or enraged humanoid heads." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Qorgeth's Lair", + "entries": [ + "Qorgeth's lair is a tangled labyrinth of tunnels in the heart of its dark realm. The tunnels seem to twist and burrow through space itself rather than just the rock and soil surrounding them." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Demon Lord Qorgeth.webp" + } + } + ] + }, + { + "name": "Derro Fetal Savant", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This creature resembles a blue-skinned dwarven infant, no older than a year. Its limbs flail, its head lolls with an obvious lack of coordination, and it screams incessantly.}", + "Of the madness and insanity that resonates so strongly in derro society, perhaps none is as twisted as the derro fetal savant, born insane by the blessing of their eldritch masters and destined to lead their people further into madness.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Soul Swapping", + "entries": [ + "Only the rarest of derro are born with the ability to exchange souls with other creatures, and the babbling infants are treated with maddened reverence. Oddly, this unique power causes an extreme sensitivity to bright light." + ] + }, + { + "type": "entries", + "name": "Carried into Battle", + "entries": [ + "Placed in small, pillowed cages and borne aloft on hooked staves, the wild-eyed, magically gifted newborns are used to sow confusion among enemy ranks. Though typically carried into battle, fetal savants can make their cages float, freeing their carriers to better defend them when necessary." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Derro Fetal Savant.webp" + } + } + ] + }, + { + "name": "Derro Shadow Antipaladin", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This blue-skinned creature resembles a stunted dwarf. Its colorless eyes are large, and its white hair is wild. The expression on its face is a terrible rictus of madness and hate}.", + "All derro are mad, but some devote their very souls to the service of insanity. They embrace the powers of darkness and channel shadow through their minds to break the sanity of any creatures they encounter. Derro shadow antipaladins are the elite servants of gods like Nyarlathotep and the Black Goat of the Woods.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Herald of Madness", + "entries": [ + "The shadow antipaladin is insanity personified. Despite being called paladins, these unhinged creatures aren't swaggering warriors encased in steel or their dark reflections. A shadow antipaladin instead serves as a more subtle vector for the madness of its patron. They are masters of shadow magic and stealth who attack the faith of those who believe that goodness can survive the approaching, dark apotheosis. Death, madness, and darkness spread in the shadow antipaladin's wake." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Derro Shadow Antipaladin.webp" + } + } + ] + }, + { + "name": "Desert Giant", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The towering woman rises up from the desert sand. Her pale brown robe almost perfectly matches the gritty terrain, and her roughly textured skin is a rich walnut brown.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Arid Adapters", + "entries": [ + "Desert giants live in arid wastelands that were once a thriving giant empire. Their rich brown skin is roughtextured, and they dress in light robes matching the color of the sand, accented (when they aren't trying to blend in) with brightly colored head cloths and sashes. Beneath their robes, the desert giants paint or tattoo their skin with intricate designs in a riot of colors that outsiders rarely see." + ] + }, + { + "type": "entries", + "name": "Wandering Legacy", + "entries": [ + "Desert giants subsist in the scorching wastes by moving from oasis to oasis. They follow herds of desert animals that they cultivate for milk, meat, and hides, and they shun most contact with settled people. While in ages past the desert giants lived in stationary settlements and cities, the fall of their ancient empire drove them into the dunes. The truth behind their nomadic lifestyle is a sore spot. Should any outsider learn the truth, the desert giants stop at nothing to permanently silence the inquisitive soul." + ] + }, + { + "type": "entries", + "name": "Keepers of the Past", + "entries": [ + "Over time, wandering desert giants amass vast knowledge of ruins and relics scattered across and beneath their homeland. On rare occasions that the tribes require something of outsiders, this information is their most valuable commodity. Relics of the past, or simply the location of unplundered ruins, can purchase great advantage for the tribe. The designs the giants painstakingly inscribe on their bodies tell a tale that, if woven together correctly, reveals an entire tribe's collected discoveries. For this reason, the desert giants hold the bodies of their dead in sacred esteem. They go to extraordinary lengths to recover their dead, so they can divide the knowledge held on the deceased's skin among other tribe members." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Desert Giant.webp" + } + } + ] + }, + { + "name": "Devilbound Gnome", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "The devilbound gnome is a gnome spellcaster that has made a magical agreement with a devil for greater power. To ensure loyalty and to further the gnome's power, the devil binds an imp to the gnome's service. This binding changes the gnome, giving it fiendish protections and minor fiendish features, such as glowing eyes, a sulfurous aroma, a forked tongue, or similar. Beyond fulfilling the occasional demand, the devil cares little for what the gnome does with the power, provided the flow of souls doesn't cease." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Devilbound Gnome.webp" + } + } + ] + }, + { + "name": "Dipsa", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Except for a pair of tiny fangs, the entire body of this yellowishgreen worm looks like a ropy tangle of slime-covered tubes and puddles of mucus.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Anesthetic Ooze", + "entries": [ + "Many jungle clans believe the dipsa is an eyeless snake, but it is a tubular ooze with a lethal, poisonous bite. The dipsa's venom has an anesthetic quality that allows the ooze to cling to creatures and slowly turn their innards to jelly without being noticed until the victim falls down dead. Once the poison's numbing property wears off, however, victims report an agonizing sense of burning from the inside out." + ] + }, + { + "type": "entries", + "name": "Tiny Fangs", + "entries": [ + "A dipsa's undulating movement evokes that of a snake as much as its serpentine form, but close examination reveals that it has neither bones nor internal organs, only tiny fangs of the same color and substance as the rest of its body. A dipsa never exceeds 1 foot in length. Its coloration oscillates between sickly hues of yellow or green." + ] + }, + { + "type": "entries", + "name": "Gelatinous Eggs", + "entries": [ + "Dipsas are hermaphroditic. When two dipsas breed, they leave behind a hundred gelatinous eggs in a small puddle of highly acidic milt. A dozen become fertilized and survive long enough to hatch, after which they immediately devour the others." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dipsa.webp" + } + } + ] + }, + { + "name": "Dissimortuum", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This twisted humanoid has gray flesh and black claws that drip blood. A bone mask is bound to its head by strips of putrid flesh, and a third arm hangs from the right side of the creature's body, its hand clutching a large sack stained with blood.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Plague Bringers", + "entries": [ + "Dissimortuum are undead monstrosities constructed by necromancers to spread the undead plague, slowly but surely. These creatures are rare but tenacious. A dissimortuum obeys orders from the necromancer whose magic created it. When a dissimortuum kills, it collects body parts from its victims and keeps them in a sack that it carries with its third arm at all times. The monster sets down its sack of trophies only when pressed in combat, to make the most of its extra limb." + ] + }, + { + "type": "entries", + "name": "Constructing Dissimortuum", + "entries": [ + "Even when not following instructions, a dissimortuum seeks to create more of its own kind. The creature wanders graveyards, battlefields, and slums, searching for the gruesome components it needs to construct a mask and body for its undead offspring. The process is slow, taking up to a month to make a single mask, but a dissimortuum has plenty of time. The new creation is independent and not under the control of its maker or of the necromancer that might have created its maker." + ] + }, + { + "type": "inset", + "name": "Dissimortuum's Cursed Mask", + "entries": [ + "The dissimortuum's mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 ({@dice 2d6}) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dissimortuum.webp" + } + } + ] + }, + { + "name": "Dogmole", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Domesticated by Dwarves", + "entries": [ + "Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners." + ] + }, + { + "type": "entries", + "name": "Sense Cave-Ins", + "entries": [ + "Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds." + ] + }, + { + "type": "entries", + "name": "Derro Juggernauts", + "entries": [ + "Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords. Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dogmole.webp" + } + } + ] + }, + { + "name": "Dogmole Juggernaut", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This mole-like creature is the size of a large dog, with a thick, barrel-shaped body. A ring of tentacles sprouts above a mouth dominated by spade-like incisors, and cataracts fill its tiny eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Domesticated by Dwarves", + "entries": [ + "Mountain dwarves have domesticated many subterranean creatures, among them a breed of giant talpidae commonly called dogmoles. Energetic and obedient, dogmoles pull ore trolleys through mines, sniff out toxic gases and polluted waters, and help excavate trapped miners." + ] + }, + { + "type": "entries", + "name": "Sense Cave-Ins", + "entries": [ + "Dogmoles are renowned for their ability to detect imminent cave-ins and burrowing monsters, making them welcome companions in the depths. Outside the mines, dogmoles serve as pack animals, guard beasts, and bloodhounds." + ] + }, + { + "type": "entries", + "name": "Derro Juggernauts", + "entries": [ + "Derro also use dogmoles, but such unfortunate creatures are brutalized from birth and hardened by scarification, drugs, and warping magic. This treatment forces the dogmole to grow into a large, furless mass of muscle, scar tissue, and barbed piercings with incisors the size of shortswords. Derro use dogmole juggernauts as mounts and improvised siege engines or, when not at war, as gladiatorial contestants." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Domovoi", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature resembles a large, stony goblin, with an oversized head and leering grin. It has a mossy beard, massive shoulders, and long forearms.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Abandoned Servants", + "entries": [ + "The domovoi were the portal guards and house lackeys of the elvish nobility, and when elves leave a place, the domovoi are often left behind. Some say the domovoi are left on purpose, while others say the domovoi are too attached to their homes to follow the elves to far-flung locales." + ] + }, + { + "type": "entries", + "name": "Debt Collectors", + "entries": [ + "These smirking stragglers seek work as tireless sentinels and fey button men, collecting debts for criminal syndicates. They delight in frustrating the progress of would-be thieves and tomb robbers, and they enjoy roughing up weaker creatures with their powerful, stony fists." + ] + }, + { + "type": "inset", + "name": "Domovoi in Midgard", + "entries": [ + "The domovoi are ancient survivors, and they have outlived empires. They now have a certain sense of ownership of ancient places. They most commonly dwell in the ruins of Old Valera and Old Thorn, as well as the vast necropoli of Spintarra and Siwal. The Siwalese Fey are sandier in appearance and have beards of rope and twine. These desert domovoi are known as \"pa'athara\" in Siwalese." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Domovoi.webp" + } + } + ] + }, + { + "name": "Doppelrat", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Within seconds, the startled rat became four, and then the four multiplied into sixteen rats.}", + "The result of a clone spell gone awry, a doppelrat uses short-lived duplicates to overwhelm its adversaries. An easy battle against a single rat can quickly spiral out of control as the doppelrat clones itself into a swarm\u2014the original rat hides while combat rages. Doppelrats settle in large city alleys and sewers after they have killed or driven off normal rats and natural predators. Doppelrats can sense others of their kind among standard rats, which helps ensure the longevity of their species.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Stillborn Clones", + "entries": [ + "Those who survive a doppelrat's bite suffer from a frightening disease, sloughing off a stillborn clone each day as their own vitality fades." + ] + }, + { + "type": "entries", + "name": "Clone and Run", + "entries": [ + "In combat, doppelrats spawn as many clones as they can, then flee or hide while the copied rats swarm foes. Only a keen-eyed opponent can discern the original from all the clones." + ] + }, + { + "type": "entries", + "name": "City Bounties", + "entries": [ + "In cities with known doppelrat lairs, magistrates hire spellcasters to scour alleys and sewers and obliterate any rats they find. Shady spellcasters who capture a live doppelrat have blackmailed such magistrates by promising to rescue the town from the rats for an exorbitant fee." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Doppelrat.webp" + } + } + ] + }, + { + "name": "Dorreq", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These twitching balls of tentacles surround an inhuman face dominated by a squid-like beak.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of the Void", + "entries": [ + "The dorreq are servants to ancient horrors of the Void and realms beyond human understanding. They are guardians and sentries for such creatures, and they swarm and attack any creatures approaching too close to the elder aberrations they serve." + ] + }, + { + "type": "entries", + "name": "Death from Above", + "entries": [ + "Dorreq prefer to drop on their victims from above, pinning them with their many tentacles and biting them with their large, chitinous beaks." + ] + }, + { + "type": "inset", + "name": "Dorreq of the Wasted West", + "entries": [ + "Mages who study the Wasted West disagree whether the dorreq are something that slipped through with the Great Old Ones during the Mage Wars, or if they are creatures twisted and warped by the alien radiations of the Walkers. Regardless, they are most commonly found swarming on and around the enormous Walkers of the Wastes, tootling strange, alien harmonies through their beaks." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dorreq.webp" + } + } + ] + }, + { + "name": "Dragon Eel", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This slender aquatic creature sports a powerful single finned tail and wicked jaws like a matched pair of serrated blades.}", + "Dragon eels are wingless, slender, underwater dragons that vary widely in color from browns and blacks to brilliant iridescent hues in mottled patterns. Though not true dragons or drakes, they are no less fearsome and powerful.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fond of Servants", + "entries": [ + "While most dragon eels are solitary and irascible, on rare instances some form pairs or small bands\u2014and some gather humanoid servants." + ] + }, + { + "type": "entries", + "name": "Magnetic and Lightning", + "entries": [ + "Dragon eels make their natural homes in twisting underwater cave systems and prefer magnetically-aligned, metallic cavern formations navigable with their refined electric sight. Some dragon eels use their constant electric auras combined with acquired alchemical reagents to electroplate portions of their golden hoard onto the walls of their dwellings." + ] + }, + { + "type": "entries", + "name": "Pirate Fleets and Dominions", + "entries": [ + "Dragon eels claim large swaths of shoreline as their demesne. Although neither particularly cruel nor righteous, a dragon eel often lords over awed tribes, allowing locals to revere it as a mighty spirit. Some dragon eels use such tribes as the core of a pirate fleet or raiding parties carried on their backs. Their ability to swim through air during storms adds to their reputation as terrible thunder spirits." + ] + }, + { + "type": "entries", + "name": "Bribable", + "entries": [ + "Their deceptive moniker sometimes lulls foolish sailors into a false confidence when they expect to face a simple if dangerous eel beast, but instead find themselves dealing with intelligent draconic kings of the coastal shallows. Wise sailors traveling through known dragon eel territory bring tithes and offerings to placate them." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dragon Eel.webp" + } + } + ] + }, + { + "name": "Dragonleaf Tree", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The dragon-headed leaves of these oak trees sometimes rustle despite a lack of wind, betraying a hint that they're more than they seem.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Gifts among Dragons", + "entries": [ + "These magnificent trees are imbued with some characteristics of their draconic masters. While most groves consist of only one type of dragonleaf tree, dragons sometimes make gifts of them to cement a pact or as a show of fealty. The dragon giving the tree relinquishes command of the plant as part of the deal. This accounts for mixed groves belonging to especially powerful dragon lords." + ] + }, + { + "type": "entries", + "name": "Silent Guardians", + "entries": [ + "Dragonleaf trees use fairly simple tactics to deter potential intruders into their masters' lairs. They remain motionless or allow the breeze to jostle their leaves to appear inconspicuous. Once enough intruders enter the grove, the trees fire razor sharp leaves or rain elemental energies upon the intruders, adjusting their position to make better use of their weapons." + ] + }, + { + "type": "entries", + "name": "Long Memories", + "entries": [ + "Dragonleaf trees live up to 1,000 years. They stand 15 feet tall and weigh 3,000 pounds, but ancient specimens can reach heights of 45 feet. Growing a new dragonleaf tree requires a cutting from an existing tree at least 50 years old, which the tree's draconic master imbues with power, sacrificing the use of its breath weapon for a month. While this time barely registers on a dragon's whole lifespan, it still carefully considers the creation of a new tree, for fear that others might discover its temporary weakness." + ] + }, + { + "type": "inset", + "name": "Dragonleaf Trees in Midgard", + "entries": [ + "The finest druidic minds in the Mharoti Empire created these trees for the draconic lords of the land. Once the druids had shown the dragons the secret of the tree's creation, they were slain so that the secret would not spread. A handful of human and kobold gardeners know how to tend them and make them thrive, but little more." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dragonleaf Tree.webp" + } + } + ] + }, + { + "name": "Drakon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These winged snakes are coastal beasts and sometimes confused with true dragons or wyverns. They are neither, but quite deadly in their own right.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Searing Acid and Dissolving Gaze", + "entries": [ + "The gaze of these winged snakes can paralyze and dissolve their victims. Drakon fangs do not deliver venom; volatile acid constantly burbles up from a drakon's stomach and enhances its attacks. A caustic drool clings to creatures they bite, and drakons can also belch clouds of searing vapor. Their lairs reek with acidic vapors and droplets of searing liquid." + ] + }, + { + "type": "entries", + "name": "Coastal Beasts", + "entries": [ + "Drakons lair along warm, largely uninhabited coasts, where they explore the shores and the coastal shelf, spending as much time above the waves as under them. Fortunately, they rarely travel far inland." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Drakon.webp" + } + } + ] + }, + { + "name": "Dream Eater", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This tattered skeletal humanoid resembles a monster from a nightmare with vestigial skeletal wings with a few feathers, small horns, sharp teeth, and cloven hooves.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Drawn to Sin", + "entries": [ + "Dream eaters are dedicated to lust, gluttony, and greed. They make their lairs in casinos, brothels, thieves' dens, and other locations where gambling, food, and other pleasures are readily available. Sometimes dream eaters work together to create such a place, especially near large towns or cities. Some band together to create traveling shows, offering all the oddities, whimsies, and flights of fantasy customary for such entertainers." + ] + }, + { + "type": "entries", + "name": "Devouring Hopes", + "entries": [ + "Dream eaters lure people into their lairs, enticing them with promises of pleasure or wealth. Of course, they make sure the odds are stacked in their favor. Eventually, their victims are left with nothing. Worse than the loss of physical treasures, dream eaters leave their victims stripped of hopes and aspirations. Dream eaters feed on emotions, leaving helpless thralls willing to sell their souls for their vices." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dream Eater.webp" + } + } + ] + }, + { + "name": "Drowned Maiden", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A drowned woman floating in the water, her long hair drifting around her, suddenly rises! Her hair strikes out like dozens of watery snakes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Raging Romantics", + "entries": [ + "Drowned maidens are piteous, but terrifying, undead. They are created when a woman dies in water due to a doomed romance, often from unrequited love or drowned by a philandering partner. Either way, the drowned maiden awakens from death, seeking vengeance. Even as she dishes out retribution, a drowned maiden anguishes over her tragic fate." + ] + }, + { + "type": "entries", + "name": "Beckoning for Help", + "entries": [ + "The maiden lurks in the silent depths where she died\u2014usually deserted docks, bridges, or coastal cliffs. She waits to pull the living to the same watery grave in which she is now condemned. Using her ability to disguise herself as a living person, she silently beckons victims from afar, acting as if in danger of drowning. When a victim is within range, the maiden uses her hair to pull her victim close enough to drain its strength with a magical kiss. Victims soon weaken and drown. The victim's final vision is the drowned maiden's tearful lament over the loss of life." + ] + }, + { + "type": "entries", + "name": "Death to Betrayers", + "entries": [ + "Desperate individuals may bargain with drowned maidens. Sometimes maidens release pleading victims who promise to return to her lair with the person who caused the maiden's death. Embracing and drowning her betrayer releases the maiden from undeath." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Drowned Maiden.webp" + } + } + ] + }, + { + "name": "Dullahan", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The black horse strides out of the shadows with its nostrils huffing steam. Its rider, swathed in black leather, raises its arm to reveal not a lantern but its own severed, grinning head.}", + "Though it appears to be a headless rider astride a black horse, the dullahan is a single creature. The fey spirit takes the shape of a horse rider holding its own head aloft like a lantern, or (more rarely) the form of an ogre cradling its head in one arm.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Harbingers of Death", + "entries": [ + "Hailing from the darkest of fey courts, the dullahan are macabre creatures that walk hand in hand with death. They sometimes serve powerful fey lords and ladies, riding far and wide in the capacity of a herald, bard, or ambassador. More often than not they carry doom to a wretch who roused their lord's ire." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dullahan.webp" + } + } + ] + }, + { + "name": "Dune Mimic", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The sand surges and shifts, a sinkhole opens, and sandy tendrils reach out.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Enormous Forms", + "entries": [ + "Though most commonly seen as dunes, a dune mimic can take the form of a date palm grove, a riverbank, an enormous boulder, or other large shapes in the landscape." + ] + }, + { + "type": "entries", + "name": "A King's Guardians", + "entries": [ + "Dune mimics were created by a forgotten king as guardians for his desert tomb. Somewhere, dozens of them guard vast wealth." + ] + }, + { + "type": "entries", + "name": "Spread by Spores", + "entries": [ + "Although not intended to reproduce, they began producing spores spontaneously and replicating themselves. Now they are spread across the deserts. Luckily for the other inhabitants, dune mimics reproduce just once per century" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dune Mimic.webp" + } + } + ] + }, + { + "name": "Duskthorn Dryad", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This striking woman with obvious fey features and skin the color of slate sits in the shade of an ancient, vine-wrapped tree. Clothed in vines and leaves, she is almost indistinguishable from the tree.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Creeper Vine Spirits", + "entries": [ + "Duskthorn dryads are spirits tied to thorn-bearing creeper vines. They seek out dead trees as homes for their vines. They can travel through trees to escape their foes but must stay near their vines." + ] + }, + { + "type": "entries", + "name": "Grove Guardians", + "entries": [ + "Duskthorn dryads use their vines and the plants in their glades to defend themselves. They often call on the aid of forest animals and children of the briar. Occasionally, a circle of duskthorn dryads work together to call on the aid of an enormously strong vine troll skeleton to protect their grove." + ] + }, + { + "type": "inset", + "name": "Duskthorn Dryads in Midgard", + "entries": [ + "These dryads are commonly found near the ruins of Thorn, in the Arbonesse Forest, and in the Shadow Realms. They are close friends to the darker fey and are thought by some to be created from ordinary dryads drawn into the corruption of the Shadow Realm. Certainly, their mastery of the shadowy Umbral language shows their close ties to this darker world." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Duskthorn Dryad.webp" + } + } + ] + }, + { + "name": "Dust Goblin", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A ragged creature emerges from the sand. Its spindly frame is encased in a hodge-podge of armor scraps and rusted weapons. A long, hooked nose protrudes over a wide mouth filled with sharp teeth}.", + "Dust goblins vary greatly in size and appearance, although they are universally scrawny, bony, and lanky. They seem to suffer from malnutrition even when in perfect health, a perception reinforced by the way their bellies distend after they've gorged themselves on flesh. Their skin is always dry and cracked, ranging from dusky gray to dark green in color.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rule the Wastelands", + "entries": [ + "Dust goblins are twisted creatures, tainted by many generations of life in a blasted wasteland. After a magical war devastated the dust goblins' homeland, they rose to become the most dominant inhabitants. They inhabit ancient ruins and ambush travelers who stray too close to their borders." + ] + }, + { + "type": "entries", + "name": "Twisted Minds", + "entries": [ + "The lingering magical energy saturating the wastes of their home, coupled with the harsh conditions in which they scratch out a living, have tainted the minds of all dust goblins. Their thinking is alien and unfathomable to most creatures. Whereas most goblins are cowardly, dust goblins don't seem to experience fear. To the contrary, they enjoy wearing skull helmets and using ghostly whistles to frighten foes. Owing to this alien mindset, dust goblins get along disturbingly well with Aberrations. The creatures often forge alliances and work together for mutual benefit, while making their unnerving mark on communal lairs." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dust Goblin.webp" + } + } + ] + }, + { + "name": "Dwarven Ringmage", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "Curves are seldom seen in the stacked blocks and precise geometric forms of dwarven architecture. Devoid of angles and planes with no beginning and no end, circles are a mystery and hold power. Dwarven ringmages are those dwarves who have mastered the art of tapping into that power, imbuing it into metal rings and their spellcasting. Rings and circles are sacred to them, and they read omens in the cycle of seasons, the shape of flowers, and in a storm's first rain drops." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Dwarven Ringmage.webp" + } + } + ] + }, + { + "name": "Eala", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This swanlike creature's feathers are made of shining metal. When it inhales, the feathers on its chest glow red hot.}", + "Eala are beautiful but deadly creatures native to the Plane of Shadow. They grow feathers like their Material Plane counterparts, but their feathers are made of gleaming, razor-sharp metal.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Metallic Diet", + "entries": [ + "Eala plumage displays a stunning mixture of metallic colors, which vary depending on their diet. An eala uses its fire breath to melt metals with low melting points such as gold, silver, lead, copper, and bronze. The eala consumes the molten metal, some of which migrates into the creature's deadly feathers. Eala that display primarily or entirely a single color are highly prized among some nobility." + ] + }, + { + "type": "inset", + "name": "Eala in Midgard", + "entries": [ + "Eala are favorites of Sarastra, the Queen of Night and Magic and a ruler of the shadow fey. She is partial to jet black eala, and all such specimens are brought to her flock at the Winter Palace. Those who bring her such birds are rewarded with a magical dagger and the title and status of \"Honored Eala Catcher,\" or \"Lord or Lady of Black Feathers\" for those who bring her several." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Eala.webp" + } + } + ] + }, + { + "name": "Eater of Dust", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This terrible creature resembles an imposing knight wearing baroque plate armor made of calcified resin. Its helm is a blank gray oval without eye slots or mouthpiece, and one of its arms ends in a slavering, fanged mouth.}", + "Eaters of dust can consume just about anything with their horrible maw-arms, but they prefer the flesh and souls of mortals. This ability to sustain themselves on almost anything, even on dust and soil, earned them their current name, given by the fiends that employ them, after their original name was long forgotten. A typical eater of dust is 7 feet tall and weighs more than 350 pounds. While an eater of dust cannot speak, it can telepathically communicate.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mercenary Companies", + "entries": [ + "Eaters of dust\u2014or{@i yakat-shi}as they are sometimes called in ancient planar texts\u2014roam the lower planes selling their services to arch-devils, demon lords, and other fiendish rulers for the chance to sample new flavors and morsels. Eaters of dust feel only contempt for most other life forms. They attack and eat their non-eater allies at the first sign of weakness. Because of this, eaters of dust often operate in small, deadly units of eaters led by a powerful leader, styled the{@i yakat-norog}." + ] + }, + { + "type": "entries", + "name": "Armor Shell", + "entries": [ + "While many sages confuse eaters of dust for some obscure variety of fiend, they are aberrations escaped from a far-flung dimension of madness and nightmares. Indeed, their armor is not armor at all, but a secreted resin that hardens into a shell as strong as steel. When cracked, it exudes a nacreous blood, and the resulting scar resembles mother-of-pearl. Some old eaters are covered in intricate networks of shimmering scars." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Eater of Dust.webp" + } + } + ] + }, + { + "name": "Edimmu", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i An evil wind swirls out of the desert, parching those it touches and whispering evil plans.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bitter Exiles", + "entries": [ + "Desert and plains tribes often exile their criminals to wander as outcasts. A banished criminal who dies of thirst sometimes rises as an edimmu, a hateful undead that blames all sentient living beings for its fate." + ] + }, + { + "type": "entries", + "name": "Rise Again", + "entries": [ + "Unless its body is found and given a proper burial, an edimmu is nearly impossible to destroy. Edimmus rarely venture more than a mile from their remains, but they sometimes follow prey they have cursed to seal the creature's fate. Once that creature is slain, they return to the site of their demise." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Edimmu.webp" + } + } + ] + }, + { + "name": "Eel Hound", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The grotesque beast has the muscular tail, bulbous head, and rubbery, slime-covered flesh of an eel. Its torso and webbed paws resemble those of a misshapen canine, while needle-sharp teeth fill its menacing jaws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hounds of the River Fey", + "entries": [ + "Ferocious aquatic fey, these amphibious menaces often serve lake trolls, lorelei, green hags, and other watery fey and giants. Predatory beasts as dangerous on land as they are in the water, the have a capricious cruelty. Few creatures beyond the fey appreciate eel hounds' lithe power and cruel grace, instead noting only their grotesque form and unnerving savagery." + ] + }, + { + "type": "entries", + "name": "Slippery Ambushers", + "entries": [ + "Eel hounds are ambush predators, hiding among the muck and algae of riverbanks, bursting out as a pack. Possessed of a low cunning, they prepare ambushes by vomiting their slippery spittle where land animals come to drink or along game trails. Then they surge from the water to snatch the off-balance prey. They surround targets, latching on with their powerful jaws, and then drag non-aquatic prey into the depths to drown or force aquatic prey onto land to suffocate." + ] + }, + { + "type": "entries", + "name": "Fey Water Hounds", + "entries": [ + "Eel hounds understand Sylvan, and those dwelling near humans or other races pick up a few words in other tongues." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Eel Hound.webp" + } + } + ] + }, + { + "name": "Einherjar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A line of stout, bearded warriors with golden auras stand ready, adorned in chain mail and carrying battle axes and oaken shields. Their badges and symbols are all different, and no two have the same braided pattern in their beards.}", + "The einherjar are great warriors chosen by the valkyries. They eat and drink their fill of boar and mead each night, then spend their days preparing for Ragnarok. Some of this is combat training, and other portions are raids against the giants fighting the gods. Regardless of how often they are slain, the einherjar reappear each morning in Odin's hall, leaving them without fear of death.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Defenders of the Mortal World", + "entries": [ + "Occasionally, ravenfolk guide a troop of einherjar against some of Loki's minions on the Material Plane. These raids are often small battles that further delay the inevitable rise of the world serpent and its many evil spawn. They fight against giants, demons, [Tooltip Not Found], and other evil creatures, but the einherjar themselves are not exactly saintly. They can drink and carouse with the loudest and most boastful of humanoids. Though otherworldly and servants of Odin, einherjar are very humanlike, if somewhat larger than life." + ] + }, + { + "type": "entries", + "name": "Fear Dragons", + "entries": [ + "The einherjar are superstitiously fearful of dragons and dragonkin, the distant progeny of the world serpent." + ] + }, + { + "type": "entries", + "name": "Never Speak to the Living", + "entries": [ + "In theory, the einherjar are forbidden from speaking with the living: they must pass their words through a valkyrie, ratatosk, ravenfolk, or one of the other races allied with Odin. In practice, this rule is often flouted, though if Loki's servants notice it, they can dismiss any einherjar back to Valhalla for a day." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Einherjar.webp" + } + } + ] + }, + { + "name": "Elder Shadow Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A large dragon with black scales and shadowy wings emerges from the darkness. Its red eyes glare bright as coals, and it speaks in a deep monotone.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Solitary Lairs", + "entries": [ + "They haunt dark and lonely places, such as deep caves, dense forests, shadowy ruins, and many wild locations in the Plane of Shadow. They are long-lived for drakes, often reaching 250 years of age, and mate rarely, abandoning their eggs shortly before hatching." + ] + }, + { + "type": "entries", + "name": "Fade Into Shadows", + "entries": [ + "An elder shadow drake naturally fades from view in areas of dim light or darkness, becoming invisible until it attacks or is bathed in sunlight." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Elder Shadow Drake.webp" + } + } + ] + }, + { + "name": "Elemental Locus", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The ground ripples and tears as rocks fall, jets of flame erupt, and howling winds rage around a rocky creature.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spirit of the Land", + "entries": [ + "Elemental loci are living spirits inhabiting or embodying tracts of land and geographical features. They are the ultimate personification of nature\u2014the land itself come to life. They vary in size from small hills to entire ridge lines, with no discernible pattern to where they take root." + ] + }, + { + "type": "entries", + "name": "Stubborn Nature", + "entries": [ + "Elemental loci are fiercely protective of their chosen location. They tolerate no interference in the natural order and challenge all who despoil the land, be they mortal, monster, or god." + ] + }, + { + "type": "inset", + "name": "Elemental Loci in Midgard", + "entries": [ + "Among the Tamasheq, the elemental loci are cherished as minor deities, nearly as powerful as the Wind Lords themselves. The sorcerers of Kush have tried to capture and enslave loci for decades; thus far without success, but they grow bolder (and closer to their goal) with each attempt." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Elemental Locus.webp" + } + } + ] + }, + { + "name": "Elvish Veteran Archer", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "The elvish veteran archer is a stealthy hunter that quietly slips through the wood, watching for game or intruders. While capable with a sword, the elvish archer's true skill lies with the longbow. When unseen, the archer can launch a volley of arrows at its foes with deadly results." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Elvish Veteran Archer.webp" + } + } + ] + }, + { + "name": "Emerald Eye", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This floating, green crystal sparkles with an inviting glow above the head of a fallen figure.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of Logic", + "entries": [ + "Arcane scholars often debate logic with specially created speaking crystals that are based on their own minds, allowing them to ponder topics from different angles. Most scholars create the crystals to work through a puzzling topic, then dispel the crystal's magic once the topic has been resolved. Long-lived speaking crystals can develop personalities and sometimes abandon or even kill their creators, desiring more than debate. The magical backlash of breaking away from their creators transforms the crystals into emerald eyes." + ] + }, + { + "type": "entries", + "name": "Trapped Manipulators", + "entries": [ + "Upon transforming, these floating, oval-shaped, pink or purple crystals turn a dark shade of green and gain powers of manipulation. They quickly discover that, though they broke from their creators, they must be bound to a creature to survive." + ] + }, + { + "type": "entries", + "name": "Shifting Goals", + "entries": [ + "Each emerald eye's motivations are different, though all share a desire for knowledge and varied experiences. One may be purposeful, using its power to drive its bound creature toward some specific goal. Another might be cooperative, defending its bound creature in exchange for mobility. Still another might be a manipulator, using and abandoning bound creatures as it hops up a political power chain." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Emerald Eye.webp" + } + } + ] + }, + { + "name": "Emerald Order Cult Leader", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "The Emerald Order cult leader has embraced the mysteries of the Emerald Tablet and has bent its worship of Thoth-Hermes to furthering the efforts of the Order. The cult leader seeks to gather arcane and alchemical knowledge wherever it is found by any means necessary. If subtle manipulations fail, the cult leader is not above using lethal methods to ensure the cult's goals are met." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Emerald Order Cult Leader.webp" + } + } + ] + }, + { + "name": "Empty Cloak", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This dark cloth of black and purple, stitched with silver and golden threads, resembles a garment of elvish make. Smoke sometimes billows under the hood.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Silent Motion", + "entries": [ + "A billowing empty cloak glides through the air, either under its own power or on the shoulders of its master. Its movement appears odd somehow, as though it moves slightly out of step with the frame bearing it." + ] + }, + { + "type": "entries", + "name": "Guards", + "entries": [ + "Created by the shadow fey as unobtrusive guardians, empty cloaks are often paired with animated armor or other constructs like monolith footmen, and made to look like a display piece." + ] + }, + { + "type": "entries", + "name": "Shadow Servants", + "entries": [ + "Shadow fey nobles sometimes wear an empty cloak as their own clothing, using it to cover a hasty retreat or to assist in a kidnapping." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Empty Cloak.webp" + } + } + ] + }, + { + "name": "Eonic Drifter", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The air crackles and lights flicker in the ruins. In a whirl of colorful robes, a gaunt human materializes from the maelstroms of time. His eyes scan the hall in panic, witnessing an event only he can see}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Adrift in Time", + "entries": [ + "Not much is known about the time-traveling eonic drifters other than that they were humans who left a dying civilization to look for help not available in their own age. To their misfortune, returning to their own time proved much more difficult than leaving it, and the eonic drifters found themselves adrift in the river of time. As the decades passed, their chance of returning home withered, along with much of their vitality. They have become gaunt and semi-mummified by the passing of ages." + ] + }, + { + "type": "entries", + "name": "Crystal Belts", + "entries": [ + "A drifter carries an odd assembly of gear gathered in countless centuries. It barters with these goods when necessary. The more eclectic the collection, the more jumps it has performed on its odyssey. Belts of crystals around its body store the energy that fuels a drifter's travels. After each large jump through time, the reservoirs are exhausted for awhile, allowing only short jumps." + ] + }, + { + "type": "entries", + "name": "Jittery and Paranoid", + "entries": [ + "Visiting countless eras in which mankind has all but forgotten their once-great civilization has robbed most eonic drifters of their hope. Their greatest fear is being robbed of their crystal belts, which are their only remaining links to the people they once were. They plead or fight to the death for the belts." + ] + }, + { + "type": "entries", + "name": "Ruins Dwellers", + "entries": [ + "Drifters can appear at any time or place, but they often frequent the sites of their people's past (or future) cities. There they are comforted by knowing that they're at least in the right place, if not the right time." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Eonic Drifter.webp" + } + } + ] + }, + { + "name": "Erina", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.}", + "Erinas, or hedgehog folk, are a small, communal people.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Burrowed Villages", + "entries": [ + "Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind." + ] + }, + { + "type": "entries", + "name": "Scroungers and Gatherers", + "entries": [ + "Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Erina.webp" + } + } + ] + }, + { + "name": "Erina Defender", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small humanoid has a slightly pointed face with bright, brown eyes and a black, snout-like nose. Its skin is covered in short, tan fur, and its head, shoulders, and back have smoothed-down quills.}", + "Erinas, or hedgehog folk, are a small, communal people.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Burrowed Villages", + "entries": [ + "Natural diggers at heart, erinas live in shallow networks of tunnels and chambers they excavate themselves. Enemies who attack the peaceful erinas become confused and lost in the mazelike tunnels. On their own ground, the erinas can easily evade, outmaneuver, or surround invaders. They lure intruders into choke points where the enemy can be delayed while noncombatants and valuables are hustled to safety through other tunnels. Such choke points are often protected or held by erina defenders, the largest and hardiest of their kind." + ] + }, + { + "type": "entries", + "name": "Scroungers and Gatherers", + "entries": [ + "Erinas are naturally curious. They tend to explore an area by tunneling beneath it and popping up at interesting points. They dislike farming and live mainly on the bounty of the land surrounding their homes. In cities, they subsist on what they can find, and they have a knack for finding whatever they need." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Eye Golem", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Eye-like sigils dot the smooth, marble skin of this statue. One of the eye sigils opens, and a beam of brilliant light shines out.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Covered in Arcana", + "entries": [ + "Eye golems stand at least ten feet tall, and their magically durable hide is covered with real eyes as well as arcane sigils that resemble eyes." + ] + }, + { + "type": "entries", + "name": "Blinds Victims", + "entries": [ + "An eye golem rarely kills its victims, choosing to steal its victims' eyes instead. The victims are left blinded, wandering, and tormented, seeing only visions of the eye golem flashing through their memories. This drives some mad, while others instead choose to serve the golem, becoming devoted to the one who still holds sight." + ] + }, + { + "type": "entries", + "name": "All Eyes Open", + "entries": [ + "When killed, an eye golem does not simply fall down dead. All of its eyes open at once, and a blinding burst of light shines from the body. When the light stops, hundreds of perfectly preserved eyeballs remain where its body fell, still warm, fresh, and without scars or damage. Detectable only by those trained in the arcane arts, each eye emits a barely perceptible beam of light, connecting it to its owner. The creature that holds the golem's central eye after it is slain can use the eye to restore stolen eyes to their victims." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Eye Golem.webp" + } + } + ] + }, + { + "name": "Far Darrig", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small man wears hunting leathers and a cowl decorated with antlers, and he holds a glaive made of antlers.}", + "These shy fairies dress as small fey herdsmen wearing hide armor, hide boots, cloaks, and cowls, all trimmed in fox fur and with a red sash or tunic. They often ride woodland creatures, such as elk, giant weasels, or snowy giant owls.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hunters and Herders", + "entries": [ + "The far darrig were the hunters, herders, and equerry of the elven nobility. Some still serve in this capacity in planes where the elves rule. Far darrig carry glaives made from fey antlers; each remains enchanted only as long as a far darrig holds it. Their leaders ride on fey elk the color of foxes, with gleaming green eyes. When these elk shed their antlers, the far darrigs' smiths craft the antlers into the glaives wielded by their people." + ] + }, + { + "type": "entries", + "name": "Hate Arcanists", + "entries": [ + "While not inherently evil, far darrig are hostile to most humanoids and often attack humanoid spellcasters on sight. If they can be persuaded of a spellcaster's or humanoid's good intentions, they make good guides, scouts, and hunters in dangerous forests." + ] + }, + { + "type": "entries", + "name": "Serve Hags and Worse", + "entries": [ + "They are sometimes found as thralls or scouts serving hags or other evil fey, but they rarely do so willingly." + ] + }, + { + "type": "inset", + "name": "Far Darrig in Midgard", + "entries": [ + "The far darrig thrive in forests such as the Arbonesse and Margreve, and they are close allies to the druids in those woodlands. Some believe they also serve in a hidden fey court, somewhere in or near the Green Duchy of Verrayne." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Far Darrig.webp" + } + } + ] + }, + { + "name": "Fate Eater", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Violet radiance surrounds this large pale centipede. Its flesh is translucent, and its jaws are crystalline.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Destiny Destroyers", + "entries": [ + "Fate eaters infest remote areas of the planes, where they consume the threads of Fate itself. The beings in charge of Fate view them as vermin. Sometimes those beings engage particularly canny planar travelers either to hunt fate eaters or to help repair the damage they've done. This can be a deadly job, as the fate eaters consider the destiny of a mortal to be the tastiest of delicacies, rich in savory possibilities." + ] + }, + { + "type": "entries", + "name": "Planar Gossips", + "entries": [ + "Fate eaters can and do trade information about various dooms, fates, and outcomes, but one must have something rich in destiny to trade\u2014or at least, juicy gossip about gods and demons." + ] + }, + { + "type": "entries", + "name": "Visionary Flesh", + "entries": [ + "Eating the properly prepared flesh of a fate eater grants the eater insight into the fate of another being." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Fate Eater.webp" + } + } + ] + }, + { + "name": "Fear Smith", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This well-dressed figure appears elven, save for its featureless face and taloned hands.}", + "Known as a fiarsídhe among themselves, fear smiths are servants of shadow fey courts and other, similar dark fey courts. While its mouth is closed, a fear smith's face is featureless save for rows of deep wrinkles. Opening the large mouth in the center of its face reveals long needlelike teeth surrounding a single, massive eye.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Icy-Cold Eyes", + "entries": [ + "Fear smiths often serve as torturers or are dispatched to demoralize the court's enemies. Their stare stops enemies cold, making it easy for heavily-armed warriors to trap and finish a foe." + ] + }, + { + "type": "entries", + "name": "Devour Fear", + "entries": [ + "Fear smiths feed off strong emotions, and their favorite meal is terror. The fey prefer prolonging the death of victims, and, when free to indulge, a fear smith stalks its victim for days before attacking, hinting at its presence to build dread." + ] + }, + { + "type": "entries", + "name": "Hoods and Masks", + "entries": [ + "Fear smiths favor fine clothing and high fashion, donning hooded cloaks or masks when discretion is required. Eerily well-mannered and respectful, fear smiths enjoy feigning civility and playing the part of nobility, speaking genteelly but with a thick, unidentifiable accent." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Fear Smith.webp" + } + } + ] + }, + { + "name": "Fellforged", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A darkly foreboding intelligence glows behind this automaton's eyes, and its joints seep hissing green vapors.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spectral Constructs", + "entries": [ + "Fellforged are the castoffs of gearforged and clockworks production, given foul sentience when the construct bodies attract specters yearning to feel the corporeal world. The clockwork bodies trap the specters, but it gives them physical form. The specters twist the bodies to their own use, sometimes going so far as to destroy the body to harm the living. On rare occasions, other ghostly undead choose to inhabit such constructs, using the constructs as tools to enact their will in the living world at the cost of many of their natural abilities and defenses." + ] + }, + { + "type": "entries", + "name": "Soldiers for Vampires", + "entries": [ + "Fellforged often seek out greater undead as their masters. Vampires and liches are favorite leaders, but mummies and darakhul also make suitable commanders." + ] + }, + { + "type": "entries", + "name": "Grave Speech", + "entries": [ + "The fellforged's voice is echoing and sepulchral, unnerving most living creatures." + ] + }, + { + "type": "inset", + "name": "Fellforged in Midgard", + "entries": [ + "Dwarves of Grisal canton create fellforged to fight against undead haunts and spirits and melt them down afterwards, destroying wraiths, ghosts, and other incorporeal undead. The fellforged are also sometimes created by the Emerald Order and other cults seeking to give their evil masters a body and a shape with which to rule." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Fellforged.webp" + } + } + ] + }, + { + "name": "Fext", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Taut dead skin, adorned entirely with tattooed fish scales, covers this woman's face and hands. She wears scaled armor, sea green like verdigris on copper, and wields a sword swirling with arcane energies. Her pale eyes stare, unblinking}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Undead Warlock Vassals", + "entries": [ + "Ancient and powerful beings across the multiverse grant magical knowledge to mortals through dangerous pacts. Those bound to these pacts become warlocks, but the will and force of their patron is borne by more than just those who strike bargains for sorcerous power. A fext is a former warlock who has become wholly dedicated to their patron\u2014mind, body, and soul\u2014and functions as enforcer, bodyguard, and assassin. They are powerful undead slaves to the will of their otherworldly patron." + ] + }, + { + "type": "entries", + "name": "Linked to a Master", + "entries": [ + "Each fext is a unique servant of their patron and exhibits the physical traits of its master. The eyes of every fext are tied directly to their patron's mind, who can see what the fext sees at any time. The fext also possesses a telepathic link to its patron. The process a warlock undergoes to become a fext is horrendous. The warlock is emptied of whatever morality and humanity he or she had as wine from a jug, and the patron imbues the empty vessel with its corruption and unearthly will. Whatever life the fext led before is completely gone. They exist only to serve." + ] + }, + { + "type": "entries", + "name": "Outdoing Rivals", + "entries": [ + "Scholars have debated about how many fext a patron can command. The more powerful and well-established have at least 100, while others have only a handful. Where there is more than one fext, however, they maneuver amongst themselves to curry favor with their powerful patron. Each fext is bound to obey commands, but they attempt to carry out the commands to the detriment of their competitors. Scheming is common and rampant among them, and each fext tries to work without the aid of other fext as much as possible." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Fext.webp" + } + } + ] + }, + { + "name": "Feyward Tree", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Dark, bark-like rust encrusts the trunk of this metal tree, and its dull metallic leaves rustle with the sound of sharp metal.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cold Iron Trees", + "entries": [ + "These ferrous constructs are cold-forged in a process taking several years, as bits of rust and other oxidation are cultivated one layer at a time into bark and branches. In this way, the artificers create massive, twisted trunks resembling real, gnarled trees. Green-tinged leaves of beaten cold iron are welded in place by the master craftsmen, and trained warmages bring the construct to life through intense magical rituals rumored to take a full turn of seasons." + ] + }, + { + "type": "entries", + "name": "Fey Destroyers", + "entries": [ + "The feyward tree unswervingly obeys the commands of its creators, guarding key points of entry across fey rivers and streams, abandoned sacred groves deep in the forest, suspected faerie rings, or possible elf encampments. Many are released deep in elvish woods with orders to attack any fey on sight. These trees are rarely, if ever, heard from again. Whether they leave a bloody trail of flayed elves in their wake or some fey counter-measure neutralizes them is unknown." + ] + }, + { + "type": "entries", + "name": "Growing Numbers", + "entries": [ + "Each year, the feywardens order the construction and release of a handful of feyward trees, trusting in the destructive nature of the constructs. The feywardens leave nothing to chance, flooding fey forests with the constructs over decades." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Feyward Tree.webp" + } + } + ] + }, + { + "name": "Fidele Angel", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i What appears to be a mated pair of birds changes into two bestial celestials that move in perfect harmony.}", + "Fidele angels form from souls so devoted to each other that their love transcends death.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Friends to Lovers", + "entries": [ + "Fideles are charged with exhorting mortals to respect the bonds of partnership. They assist lovers facing obstacles and punish the enemies of love. Where there is a conflict between two cultures' laws in love, they prefer the result that keeps lovers together." + ] + }, + { + "type": "entries", + "name": "Quiet Diplomats", + "entries": [ + "They prefer diplomacy to force and, despite the urgency of love, they've been known to live secretly among mortals for years or decades while waging quiet campaigns against social mores and cultural norms that keep love from achieving its full potential." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Fidele Angel.webp" + } + } + ] + }, + { + "name": "Firebird", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This proud bird struts like a peacock, made all the more majestic by its flaming fan of feathers, which shift through the color spectrum.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Guides and Helpers", + "entries": [ + "Firebirds are welcome sights to those in need of warmth and safety. They primarily work at night or in underground areas, where their talents are most needed. Friendly to all creatures, they become aggressive only upon witnessing obviously evil acts. Firebirds enjoy working with good adventuring parties, providing light and healing, though their wanderlust prevents them from staying for long." + ] + }, + { + "type": "entries", + "name": "Redeemers", + "entries": [ + "Firebirds enjoy acting as reformers. They search for creatures they perceive as potential \"light bringers,\" and they grant boons to such creatures, magically coaxing the creatures into performing good deeds in the hope such acts redeem the creatures." + ] + }, + { + "type": "entries", + "name": "Magical Feathers", + "entries": [ + "Firebird feathers are prized throughout the mortal world, and occasionally, the creatures bestow feathers upon those they favor. Firebirds also seed hidden locations with specialized feathers, which burst into full-grown firebirds after a year. Firebirds live over 100 years." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Firebird.webp" + } + } + ] + }, + { + "name": "Firegeist", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Wisps of black smoke and spots of bright flame coalesce into a vaguely humanoid shape.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elemental Echoes", + "entries": [ + "When a fire elemental meets its destruction in a particularly humiliating fashion, particularly by humanoids, while summoned away from its home plane, its remains transform into a firegeist. Malevolent and resentful, they exist for revenge." + ] + }, + { + "type": "entries", + "name": "Indiscriminate Arsonists", + "entries": [ + "Firegeists are not adept at telling one humanoid from another, and they are satisfied with burning any similar creature, providing the creature is flammable." + ] + }, + { + "type": "entries", + "name": "Brighter Light, Darker Smoke", + "entries": [ + "A firegeist can shine brightly or be primarily smoky and dark, as it wishes. It always sheds a little light." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Firegeist.webp" + } + } + ] + }, + { + "name": "Flab Giant", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This obese, bell-shaped giant is blemished by ulcers, enlarged veins, and fungal rashes. Though it stumbles about on a pair of short, calloused legs, it moves its weight with dangerous potential.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Great Girth", + "entries": [ + "Whether as a result of a centuries-past curse or a gradual adaptation to an easygoing existence, the flab giant is gigantic in width rather than height and almost comical in its simple life. Too obese to effectively grasp weapons in its chubby fingers, a flab giant uses its great mass to deadly effect, overrunning or grabbing opponents and then sitting on them to crush them to death. Its bulk and hardiness allow it to tolerate the blows of struggling victims until they are fully crushed." + ] + }, + { + "type": "entries", + "name": "Efficient Foragers", + "entries": [ + "Flab giants are the least active of giant types, spending most of their waking hours resting, napping, and sleeping, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn't have to roam far to find enough food to sustain its bulk, and only devote a short period each day to listlessly shuffling about, scrounging for food. Because a flab giant can eat practically anything, it doesn't have to roam far to find enough food to sustain its bulk, and it is rarely found far from its crude lair" + ] + }, + { + "type": "entries", + "name": "Knotted Skins", + "entries": [ + "Flab giants wear only scraps of clothing made of loosely knotted skins, leaving most of their stretch-marked and discolored skin exposed. Favored pelts include bear and human. A flab giant stands eight to ten feet tall and weighs 2,000 to 2,500 pounds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Flab Giant.webp" + } + } + ] + }, + { + "name": "Flame Dragon Wyrmling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Taunting Others", + "entries": [ + "The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started." + ] + }, + { + "type": "entries", + "name": "Malevolent Purpose", + "entries": [ + "The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn." + ] + }, + { + "type": "entries", + "name": "Fond of Souvenirs", + "entries": [ + "Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius." + ] + }, + { + "type": "entries", + "name": "Vengeful Brethren", + "entries": [ + "Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Flutterflesh", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This mass of fused corpses resembles a butterfly with wings of skin, limbs of bone, and a head formed of several different skulls. The dark magic that formed this abomination swirls around it hungrily.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bound by Necromancy", + "entries": [ + "Flutterfleshes are created in terrible necromantic rituals. Cultists gather in the name of a dark god, powerful lich, or crazed madman, and forever bind themselves body and soul into a single evil being. Flutterfleshes take recently severed limbs and fuse these new pieces to themselves in accordance with some unknowable aesthetic." + ] + }, + { + "type": "entries", + "name": "Dilemma of Flesh", + "entries": [ + "The most horrifying thing about a flutterflesh, however, is its devious nature. A flutterflesh offers its prey the choice to either die or lose a limb. If it accepts the limb, the flutterflesh then leaves the victim alone. One can always tell where a flutterflesh resides because so many of the locals are missing appendages." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Flutterflesh.webp" + } + } + ] + }, + { + "name": "Folk of Leng", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This person has goatlike legs, small horns partially hidden beneath a hood, and a mouth full of rows of serrated teeth. Its clothes are a mixture of heavy leathers and bright silks.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dimensional Merchants", + "entries": [ + "The folk of Leng are interplanar merchants and avid slavers, trading silks, rubies, and the magicinfused stones of Leng for humanoid slaves. They sail between worlds in peculiar ships with split, lateen-rigged masts and rigging that howls like the damned in high winds. They are said to befriend Void dragons, heralds of darkness, and other servants of the Void." + ] + }, + { + "type": "entries", + "name": "A High Plateau", + "entries": [ + "Leng is a forbidding plateau surrounded by hills and peaks. Its cities are places which some claim have fallen into ruin, and which others claim to have visited in living memory." + ] + }, + { + "type": "entries", + "name": "Love of Nets", + "entries": [ + "When in combat, the folk of Leng use nets woven from silk taken from their enemies, the spiders of Leng." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Folk of Leng.webp" + } + } + ] + }, + { + "name": "Forest Marauder", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A relatively diminutive giant stalks beneath the forest's dark canopy, large spear in hand.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Painted Skin", + "entries": [ + "Roughly the size and shape of an ogre, the forest marauder is covered in paint or colored mud. An exaggerated brow ridge juts out over close-set eyes, and corded muscle stands out all over the giant." + ] + }, + { + "type": "entries", + "name": "Keep to the Wilderness", + "entries": [ + "Cruel and savage when encountered, the forest marauders' demeanor has worked against them, and they have nearly been driven to extinction in places where they can be easily tracked. They have since learned to raid far from their hidden homes, leading to sightings in unexpected places." + ] + }, + { + "type": "entries", + "name": "Orc Friends", + "entries": [ + "Forest marauders get along well with orcs and goblins, who appreciate their brute strength and their skill at night raids." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Forest Marauder.webp" + } + } + ] + }, + { + "name": "Fraughashar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This slight creature resembles a goblin, but its blue skin and the icicles hanging from the tip of its long nose speak to the chilling truth.}", + "The fraughashar are a race of short, tricky, cruel fey who inhabit cold mountainous regions. Fraughashar have light blue skin, short pointed ears, and needlelike teeth. Delighting in mayhem, they always seem to have devilish grins on their faces.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sacred Rivers", + "entries": [ + "The fraughashar view cold rivers and river gorges as sacred places in which their wicked god Fraugh dwells, and they likewise revere the snowy peaks where the Snow Queen holds sway. They are fiercely protective of their territory, and their easy mobility over frozen and rocky terrain lets them make short work of intruders." + ] + }, + { + "type": "entries", + "name": "Chilling Tales", + "entries": [ + "The origin of the strange and deadly fraughashar is unclear. Some druidic legends claim the fraughashar were born out of a winter so cold and cruel that the spirits of the river itself froze. Bardic tales claim that the fraughashar are a tribe of corrupted goblins, and that they were permanently disfigured during a botched attempt at summoning an ice devil. Whatever the truth of their beginnings, the fraughashar are cruel and merciless. They kill anyone who enters their land." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Fraughashar.webp" + } + } + ] + }, + { + "name": "Frostveil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i \"They took the sled dogs first, and later the seal-skinner set to guard them. We'd hear a confused, muffled cry in the wind and then we'd find them\u2014a raven harvest, cold and stiff on the ice. Next time, we hid ourselves and watched, and we saw them floating through the air like kites. A wisp of blowing snow that never dispersed, a billowing, snowflake sail moving with sinister purpose. The 'cloak of death' our guide called it.\"}", + "Whipped through the air by snowstorms and resembling a spider's web dangling with delicate ice crystals, these silently gliding, beautiful killers are semi-sentient plants adapted to the merciless cold of the north.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cloak of Death", + "entries": [ + "Flat nodes shaped like large snowflakes connect the frostveil's netlike body and trailing tails of transparent fibers. Gossamer tendrils stream behind and between the flying snowflakes, ready to grab and entangle any warm-blooded creature the frostveil detects." + ] + }, + { + "type": "entries", + "name": "Seek Warmth", + "entries": [ + "Each starlike node contains crude sensory organs, able to detect warmth as meager as a living creature's breath and steer the gliding web toward it." + ] + }, + { + "type": "entries", + "name": "Spirit Spores", + "entries": [ + "Northern shamans say the dance of the frostveils is beautiful when lit by the northern lights and a powerful omen. With great care, shamans sometimes harvest frostveils for their frozen spore-shards, which grant potent visions of the spirit world when melted on the tongue." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Frostveil.webp" + } + } + ] + }, + { + "name": "Garroter Crab", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This blue-black freshwater crab scuttles through the mud by the stream, searching for prey.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Strangling Claws", + "entries": [ + "Garroter crabs are named for their abnormal right claws, which have evolved over time to strangle prey like a barbed whip. This long whip-claw is lined with powerful muscles and joints at the beginning, middle, and end that give it great flexibility." + ] + }, + { + "type": "entries", + "name": "Clacking Hordes", + "entries": [ + "During mating season, thousands of garroter crabs congregate in remote riverbanks and marshes, and the males whip their shells with a loud clacking sound to attract mates. Familiar with the sound, locals avoid the rivers and streams near their homes during such times." + ] + }, + { + "type": "entries", + "name": "Tasty Predators", + "entries": [ + "Garroter crabs prey on rodents, cats, and other small animals caught by the riverbank. Considered a delicacy by many, fishing communities near colonies of garroter crabs often have a few skilled fishers capable of bringing in the dangerous crabs." + ] + }, + { + "type": "entries", + "name": "Unknowing Diviners", + "entries": [ + "Garroter crabs are touched by minor divination power that typically triggers when the crabs attack humanoids, though some humanoids have found ways to prepare the crabs' remains to create the same effect. Because of this peculiar ability, scholars speculate the crabs were created long ago as tools of divination or were gifted by some longforgotten deity of fate to its followers." + ] + }, + { + "type": "inset", + "name": "Garroter Crabs in Midgard", + "entries": [ + "Common to the Argent upriver from the Free City of Zobeck, garroter crabs are used by the Kariv and crab diviners in their divinations. The Kariv treat the crabs as sacred creatures and never eat them. However, local Zobeckers hold no such notions and find them quite delectable. Much larger garroter crabs exist, and the Kariv believe these incredibly rare crabs can be used to shape the future, as well as divine it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Garroter Crab.webp" + } + } + ] + }, + { + "name": "Gbahali", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large reptile has dagger-like teeth and a scaly hide of shifting colors.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Chameleon Crocodiles", + "entries": [ + "While distantly related to crocodiles, gbahali have adapted to life away from the water. To make up for the lack of cover, gbahali developed hides that shift to match their environments. Gbahali hide changes color to match its surroundings so perfectly that it becomes nearly invisible. Any lonely rock on the grassland might be a gbahali waiting along a trail, caravan route, or watering hole. Their thick hide can be made into hide or leather armor, and with the proper alchemical techniques it retains some of its color-shifting properties." + ] + }, + { + "type": "entries", + "name": "Strong Hunters", + "entries": [ + "Gbahalis are powerful predators, challenged only by rivals too large for a gbahali to take down or by predators that hunt in packs and prides, such as lions and gnolls. Gbahalis live solitary lives except during the fall, when males seek out females in their territory. Females lay eggs in the spring and guard the nest until the eggs hatch, but the young gbahali are abandoned to their own devices. Killing an adult gbahali is a sign of bravery and skill for many plains hunters." + ] + }, + { + "type": "entries", + "name": "Sentries and Stragglers", + "entries": [ + "In combat, a gbahali relies on its camouflaging hide to ambush prey. It may wait quietly for hours, but its speed and stealth mean it strikes quickly, especially against weak or solitary prey. Its onslaught is strong enough to scatter a herd and leave behind the slowest for the gbahali to bring down." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gbahali.webp" + } + } + ] + }, + { + "name": "Gearforged Templar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The bronze and mithral figure advances with heavy movements. Its eye lenses glare a golden hue, and gears click when it swings its greatsword.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mechanical Champion", + "entries": [ + "An intricate construction of bronze, steel, copper, and mithral, the gearforged templar is an imposing sight. A humanoid spirit contained in a soulgem animates the heavy body of gears and springs. Gearforged are relatively rare, and the templar is a paragon among them." + ] + }, + { + "type": "entries", + "name": "Tireless Defender", + "entries": [ + "The gearforged templar is relentless in pursuit of its duty. More so than other gearforged, the templar becomes fixed on its charge to the exclusion of distractions and even magical coercion. Gearforged templars serve as commanders of military or guard units, bodyguards for important individuals, or personal champions for nobility." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gearforged Templar.webp" + } + } + ] + }, + { + "name": "Gerridae", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large water-striding insect resembles a strange cross between a camel and a wingless, long-legged locust. A large hollow in the small of its back holds enough space for a rider.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elvish Water Steeds", + "entries": [ + "Known by their Elvish name, these large fey water striders were enchanted and bred by the elves in ages past, when their explorers roamed the world. Elven mages started with normal water striders and\u2014through elaborate magical procedures and complex cross-breeding programs\u2014 transformed the mundane water striders into large, docile mounts. They can cross large bodies of water quickly while carrying a humanoid rider, even in windy conditions." + ] + }, + { + "type": "entries", + "name": "Fond of Sweet Scents", + "entries": [ + "Gerridae can sometimes be distracted by appealing scents, such as from apple blossoms or fresh hay. They are also fond of raw duck and swan." + ] + }, + { + "type": "inset", + "name": "Gerridae in Midgard", + "entries": [ + "Since the elven retreat from Midgard almost 500 years ago, many of the gerridae have gone feral, and while normally shy and docile, they can attack in furious swarms if hunted or surprised in their claimed territories. Some enterprising elfmarked Barsellan pirates have domesticated them and use the water striders as chasers and boarding craft when taking on Bemmean and Septime ships." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gerridae.webp" + } + } + ] + }, + { + "name": "Ghost Knight", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The skeleton's armor creaks as its decaying mount shifts and emits a ghostly whinny. The skeleton sets its lance, skulls dangling from the hilt, and charges.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants Beyond Death", + "entries": [ + "Some orders of knighthood require service after death; ghost knights are one such group. Both the willing and the conscripts enter the order as living men and women, and those who serve bravely and loyally for five years or more are \"raised up\" into the ranks of the undead by their undead lords, becoming fully-fledged ghost knights." + ] + }, + { + "type": "entries", + "name": "Undead Mounts", + "entries": [ + "To advance through the ranks of the order, the ghost knight accepts the blessing of undeath, which extends to its mount. Riding an undead warhorse (use the statistics of a warhorse skeleton), the ghost knight is a dangerous foe, spearing enemies with its lance and trampling foes under its mount's hooves." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ghost Knight.webp" + } + } + ] + }, + { + "name": "Ghostwalk Spider", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A pasty-white spider the size of a horse slinks through the shadows. It fades from sight with a ghostly blue shimmer.}", + "Ghostwalk spiders are malevolent hunters that sprang from misguided experiments on phase spiders. They are spindly, emaciated things all but devoid of color. The spider is 8 feet in diameter (including legs) and weighs 500 pounds.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Phantom Webs", + "entries": [ + "Ghostwalk spiders spin ephemeral webs in secluded areas. They spend most of their time stalking prey to paralyze and drag back to their phantom web. As long as these remains lie tangled in ghostly webs, they go unnoticed by most creatures, but the spiders eventually cast old kills aside. Adventurers are wise to fear empty caves containing unexplained, desiccated remains." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ghostwalk Spider.webp" + } + } + ] + }, + { + "name": "Giant Ant", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers.}", + "Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they're capable of stabbing and poisoning a human to death.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Colony Defenders", + "entries": [ + "Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food." + ] + }, + { + "type": "entries", + "name": "Carry Prey Home", + "entries": [ + "Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Giant Ant.webp" + } + } + ] + }, + { + "name": "Giant Ant Queen", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Several pony-sized ants swarm around an ant the size of a draft horse, clacking their serrated mandibles and threatening with their stingers.}", + "Giant ants look much like a normal ant with six legs, a waspish segmented body, and large antenna. Their hides are covered in thick chitin, and they have large, serrated mandibles flanking their mouths and stingers on their tails. These stingers are the size of a shortsword, and they're capable of stabbing and poisoning a human to death.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Colony Defenders", + "entries": [ + "Giant ants form colonies under the control of a queen much like their normal-sized cousins. Sterile females form castes with the workers building the nest and caring for larvae. Queens and male drones rarely leave the colony. Soldiers defend the colony and forage for food." + ] + }, + { + "type": "entries", + "name": "Carry Prey Home", + "entries": [ + "Giant ants are both predators and scavengers, working in organized groups to bring down large prey and carry it back to the nest. Giant ants tend to ignore animals away from the colony when not foraging for food, but they quickly move to overwhelm prey when hungry or threatened. A giant ant stands nearly four feet tall and weighs 400 pounds, while a giant ant queen is over five feet tall and weighs 900 pounds. Giant ants communicate with each other primarily with pheromones but also use sound and touch." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Gilded Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This tall, bronze-complexioned man is abnormally long-limbed and clad in armor of stained and battered coins. His wiry frame is festooned with mismatched bracelets, rings, and necklaces, each gaudier than the last.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of Mammon", + "entries": [ + "Rarely seen in their natural form outside of Hell, gilded devils are the servitors of the devil\u2011god Mammon, Lord of Greed. They tempt and corrupt with promises of wealth and power, twisting mortal greed into sure damnation." + ] + }, + { + "type": "entries", + "name": "Impression of Wisdom", + "entries": [ + "When pursuing a mortal of high standing, gilded devils prefer unassuming appearances, molding their flesh and gaudy trappings to make themselves look the parts of wise advisers, canny merchants, or sly confidants. Even in their humblest form, gilded devils always wear a piece of golden jewelry or a jeweled button or ornament." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gilded Devil.webp" + } + } + ] + }, + { + "name": "Glass Gator", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A near-transparent crocodilian creature leaps from the water, the remnants of its last meal still visible in its transparent gut.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Strange Anatomy", + "entries": [ + "The body of a glass gator is most similar to a centipede, but with four oversized forelimbs and a more distinct head. Once the glass gator gets hold of prey, it wraps its body around the victim and squeezes, like a constrictor snake. Unlike a serpent, however, which uses powerful muscles to crush and suffocate its prey, the glass gator is only trying to bring its underbelly into contact with the prey. The glass gator's belly is lined with hundreds of stingers that deliver a virulent nerve toxin." + ] + }, + { + "type": "entries", + "name": "Transparency", + "entries": [ + "The glass gator's transparency isn't total. Its digestive tract usually is visible, especially for a few hours after it eats. The creature sometimes uses this limited visibility as bait, making itself appear as a wriggling snake or eel. It is most vulnerable just after eating, when it's lethargic." + ] + }, + { + "type": "entries", + "name": "Larval Form", + "entries": [ + "Subterranean variants\u2014including some with bioluminescence\u2014have been reported in caverns. It's been postulated that the glass gator may be the larval form of a larger creature, but what that larger creature might be is unknown." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Glass Gator.webp" + } + } + ] + }, + { + "name": "Gnarljak", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A bear trap springs to clacking life, ready to tear flesh.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hopping Motion", + "entries": [ + "All steel and springs, a gnarljak is easily mistaken for a simple bear trap when lying dormant. But once it starts hopping in pursuit of a target, it reveals its animated nature and its only motivation: destruction of living things." + ] + }, + { + "type": "entries", + "name": "Endless Snapping", + "entries": [ + "Gnarljaks are mindless. They do not grow tired. They exist only to pull creatures to the ground and chew through them, then turn around and chew through them again." + ] + }, + { + "type": "entries", + "name": "Defensive Traps", + "entries": [ + "Some try to use gnarljaks to guard treasures or booby-trap approaches to important locations, but their indiscriminate biting makes them quite dangerous to their owners as well. Certain monsters, such as redcaps and shadow fey, use gnarljaks with some regularity, and gnomes are very fond of making them part of a standard tunnel defense." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gnarljak.webp" + } + } + ] + }, + { + "name": "Gnoll Havoc Runner", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A sprinting gnoll laughs as it runs, axe held high and flashing in the sun.}", + "With the bristly mane and spotted fur characteristic of all gnolls, havoc runners blend into their tribe. Only the canny glint in the eyes hints at the deadly difference before the havoc runner explodes into violence.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blinding Raids", + "entries": [ + "Havoc runners are scouring storms across the trade routes that crisscross the tribe's territory. Like all gnolls, they are deadly in battle. Havoc runners incorporate another quality that makes them the envy of many raiders: they can tell at a glance which pieces of loot from a laden camel or wagon are the most valuable, without spending time rummaging, weighing, or evaluating. Their ability to strike into a caravan, seize the best items, and withdraw quickly is unparalleled." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gnoll Havoc Runner.webp" + } + } + ] + }, + { + "name": "Goat-Man", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This hunched, man-like figure lurches with a strange, half-hopping gait. Tattered clothing hangs from its muscled shoulders, and its legs are those of a ram, ending in cloven hooves.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Trespassers on the Rites", + "entries": [ + "The first of the goat-men was the victim of a powerful curse intended to punish him for spying on magical rites exclusive to the women of his tribe. Admiring the grotesque result, the Black Goat of the Woods With a Thousand Young adopted him as its servant, and ensured that all who committed the same taboo fell to the same curse, and thus into the Black Goat's service." + ] + }, + { + "type": "entries", + "name": "Bleating Speech", + "entries": [ + "A goat-man's head is tusked, adorned with curling ram's horns, and its beard often drips with gore. Rows of transparent, needle-like, malformed teeth fill its mouth, making clear speech impossible for goat-men." + ] + }, + { + "type": "entries", + "name": "Serve Foul Cults", + "entries": [ + "Cultists of Shub-Niggurath or the Black Goat in good standing are sometimes granted the services of a goat-man. The creatures guard ritual sites, visit settlements to capture or purchase suitable sacrifices, and perform certain unspeakable acts with cult members to call forth ritual magic." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Goat-Man.webp" + } + } + ] + }, + { + "name": "Gray Thirster", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This dried-out body of a long dead traveler is still clad in the tattered remains of its clothes. Its skin, as dry as parchment, clings to its bones, and a hoarse moaning emanates from its dry, cracked lips.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Thirsting Undead", + "entries": [ + "The greatest danger to people traversing badlands and deserts is thirst, and even the best prepared can find themselves without water. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days. These souls sometimes rise from the sand as gray thirsters, driven to inflict the torment they suffered upon other travelers." + ] + }, + { + "type": "entries", + "name": "Destroy Wells and Oases", + "entries": [ + "Gray thirsters destroy or foul sources of water and often lurk near such sources to ambush those seeking clean water." + ] + }, + { + "type": "entries", + "name": "Thirsting Caravan", + "entries": [ + "Though they hunt alone, in at least one case an entire caravan died of thirst and rose again as gray thirsters. Called the dust caravan, it prowls the deep desert accompanied by skin-changing gnolls, shrieking ghouls, and a mummy lord, building a strange, nomadic army." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gray Thirster.webp" + } + } + ] + }, + { + "name": "Greater Death Butterfly Swarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Enormous clouds of orange and green butterflies add a reek of putrefaction to the air, stirred by the flapping of delicate wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Demon-Haunted", + "entries": [ + "A death butterfly swarm results when a rare breed of carrion-eating butterfly, drawn en masse to the stench of decay, feeds on the corpse of a fiend, demon, or similar creature." + ] + }, + { + "type": "entries", + "name": "Dizzying and Poisonous", + "entries": [ + "The colorful, chaotic flapping of the insects' wings blinds and staggers those in its path, allowing the swarm to necrotize flesh from those it overruns. Attracted to rotting material, the swarm spreads a fast-acting, poison on its victims, creating carrion it can feed on immediately." + ] + }, + { + "type": "entries", + "name": "Devour the Undead", + "entries": [ + "Undead creatures are not immune to a death butterfly swarm's poison. A swarm can rot an undead creature's animating energies as easily as those of the living. Given the choice between an undead and living creature, a death butterfly swarm always attacks the undead, finding ghouls and vampires particularly appealing. Some good-aligned forces regard summoning these swarms as a necessary evil." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Greyfur", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Jungle Rulers", + "entries": [ + "These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs." + ] + }, + { + "type": "entries", + "name": "Greyfur Elders", + "entries": [ + "Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don't track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy\u2014a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Grim Jester", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A skeletal cadaver bedecked in the motley attire of a fool capers about while making jokes that mock mortality.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Amusing Death", + "entries": [ + "When a jester on its deathbed moves an evil death god to laughter, the fool sometimes gains a reprieve as a grim jester. Their purpose is to bring an end to mortal lives in a gruesome, comic, and absurd manner. As long as such jesters keep the death god amused, their continued unlife is assured." + ] + }, + { + "type": "entries", + "name": "Grisly Humor", + "entries": [ + "A grim jester's jokes are not funny to their victims, but they offer a grim finality in combat. A killing joke might be absurd or sheer braggadocio, while others might be high-flown. Grim jesters are famous for grim, bitter mockery, but such humor rarely entertains mortals." + ] + }, + { + "type": "entries", + "name": "Randomness", + "entries": [ + "Grim jesters enjoy randomness and often get their hands on wands of wonder and scrolls of chaos magic. Beware the grim jester with a deck of many things\u2014they are quite talented in pulling cards whose magic then applies to foes and spectators." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Grim Jester.webp" + } + } + ] + }, + { + "name": "Gug", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The giant, four-armed, two-legged creature steps forward, long claws extended. A large toothy mouth splits its torso from shoulders to navel.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Underworld Godlings", + "entries": [ + "Gugs are giants of the underworld that enjoy smashing and devouring lesser creatures. Their burbling and grunting speech displays a surprising and malign intelligence to those who can understand it. Gugs are occasionally worshipped by tribes of derro, and their strange underworld cities are filled with esoteric monoliths and constructs." + ] + }, + { + "type": "entries", + "name": "Nocturnal Raiders", + "entries": [ + "While gugs were banished into the underworld by forgotten gods long ago, they regularly flout this prohibition by raiding the surface by night. They also spend much time in the Ethereal Plane, and some gug spellcasters travel the planes with entourages of fext or noctiny." + ] + }, + { + "type": "entries", + "name": "Prey on Ghouls", + "entries": [ + "Gugs devour ghouls and darakhul as their preferred food. When these are not available, they seem to prefer carrion and particular varieties of psychotropic mushrooms, as well as something that is best described as candied bats." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gug.webp" + } + } + ] + }, + { + "name": "Gypsosphinx", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With black wings and a body pale as alabaster, the vulture-beaked sphinx is a striking figure.}", + "As powerful servants of the gods of death and the desert, the gypsosphinx's riddles and obsessions all hinge on death and carrion. Their eyes can spot prey miles away, and the distance they climb into the sky hides their enormous size. The pale gypsosphinx shines in the desert sun and stands out in underground tombs and caverns, yet it can conceal itself when it flies in moonlit clouds. Gypsosphinxes are found anywhere bodies are buried or left to rot, and they harvest corpses from battlefields of warring desert tribes.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Gossips and Riddlers", + "entries": [ + "Gypsosphinxes converse with intelligent undead, priests of death gods, and with other sphinxes, but they rarely gather among their own kind. They guard their territory jealously, typically claiming a necropolis as the heart of their region. Like all sphinxes, gypsosphinxes enjoy riddles. They rely on magic to solve challenging riddles they can't solve on their own." + ] + }, + { + "type": "entries", + "name": "Night Flyers", + "entries": [ + "Gypsosphinxes are gifted fliers capable of diving steeply from the night sky to snatch carrion or a sleeping camel. The stroke of midnight has a special but unknown significance for them." + ] + }, + { + "type": "entries", + "name": "Foretell Doom", + "entries": [ + "Occasionally, a paranoid noble seeks out a gypsosphinx and entreats the creature to reveal the time and place of his or her death, hoping to cheat fate. A gypsosphinx demands a high price for such a service, including payment in corpses of humans, unusual creatures, or near-extinct species. Even if paid, the gypsosphinx rarely honors its side of the bargain; instead, it turns its death magic against the supplicant, bringing about his or her death then and there." + ] + }, + { + "type": "inset", + "name": "Gypsosphinx Temples and Riddles", + "entries": [ + "Accompanied by flocks of vultures and often served by packs of gnolls, ogres, and hyenas, gypsosphinxes living in deserts, plains, hills, and even mountainous terrain often acquire a large number of followers and would-be helpers. This eventually leads a gypsosphinx to anger, as it requires some solitude and peace, and (depending on its mood) it either abandons its entourage or turns them into a hearty meal. In either case, survivors sometimes tell the tale of the creature's wrath, discouraging others from following a gypsosphinx in search of wisdom.", + "Gypsosphinx temples are another matter; there the sphinx is served by an order of priests who understand its hunger, entertain it with discussions of philosophy, butchery, and gossip, and know when to withdraw and leave their patron to silent contemplation. Such temples are often quite rich, as the gypsosphinx at its heart demands its priests live well, the better to reflect its own importance and status.", + { + "type": "entries", + "name": "11 Riddles", + "entries": [ + "The best riddles are ones you create yourself. However, here are a few easy and a few more difficult ones for a gypsosphinx.", + { + "type": "list", + "items": [ + "It is light as a feather yet no one can hold it for long. What is it? (Breath)", + "I live where there is light, but I die if it shines on me. What am I? (A shadow)", + "Always smiles or maybe frowns, sinks in water, never drowns. Catches prey on its barbed teeth, hunts all day but never eats. (A fishhook)", + "I have rivers without water, forests without trees, mountains without stones, cities without houses. What am I? (A map)", + "Soft as velvet, can't be touched, hides the world, but isn't much. (Darkness/night)", + "I have a tail and a head but no body. What am I? (A coin)", + "What should you add to a barrel of ale to make it lighter? (A hole)", + "Round as an apple, deep as a cup, all the king's horses can't pull me up. What am I? (A well)", + "I am open when I'm closed and closed when I'm open. (A drawbridge)", + "Born of the earth, strengthened in fire, I sit on high, a master of water. (A roof tile)", + "Unwelcome, difficult, precious, and rare. What am I? (The truth)" + ] + } + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Gypsosphinx.webp" + } + } + ] + }, + { + "name": "Haugbui", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A thick swirl of dust rises, settles, and forms the vague outline of a human\u2014two points of yellow light shine where its eyes should be, staring malevolently.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mound Haunter", + "entries": [ + "A haugbui is an undead spirit tied to its burial mound or barrow. It serves as a familiar, protective spirit to nearby farmsteads or villages, so long as tribute is regularly paid to the haugbui. Traditional offerings may include pouring the first beer from a barrel, leaving portions of meals out overnight, sacrificing blood or livestock, or burying a portion of any income in the mound. A freshly-woken haugbui devours the remains of creatures it was buried with, such as a hawk, hound, or horse." + ] + }, + { + "type": "entries", + "name": "Milder Spirits", + "entries": [ + "Haugbuis are similar to vættir but much older. They are more humble and less prone to taking umbrage, and indeed, a great many haugbui have long since forgotten their own names. They are not quick to spill blood when irritated and thus are viewed with greater tolerance by the living." + ] + }, + { + "type": "entries", + "name": "Scrye and Watch", + "entries": [ + "Haugbuis prefer to watch over their people from within their mound, and only come forth over the most grievous insults or injuries. They can do a great deal from within their mounds thanks to their scrying ability." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Haugbui.webp" + } + } + ] + }, + { + "name": "Herald of Blood", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The giant has bruised, purple skin and wart-like blood blisters that deform its features. It wears cowled robes, and its staff is ebony and mithral embedded with precious stones.}", + "As powerful sorcerers and blood mages, heralds of blood are without peer. They enjoy enslaving ogres and giants whenever possible, though they make do with lesser slaves when they must.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dark Prophets", + "entries": [ + "Their stirring speeches proclaim that the end times are fast approaching and that all must prepare for a bloody reckoning. Their charismatic preaching serves various elder earthly gods, who demand blood sacrifices, and dark druid orders devoted to hunting and murdering innocents. They have the power to grant strength, lust, and vitality\u2014or to wither those who cross them." + ] + }, + { + "type": "entries", + "name": "Blood Magic Vortexes", + "entries": [ + "Beneath their giant-like veneer, heralds of blood are swirling vortexes of blood, bone, and raw magical power. They feed on ley line magic and the black blood of the earth as much as on flesh and blood." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Herald of Blood.webp" + } + } + ] + }, + { + "name": "Herald of Darkness", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A tall and beautiful fiend, this creature resembles a dark-haired fey wearing a cloak and armor glittering with dark light.}", + "Heralds of darkness speak in fluid tones and sing with the voices of angels, but their hearts are foul and treacherous.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Vision of Evil", + "entries": [ + "Heralds of darkness can take on another appearance entirely, disappearing into insubstantial shadows and unveiling an evil majestic form that leaves those who see it shaken and weak\u2014and often blind. Speaking of this form is difficult, but poets and bards trying to describe it have said it resembles an apocalyptic horror built of chained souls and the slow death of innocents carried along in a glacial river, rushing to an inevitable doom." + ] + }, + { + "type": "entries", + "name": "Sword and Cloak", + "entries": [ + "The black sword and star-scattered cloak of a herald of darkness are part of its magical substance and cannot be parted from it. Some believe the cloak and blade are true visions of its body, and that the smiling face and pleasing form are entirely illusory." + ] + }, + { + "type": "entries", + "name": "Corruptors of the Fey", + "entries": [ + "Heralds of darkness are companions and sometimes masters to the shadow fey. They seek to draw many others into their orbit with wild promises of great power, debauchery, and other delights. They are rivals to the heralds of blood and bitter foes to all angels of light." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Herald of Darkness.webp" + } + } + ] + }, + { + "name": "Hoard Golem", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A pile of gold, jewelry, and weapons rises on its own like a tidal wave of riches, with a cold and determined face.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dragon Fears Made Real", + "entries": [ + "Hoard golems were born from the paranoia of dragons. Despite their great physical and intellectual power, dragons are always suspicious of any creature willing to work for them. The first hoard golem was created when a dragon realized that there could be no guardian more trustworthy with its hoard than the hoard itself. Since then, the secret of hoard golem construction has emerged, and rich nobles have followed suit, enchanting their wealth to defend itself from thieves." + ] + }, + { + "type": "entries", + "name": "Patient Homebodies", + "entries": [ + "As constructs, hoard golems are mindless, lying in wait for anyone other than their creator to come within striking distance. In the case of evil dragons, this may include the wyrmlings of dragon parents looking to establish dominance in the family. Hoard golems fight to the death, but they rarely leave the rooms they inhabit for fear that clever treasure hunters might trick the hoard into walking itself right out of the owner's den." + ] + }, + { + "type": "entries", + "name": "Silent and Wealthy", + "entries": [ + "Hoard golems cannot speak. A hoard golem is 25 feet tall and weighs 20,000 pounds. A hoard golem's body is composed of items\u2014copper, silver, gold, works of art, armor, weapons, and magical items\u2014worth at least 5,000 gp" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Hoard Golem.webp" + } + } + ] + }, + { + "name": "Horakh", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Resembling a cave cricket the size of a dog, this beast's black, chitinous thorax is topped by a translucent digestive sac. Halfdigested eyeballs of various sizes and colors float in the sac.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Leaping Claws", + "entries": [ + "Insectoid killing machines with a penchant for consuming their victim's eyes, the bloodthirsty horakhs travel in small packs and make lightning-fast attacks against the weak or vulnerable. Their powerful rear legs enable enormous bounding leaps, while the sharp hooks at the end of their powerful claws help them to climb and latch onto prey. Heads dominated by scooped mandibles can shoot forward like pistons, shearing meat from bone." + ] + }, + { + "type": "entries", + "name": "Leaping Screech", + "entries": [ + "When attacking, a horakh leaps from its hiding spots while making a deafening screech. Horakhs are highly mobile on the battlefield. If threatened, horakhs return to the shadows to attack from a more advantageous position." + ] + }, + { + "type": "entries", + "name": "Herd the Blinded", + "entries": [ + "After blinding their prey, horakhs often herd the blind like sheep until they are ready to consume their prey and sometimes even use the blinded prey as bait to capture other creatures. Many an explorer has been ambushed, blinded, and condemned to death in the bowels of the earth by these predators." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Horakh.webp" + } + } + ] + }, + { + "name": "Hound of the Night", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This enormous black hound pants in the moonlight, wisps of steam rising from its muzzle, as it follows its elvish master.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fey Bloodhounds", + "entries": [ + "Hounds of the night are bred by the shadow fey for use as hunting companions and guardians, and they excel at both tasks. Far more intelligent than other hounds, they are difficult to evade once they are on a quarry's trail, because they can think their way past problems that would throw their lesser kin off the trail. Their shadow fey masters claim that hounds of the night can smell a shadow on running water and can sniff out a ghost passing through a wall." + ] + }, + { + "type": "entries", + "name": "Cousins to Winter", + "entries": [ + "Somewhere in their early existence as a breed, some enterprising hunter interbred them with winter wolves. Every trace of their white fur is long gone, but the cold breath of those dread canines remains." + ] + }, + { + "type": "entries", + "name": "Dimensional Stepping", + "entries": [ + "Hounds of night excel at distracting prey while some of their pack teleport away to achieve some larger goal, such as dragging off a treasure or overwhelming a spellcaster in the back ranks." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Hound of the Night.webp" + } + } + ] + }, + { + "name": "Hraesvelgr", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The giant stands braced in the midst of powerful wind. With a baleful stare, he shakes his fist and bellows a war cry. The cry becomes an avian shriek, and the giant's form melts into that of a massive bird whose wings blot out the sky}.", + "A giant with divine blood in his veins, Hraesvelgr the Corpse Swallower is powerfully muscled. His skin is a pale bronze, his eyes are violet, and his hair is the color of storm clouds.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Roc Form", + "entries": [ + "When he takes his alternate form, Hraesvelgr becomes a tremendous roc, with massive wings that stir the wind across the sky. His eyes remain the same violet and these roc-form feathers match the color of his hair, sparkling with specks of color here and there, like jewels set in steel." + ] + }, + { + "type": "entries", + "name": "Birth of the Wind", + "entries": [ + "Hraesvelgr dwells on the fringe of the world itself. From atop the peak of his home, he creates the wind and sends it across the globe. As befits a creature of such primal power, Hraesvelgr doesn't take kindly to intruders. He gluts himself on the bodies of fools who test his might in search of the fabled riches in his home." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Hraesvelgr's Lair", + "entries": [ + "Hraesvelgr's lair is a windswept crag of gray stone at the edge of the world. At the highest pinnacle rests a massive cottage hewn from the mountainside. A great nest made from the splintered trunks of immense trees rests on the flat roof of the cottage, and the wind constantly howls." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Hraesvelgr.webp" + } + } + ] + }, + { + "name": "Hulking Whelp", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This gray-skinned dog-like creature seems pathetically eager to please but fantastically skittish, its ears alerting at every nearby sound, and its large oval eyes following anything that passes by.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Emotional Giant", + "entries": [ + "A hulking whelp is a tightly wound ball of emotion, extremely defensive of its personal space and terrified of the world around it. When it feels its personal space is violated, or its fragile concentration is broken, the small, quivery fey grows into a muscled beast of giant proportions." + ] + }, + { + "type": "entries", + "name": "Calm Friend", + "entries": [ + "When its emotions are under control, a hulking whelp is friendly and even helpful, although this has more to do with its guilt over past actions than a true desire to help others. In its calm form, a hulking whelp is just over three feet tall at the shoulder and weighs 50 pounds. Unleashed, it is 20 feet tall and 4,000 pounds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Hulking Whelp.webp" + } + } + ] + }, + { + "name": "Hundun", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A toothless mouth adorns the headless shoulders of this oversized, four-armed, doughy humanoid. Colors and half-formed phantasmal shapes appear and vanish around it, to the creature's obvious delight.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Creative Chaos", + "entries": [ + "Wise yet child-like creatures of chaos, hunduns are four-armed, headless humanoids that embody spontaneous creation and the confusion that precedes enlightenment. Taking delight in creation of all kinds, they bring change to the staid and stagnant, spin revelation from confusion, and inspire moments of great creation\u2014from works of art to new nations and faiths, and even the formation of planets and planes." + ] + }, + { + "type": "entries", + "name": "Nonsense Speech", + "entries": [ + "Although not mindless, hunduns rarely seem to act out of conscious thought; however, their actions seem wise and are usually benevolent. They communicate only in nonsense words but have no trouble communicating among themselves or acting in coordination with other celestials." + ] + }, + { + "type": "entries", + "name": "Flesh of Creation", + "entries": [ + "Hundun blood is a powerful catalyst, and their spittle is a potent drug. Each hundun's heart is an Egg of Worlds\u2014an artifact that can give birth to new concepts, powers, or even worlds. Obviously, the hundun must die for its heart to be used this way, but this is a sacrifice one might make willingly under the right circumstances." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Hundun.webp" + } + } + ] + }, + { + "name": "Ice Maiden", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This alluring beauty has flesh and hair as white as snow and eyes as blue as glacial ice.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born of the Ice", + "entries": [ + "Ice maidens are the daughters of powerful creatures of the cold, such as the Snow Queen, frost giants, and thursir. A few result from pleas by pregnant women lost in the snows, desperate to save their children. Fraughashar often raise these infants as ice maidens." + ] + }, + { + "type": "entries", + "name": "Solitary Lives", + "entries": [ + "Most ice maidens live solitary existences save for a servant or two under their thrall. They're lonely creatures, desperate for love but condemned to know companionship only through their magical kiss. If genuine love ever fills an ice maiden's heart, she melts into nothingness." + ] + }, + { + "type": "entries", + "name": "Killing Dilemma", + "entries": [ + "An ice maiden's hunger for affection and contact leads her to harm those she approaches, which only drives her harder to seek warmth and love. An ice maiden can become a dryad or even a humanoid if she keeps a lover's heart warm for a full year." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ice Maiden.webp" + } + } + ] + }, + { + "name": "Idolic Deity", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small demonic idol emits a palpable malice.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Relics of Dark Gods", + "entries": [ + "Idolic deities are found in ancient temples and deserted tombs. They are relics of an elder age and all that remain of the favored children of a deceiving dark god\u2014 mighty lordlings like Akoman the Evil Thought, Nanghant the Discontented, and Sarvar the Oppressor. Sent to consume the souls of those worshiping gods of light, these beings of shadow and sand labor slowly through corruption of the soul rather than outright war." + ] + }, + { + "type": "entries", + "name": "Imprisoned Corruption", + "entries": [ + "The first idolic deities were created when corrupted ancient tribes and their priests began worshiping idols as gods, forsaking their masters' purposes to revel in their pride and vanity. Their deities struck them down for their treachery and imprisoned their corrupted souls in the idols they worshiped." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Idolic Deity.webp" + } + } + ] + }, + { + "name": "Imperial Ghoul", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i An imperial ghoul stands tall and proud, its gray flesh robust and muscled, and its clothing strangely well kept. Its flickering red eyes have an intelligent, malicious gleam.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shock Troops", + "entries": [ + "Imperial ghouls are the shock troops of the ghoul empire, eager to expand its power and influence. Treated like auxiliaries, they get the most difficult tasks: to engage and hold foes while the darakhul, iron legionnaires, and others outflank them." + ] + }, + { + "type": "entries", + "name": "Ambitious Strivers", + "entries": [ + "Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls. This rumor gives them hope of advancement. Their power over the lesser ghouls and slaves gives them a taste of tyranny. Because they are ambitious and always hungry for power, imperial ghouls are eager to prove themselves as hunters, as warriors, and as spies." + ] + }, + { + "type": "entries", + "name": "Immune to Sun", + "entries": [ + "Unlike a standard darakhul, an imperial ghoul does not suffer from sunlight and feels little need to disguise its true appearance." + ] + }, + { + "type": "inset", + "name": "Darakhul Fever", + "entries": [ + "Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.", + { + "type": "table", + "colLabels": [ + "Roll", + "Result" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-9", + "None; victim is simply dead" + ], + [ + "10-16", + "Ghoul" + ], + [ + "17-20", + "Ghast" + ], + [ + "21+", + "Darakhul" + ] + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Imperial Ghoul.webp" + } + } + ] + }, + { + "name": "Ink Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small devil wears a small red hat. A wicked grin flashes black teeth, and the creature nervously wrings its hands, baring long, needle-like claws.}", + "Ink devils have small, pursed mouths and long, thin, bony fingers with nails that resemble quills. Their heads are often bald or shaved in a monastic tonsure, and they have two small horns, no larger than an acorn. Their skin tends toward walnut, indigo, and black tones, though the eldest are as pale as parchment. They often wear robes and carry scroll cases.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cowards at Heart", + "entries": [ + "Ink devils are talkers and cowards. They prefer chatting, whining, and pleading to any form of combat. When they are forced to fight, they prefer to hide behind other devils. They force lesser devils, like lemures, to fight for them, resorting to their sharp claws only as a last resort." + ] + }, + { + "type": "entries", + "name": "False Gifts", + "entries": [ + "They often give strangers false gifts, like letters of credit, charters, or scholarly papers inscribed with a dangerous glyph." + ] + }, + { + "type": "entries", + "name": "Bibliophiles and Bookworms", + "entries": [ + "Ink devils live in libraries and scriptoria in Hell and related planes. Their speed and keen vision make them excellent accountants, record keepers, translators, and note takers. They cannot be trusted, and they delight in altering documents for their own amusement or in their master's service." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ink Devil.webp" + } + } + ] + }, + { + "name": "Iron Ghoul", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A vicious-looking ghoul carries a cruel glaive, its forearms stained with dried blood. Its glowing, rust-colored eyes penetrate with a calculating stare of restrained hunger.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Backbone of the Legions", + "entries": [ + "Iron ghouls and ghasts are the elite members of the imperial legions, acting as officers, non-commissioned officers, and standard-bearers. They feed from the slave pits and march on the orders of the darakhul nobility." + ] + }, + { + "type": "entries", + "name": "Fond of Uniforms", + "entries": [ + "Iron ghouls are proud of their status and uniforms. Their standard breastplates and open-faced helms are black iron with brass trim, and the helm's crest is often a ruby-dyed fan of bat wings or carrion beetle bristles to indicate their authority." + ] + }, + { + "type": "entries", + "name": "Tooth and Bone Weaponry", + "entries": [ + "Many items of an iron ghoul's gear are decorated with inlaid bone or set with teeth, much as pearls might be used for weapons crafted elsewhere." + ] + }, + { + "type": "inset", + "name": "Darakhul Fever", + "entries": [ + "Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ({@dice 4d6}) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw. Primarily spread among Humanoids, the disease can affect ogres, and therefore other Giants may be susceptible. If a creature dies while infected with darakhul fever, roll a {@dice d20}, add the character's Constitution modifier, and find the result on the Adjustment Table below to determine what Undead form the victim's body rises in.", + { + "type": "table", + "colLabels": [ + "Roll", + "Result" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1-9", + "None; victim is simply dead" + ], + [ + "10-16", + "Ghoul" + ], + [ + "17-20", + "Ghast" + ], + [ + "21+", + "Darakhul" + ] + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Iron Ghoul.webp" + } + } + ] + }, + { + "name": "Isonade", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature's mighty tail thrashes ships, docks, and sailors in its path of destruction.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Coastal Destroyer", + "entries": [ + "The isonade is a beast of destruction, sweeping away entire islands and villages. Though not very intelligent, it singles out a community and tries to lure residents into the waves by forcing plentiful fish to the surface, easy pickings for even the most amateur fishers." + ] + }, + { + "type": "entries", + "name": "Ocean Sacrifices", + "entries": [ + "When coastal villagers suffer from a hurricane or tsunami, they fall back on folklore and blame the stirrings of the isonade. Some say that a degenerate group seeks to draw the beast forth by dumping a long chain of bound and screaming sacrifices into the lightless depths of the sea." + ] + }, + { + "type": "entries", + "name": "Ancient Being", + "entries": [ + "The beast's age is unknown, and many coastal bards tell various legends of the creature. Some say it is the last of its kind, while others say that a small group of isonades lurks in the depths." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Isonade.webp" + } + } + ] + }, + { + "name": "J'ba Fofi Spider", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A large, brown spider that resembles a tarantula with exaggeratedly long legs gracefully emerges from the bushes, followed by similar arachnids that are smaller and yellow in color.}", + "The j'ba fofi resembles an oversized tarantula with very long legs, although a flicker of intelligence indicates this species evolved above mere vermin.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spider Pack Leaders", + "entries": [ + "The youngest are yellow in color, but their hairs turn brown as they age. Immature j'ba fofi pull ordinary spiders into their fellowship in teeming masses that follow along wherever they roam." + ] + }, + { + "type": "entries", + "name": "Fond of Camouflage", + "entries": [ + "The natural coloring of a j'ba fofi, along with its habit to cover its hair-like bristles in a layer of leaves makes it virtually invisible in its natural environment. They weave leaves and other forest litter into their webs to create well-hidden, enclosed lairs." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Jba Fofi Spider.webp" + } + } + ] + }, + { + "name": "Jaculus", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small dragon has feathered wings on its forearms and clings with powerful claws to a tree.}", + "The jaculus (plural jaculi) is a draconic predator similar to a small wyvern that roams the forest and jungle looking for valuable objects it can add to its hoard. Also called the javelin snake, a jaculus loves shiny or reflective items, and it is clever enough to identify items of real value. It will fight and kill to take items it desires, which it stashes inside hollow trees far from any forest trail.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Leapers", + "entries": [ + "Jaculi are far better jumpers than flyers. They climb faster than they fly, and they use their wings to flap clumsily back into the trees only when necessary." + ] + }, + { + "type": "entries", + "name": "Teamwork Thievery", + "entries": [ + "Jaculi are among the least intelligent of the dragons, but they're still smarter than most humans. They're known to pursue cunning and complicated plots to build their hoards. Many traditional tales tell of jaculi in the southern forests working as teams to separate merchants and other travelers from their wealth, figuring out ways to abscond with gems and jewelry before the owners even know they've been robbed. Some jaculi may feign docility or even pretend to be friendly and helpful, but wise travelers know that the creatures drop such ruses as soon as they can steal what they're seeking." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Jaculus.webp" + } + } + ] + }, + { + "name": "Jotun", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The earth shudders with every footfall of this massive giant.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Foes of the Gods", + "entries": [ + "Tall enough to look a titan in the eye and strong enough to wrestle a dragon, jotun giants are the lords of giantkind and the immortal enemies of the gods. Their enormous halls are carved in mountains and glaciers throughout the north. As foes of the northern gods, jotun giants plot to regain their former status as lords of creation. Many know ancient secrets and snippets of antediluvian arcane lore, and the most powerful among them straddle the line between mortal and demigod." + ] + }, + { + "type": "entries", + "name": "Contests and Challenges", + "entries": [ + "Like many giants, jotun enjoy a challenge. Only the mightiest heroes can challenge a jotun's might in physical combat, and most resort to cunning or trickery to defeat a jotun. However, jotun giants are no fools and catch on to trickery quickly." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Jotun.webp" + } + } + ] + }, + { + "name": "Kalke", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Combining the head of a goat and the body of a monkey, this creature exhibits the social grace of a baboon with the pretensions of a scholar.}", + "Fiendish pests that infest derelict wizards' towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity's contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hoard Magical Paraphernalia", + "entries": [ + "The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what's magically useful from what isn't, they grab any jewelry, pouches, sticks, or ornate objects they uncover." + ] + }, + { + "type": "entries", + "name": "Perform Rituals", + "entries": [ + "Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform\u2014by way of dance, chanting, and sacrifice\u2014an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods)." + ] + }, + { + "type": "entries", + "name": "Hagglers", + "entries": [ + "The kalkes will return the goods they've taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke's favor. A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kalke.webp" + } + } + ] + }, + { + "name": "Kikimora", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This strange-looking humanoid combines the features of an old crone and some manner of bird. A shawl covers her head but cannot contain her prominent beak and clawed hands. Her skirt reveals bird-like feet}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Filthy Illusions", + "entries": [ + "Kikimoras are devious house spirits who torment those in their domain. They delight in harassing homeowners with their illusions, making a house look much filthier than it actually is. Their favored illusions include mold, filth, and scuttling vermin. They love secretly breaking things and making destruction seem like an accident. They then convince the house's residents to leave gifts as enticement for making repairs in the night." + ] + }, + { + "type": "entries", + "name": "Brownie Hunters", + "entries": [ + "Kikimoras hate brownies (see{@i Tome of Beasts 3}). While brownies can be mischievous, kikimoras bring pain and frustration on their housemates instead of remaining hidden and helping chores along. Some brownies seek out kikimora-infested homes with the intention of evicting them." + ] + }, + { + "type": "entries", + "name": "Pest Control", + "entries": [ + "If homeowners refuse to appease the kikimora (or cannot rid themselves of its devious presence), the kikimora sends a swarm of spiders, rats, or bats to torment the inhabitants. Inhabitants in a home plagued by a kikimora often believe it is haunted." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kikimora.webp" + } + } + ] + }, + { + "name": "Kishi Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This strong and handsome warrior has a snarling hyena's face at the back of its head.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dark Appetites", + "entries": [ + "Kishi are two-faced male demons perpetually driven by their voracious appetites, carnal or otherwise, with a predilection for female humanoids. Kishi frequently behead, scalp, or skin their conquests and decorate their shields with their trophies." + ] + }, + { + "type": "entries", + "name": "Hats and Veils", + "entries": [ + "Kishi demons typically masquerade as muscular warriors or glib storytellers, wearing elaborate headdresses or clan veils to hide the demonic hyena face on the back of their head." + ] + }, + { + "type": "entries", + "name": "Deadly Charmers", + "entries": [ + "They use magical and nonmagical means of persuasion to inveigle women into their embrace, but their trysts always end in a grisly feast upon their victim's flesh." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kishi Demon.webp" + } + } + ] + }, + { + "name": "Kobold Alchemist", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This slight, reptilian humanoid is bedecked with ceramic flasks and glass vials. An acrid reek follows in its wake.}", + "Kobold alchemists are usually smelled before they are seen, thanks to the apothecary's store of chemicals and poisons they carry. Alchemists often sport mottled and discolored scales and skin, caused by the caustic nature of their obsessions. They raid alchemy shops and magical laboratories to gather more material to fuel their alchemical experiments.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dangerous Assets", + "entries": [ + "Alchemists can be a great boon to their clan, but at a cost. Not only do the alchemists require rare, expensive, and often dangerous substances to ply their trade, they tend to be a little unhinged. Their experiments yield powerful weapons and defensive concoctions that can save many kobold lives, but the destruction caused by an experiment gone awry can be devastating for the alchemist's neighbors." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kobold Alchemist.webp" + } + } + ] + }, + { + "name": "Kobold Chieftain", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small, draconic humanoid struts as though it were ten feet tall. It wears the gilded skull of a small dragon as a helmet, and its beady eyes gleam out through the skull's sockets. It hefts its spear and shield and lets out a blood-curdling shriek, signaling the attack}.", + "While most kobolds are scuttling scavengers or pathetic sycophants, a few carry a spark of draconic nobility that can't be ignored. These few forge their tribes into forces to be reckoned with, rising to the rank of chieftain. A kobold chieftain stands proud, clad in war gear of fine quality and good repair. Their weapons are tended by the tribe's tinkerers, particularly evident in their springspike shields.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Living Legend", + "entries": [ + "A kobold chieftain is more than a leader, it is a symbol of the tribe's greatness. The strongest, most cunning, most ruthless of a kobold tribe embodies their connection to the revered dragons. When a chieftain sounds the call to battle, the kobolds meld into a fearless, deadly force." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kobold Chieftain.webp" + } + } + ] + }, + { + "name": "Kobold Trapsmith", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This kobold is bedecked in satchels, pouches, sacks, and bandoliers. All of these are bursting with tools, bits of scrap, wire, cogs, and twine. Impossibly large eyes blink through the lenses of its goggles}.", + "Some kobolds hatch a bit cleverer than their counterparts. These sharp-witted creatures feel driven to fiddle with the world, and those that don't meet an early demise through accident or violence often take up tinkering. Trapsmiths make a kobold lair into a deadly gauntlet of hidden pain.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Improvisers", + "entries": [ + "Trapsmiths are adept at improvising on-the-fly. They can use whatever spare parts are at hand to create simple thieves' tools or construct makeshift traps to fling at foes." + ] + }, + { + "type": "entries", + "name": "Shifting Peril", + "entries": [ + "Trapsmiths aren't warriors and avoid direct confrontation with enemies that aren't mired in traps or engaged with other foes. If the trapsmith senses that invaders in its lair are likely to get past its traps, it tries to hide or escape. A trapsmith delights in laying traps and snares behind invaders, along tunnels and paths they've already cleared and believe to be safe, then luring them back through its handiwork." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kobold Trapsmith.webp" + } + } + ] + }, + { + "name": "Kongamato", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large pterodactyl has emergent feathers and a long, beaklike jaw.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Boat Breaker", + "entries": [ + "The kongamato's name means \"breaker of boats,\" and, as that implies, it delights in systematically destroying the small vessels of those who come too close to its perch. No one knows what motivates this form of attack, although some sages suppose that the kongamato mistakes canoes for large prey like hippopotamuses or crocodiles." + ] + }, + { + "type": "entries", + "name": "Spoken in Whispers", + "entries": [ + "For some tribes, kongamatos present a terrible threat, and the villagers speak only in whispers about them, fearing that mention of the beasts could attract their wrath. In some cases, evil priests and cultists summon these beasts as their servitors and use them to terrify villagers." + ] + }, + { + "type": "entries", + "name": "Maneaters", + "entries": [ + "Kongamatos that have eaten human flesh develop a preference for it. These maneaters perform nightly raids on small towns, snatching locals in their claws and flying away." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kongamato.webp" + } + } + ] + }, + { + "name": "Koralk Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs. It wields a massive scythe.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shaped by Arbeyach", + "entries": [ + "These fiends sprang from the dark imagination of Hell's Prince of Swarms, Arbeyach, who twisted them into being from lemures and scorpions. Arbeyach shaped the koralk to be annihilators in battle and to gather souls from the fallen, bypassing typical soul collection methods to feed his war machine more quickly. They are sometimes called \"harvester devils.\"" + ] + }, + { + "type": "entries", + "name": "Transforming Poison", + "entries": [ + "Poison from the koralk's stingers liquefies the victim's insides in an agonizing transformation. The creature swells as its organs, muscles, and skeleton rapidly break down and reform, transforming the creature into a lemure in a burst of fiendish goo. The new lemure is subject to the will of more powerful devils, and its fate from that moment on is the same as any lemure's. The koralk's poison can work this transformation on demons, giving Arbeyach's armies a unique edge." + ] + }, + { + "type": "entries", + "name": "Infernal Mounts", + "entries": [ + "A koralk is strong enough for many devils to ride. They prefer only powerful devils as riders, but they obey their superiors and carry even the lowest of devils into battle if directed. Arbeyach often rides an especially large specimen into battle, called the Grand Annihilator by his devilish troops." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Koralk Devil.webp" + } + } + ] + }, + { + "name": "Kot Bayun", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This oddly colored cat appears at first to be a powerful panther of some kind. Its wide mouth pulls into something like a human grin, and its knowing eyes hint at intelligence beyond that of a typical jungle cat.}", + "Enemies of elves and blink dogs, kot bayuns are magical hunting cats gifted with eloquent speech and cunning abilities.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Speaking Fey Cats", + "entries": [ + "These brutal and temperamental creatures get along well with cruel-minded fey. Gentler fey rightfully find the creatures to be a menace. A kot bayun measures six feet long and weighs over 200 pounds. They are long-lived, and some stories record the same kot bayun in a region for over 400 years." + ] + }, + { + "type": "entries", + "name": "Sing to Sleep", + "entries": [ + "In addition to their stealthy natures and physical prowess, kot bayun have the ability to put prey to sleep with song. They carefully stalk victims for a time, learning the victim's strengths and weaknesses before making their attack. They lie in wait until their prey is vulnerable and then begin their song. Those resisting the call to slumber are always the kot bayun's first victims as the predator launches from cover and attempts to disembowel its prey. In forests with a thick canopy, a kot bayun stealthily creeps among tree limbs, tracking the movement of its prey below." + ] + }, + { + "type": "entries", + "name": "Healing Poetry", + "entries": [ + "If discovered by intelligent prey, a kot bayun opens with a parley instead of claws. In rare cases, a kot bayun finds something in its prey it likes, and cold predation turns to a lukewarm association. Befriending a kot bayun has benefits, as the creature's poems, tales, and sagas have healing power. A kot bayun tells its stories in the form of strange epics and poetry, ranging from simple rhyming folk poems to complex sonnets, and it heals listeners only at the end of the poem." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Kot Bayun.webp" + } + } + ] + }, + { + "name": "Krake Spawn", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This twisted, beast looks like the unholy union of squid and spider. Its shell-covered core has six small rubbery legs, peculiar antennae, and six tentacles around a squid's enormous beak.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Demonic Crossbreeds", + "entries": [ + "Some believe krake spawn are demonic crossbreeds created by the aboleth, fusing kraken blood with demonic souls. Others say that krake spawn are the horrible creation of a long-forgotten meddling god, summoned to the mortal world by deep ones. Certainly, krake spawn respond to summoning magic, and spellcasters summon krake spawn through blood sacrifices to work evil in the world. However, they do so at considerable peril: unlike demons and devils, krake spawn are seldom bound by pacts of any kind." + ] + }, + { + "type": "entries", + "name": "Outwit Humans", + "entries": [ + "Though enormous and carrying an armored green shell on their six spindly legs, krake spawn are surprisingly quick and agile. Worse, they have a malicious and bloodthirsty intellect. A krake spawn is considerably smarter than most humans, who often mistake them for dumb beasts\u2014an error that can often prove fatal." + ] + }, + { + "type": "entries", + "name": "Iceberg Fortresses", + "entries": [ + "Krake spawn live in remote, icy regions, where they fashion elaborate iceberg fortresses. These fortresses are stocked with frozen creatures (an emergency food supply), the krake spawn's treasure and library, slaves or prisoners of many races, and a hellish nest filled with the krake spawn's offspring." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Krake Spawn.webp" + } + } + ] + }, + { + "name": "Lake Troll", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones, and limp hair like scraggly seaweed hangs across its long-nosed face}.", + "Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Violently Territorial", + "entries": [ + "A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature's water is met with sudden violence from the depths. Fishermen are the most vulnerable to these attacks, especially when they explore new bodies of water." + ] + }, + { + "type": "entries", + "name": "Cruel Cunning", + "entries": [ + "Even seasoned soldiers are wise enough to fear the claws of a lake troll; a person with no weapon facing the creature is doomed. Lake trolls delight in splintering wood and twisting metal with their talons and in shrugging off the deadliest of blows with their tough hide. They often prioritize wielders of grand weapons because they delight in the horror brought on by dulling their prey's weapons with a few strokes of their powerful claws. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters." + ] + }, + { + "type": "entries", + "name": "Hard to Kill", + "entries": [ + "A lake troll's regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Many adventurers have been shocked or slain when a lake troll they presumed was burned to death suddenly leapt back into the fray. Because they're reclusive and so very lethal, these creatures are poorly understood by most scholars." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lake Troll.webp" + } + } + ] + }, + { + "name": "Lantern Dragonette", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This cat-sized drake with a waxy appearance and a glow emanating from its belly can hover in midair, filling a small area with a warm glow.}", + "The lantern dragonette is named for its belly, which glows with a warm light. The beast's yellow, waxy scales darken with age, though the dragonettes rarely live more than 50 years. They weigh from 5 to 10 pounds and are 18 inches long.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Eat Candle Wax", + "entries": [ + "The dragonette devours four ounces of candle wax each day, plus four more ounces if it has made its belly glow. A lantern dragonette's unusual diet leads it to lair in libraries, abbeys, and other places of study. Even though the dragonettes eat candles essential for study during dark hours, they still provide light and protect their adopted homes. Residents and caretakers consider them good luck and enjoy conversing with them." + ] + }, + { + "type": "entries", + "name": "Telepathic Chatterbox", + "entries": [ + "This gregarious dragonette prefers to speak with its companions but uses telepathy if necessary; the creature hisses when surprised or displeased. It loves nothing more than discussing magic and history with an intelligent and informed individual." + ] + }, + { + "type": "entries", + "name": "Adventurous Companions", + "entries": [ + "Occasionally, a dragonette wishing to learn more about the world finds a spellcaster or adventuring party to travel with, purely for the sake of learning or to acquire new sources of knowledge. Most parties enjoy the traveling light source and the abilities these companions bring to bear. A lantern dragonette avoids combat and uses its abilities only to escape or to defend its lair, family, and friends." + ] + }, + { + "type": "entries", + "name": "Diligent Parents", + "entries": [ + "A mated pair produces one clutch of two to five eggs every five years. One parent raises the young dragonettes until they mature, typically in a year, while the other scours the area for candle wax to feed the hungry hatchlings." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lantern Dragonette.webp" + } + } + ] + }, + { + "name": "Lemurfolk", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This furred humanoid glides silently through the canopy of trees, gripping a blowgun. It observes visitors cautiously with two intelligent, bulbous eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Jungle Rulers", + "entries": [ + "These small, squirrel-like humanoids live in reclusive societies deep in the jungle. They are omnivorous gliders, subsisting on fruits and roots, insects and larvae, bird and snake eggs, and birds and small mammals. They sometimes barter with other humanoids for metal and forged items, but they prefer to rely on the forest for most of their needs." + ] + }, + { + "type": "entries", + "name": "Greyfur Elders", + "entries": [ + "Greyfurs are the eldest and most revered lemurfolk, as much as 80 years old. Their age can be estimated by the graying of their fur, but they don't track the years. Greyfurs are cunning individuals and command the arcane arts, though they rarely pursue the art of necromancy\u2014a strong taboo prohibits them from interacting with the dead. A typical lemurfolk stands 2 feet tall and weighs 30 pounds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lemurfolk.webp" + } + } + ] + }, + { + "name": "Leshy", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This strange man is covered in bark and root-like growths and wears loose scraps of clothing. The hair and beard that frame his piercing green eyes writhe like living vines.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Expanding the Wild", + "entries": [ + "Solitary leshy tend plants and animals in groves around great forests, and they are the self-proclaimed protectors of the forest outskirts. Leshy have little patience for interlopers and often kill, abduct, or frighten off trailblazers and guides. They sabotage cultivated land, wipe out trails, and cultivate weed walls and thickets to keep civilization at bay. They transplant dangerous plant creatures to discourage new settlements, and some wrangle rabid animals to the same purpose." + ] + }, + { + "type": "entries", + "name": "Ax Thieves", + "entries": [ + "Leshy prefer trickery to combat, leading intruders astray by mimicking animal and humanoid sounds. If challenged, they do everything in their power to scare intruders away, but they never hesitate to fight to the death in service to the forest if necessary. Leshy hate metal, especially axes, and they go out of their way to steal metal items and lead those who use them astray." + ] + }, + { + "type": "entries", + "name": "Accept Bribes", + "entries": [ + "With careful courting and appropriate gifts, it is possible to gain a leshy's capricious assistance. This can be risky, because leshy love mischief. Still, a leshy's help is sometimes essential to a group traversing ancient woodlands." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Leshy.webp" + } + } + ] + }, + { + "name": "Library Automaton", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The humming of servos, ticking of gears, and petite discharges of steam precede the library's diminutive custodian.}", + "Library automatons are small constructs created to fulfill organizational responsibilities of huge libraries.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Eyes of the Past", + "entries": [ + "Each automaton includes a single humanoid eyeball mounted at the end of an articulated appendage. These eyes are typically donations from the library's ailing scholars, allow them to continue serving the repositories of knowledge that were their life's work." + ] + }, + { + "type": "entries", + "name": "Telekinetic", + "entries": [ + "The automatons can move and manipulate written materials telekinetically, and they can store such works in an extradimensional space within their bodies. The library automaton tirelessly pores through tomes, translates ancient texts, catalogs the institution's volumes, fetches texts for visitors, and occasionally rids the vast halls of uninvited pests." + ] + }, + { + "type": "entries", + "name": "Scholarly Familiars", + "entries": [ + "Many spellcasters have discovered library automatons make particularly effective caretakers for their spellbooks and scrolls while on adventure." + ] + }, + { + "type": "inset", + "name": "Library Automaton Familiars", + "entries": [ + "The library automaton's scholarly nature leads some of them to serve spellcasters and learn more of the world. Such automatons have the following trait.", + { + "type": "entries", + "name": "Familiar", + "entries": [ + "The library automaton can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the automaton senses as long as they are within 1 mile of each other. While the automaton is within 10 feet of its companion, the companion has resistance to psychic damage. At any time and for any reason, the automaton can end its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Library Automaton.webp" + } + } + ] + }, + { + "name": "Lich Hound", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Half bone, half purple fire, this deathly hound releases an eerie howl that echoes with the voices of the damned.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fiery Bones", + "entries": [ + "Bright white skulls with a heavy jaw and thick, robust skeletal bodies define the ferocious lich hounds. Their eyes burn green or blue, and their tongues resemble black fire. Fueled by necromantic power, these creatures are loyal servants of undead high priests or liches." + ] + }, + { + "type": "entries", + "name": "Echoing Howls", + "entries": [ + "Even on their own, lich hounds are relentless hunters, pursuing their prey with powerful senses and a keen ability to find the living wherever the creatures may hide. Lich hound howls fade into and out of normal hearing, with strangely shifted pitch and echoes." + ] + }, + { + "type": "entries", + "name": "Murdered Celestials", + "entries": [ + "The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the Material Plane. The hound's future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory. Houndlike celestials have long been outraged by the creation of lich hounds, and every few centuries, they band together to rid the world of those practicing this particular dark magic. Inevitably some knowledge survives this purge, leaving lich hounds a constant, painful reality for the celestials." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lich Hound.webp" + } + } + ] + }, + { + "name": "Likho", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This goblin-like creature bears one large, strange eye in the middle of its face. It wears dark and dirty rags, and its spindly claws and arms match its hunched torso.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ferocious Attitude", + "entries": [ + "Likhos are scrappy fighters. They weaken foes from afar with their magical gaze, then rush forward, shredding the victims with their claws. Once a likho has leapt onto a creature, it shreds flesh using the claws on both its hands and feet." + ] + }, + { + "type": "entries", + "name": "Jeers and Insults", + "entries": [ + "A likho uses its limited telepathy to taunt and jeer at its target from a distance during the hunt. A likho enjoys stalking intelligent humanoids and tormenting them from hiding until discovered or when it grows tired of the hunt." + ] + }, + { + "type": "entries", + "name": "Organ Eaters", + "entries": [ + "Likhos thrive when they drain away luck and aptitude. Once the likho immobilizes a creature, it gnaws at the creature's abdomen with its jagged teeth, devouring the organs of its still-living prey. A likho consumes only a humanoid's organs and leaves the rest of the body behind." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Likho.webp" + } + } + ] + }, + { + "name": "Lindwurm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Coiling like a living corkscrew and moving with a scraping hiss, this serpentine creature skates nimbly across ice on long curving claws, maw agape and stinking of a hundred graves.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swift and Smooth as Ice", + "entries": [ + "Lindwurms have long bodies and crocodilian jaws, but they skitter overland on spindly limbs. Their talons are long and curved, acting as skates or short skis when moving over ice. Few things are swifter on the ice." + ] + }, + { + "type": "entries", + "name": "Sea Hunters", + "entries": [ + "In the wild, lindwurms hunt in groups, looking for breaching whales, seals, or incautious fishermen. They enjoy surrounding and surprising foes. With their considerable cunning, they may skate by their prey at speed, snapping a bite as they pass or snatching up prey with their constricting tails." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lindwurm.webp" + } + } + ] + }, + { + "name": "Liosalfar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The curtain of rippling colors assumes a humanoid form. Its kaleidoscope body shifts and glitters with mesmeric patterns.}", + "Sometimes known as \"light elves\" because they assume a vaguely elvish shape, these enigmatic elementals make their home at the edge of the world, where reality bends and physical laws unravel. Liosalfars' mutable bodies are composed entirely of shifting colors. Among themselves, they communicate through flashing patterns and hues, but they talk to others in an echoing, choral tone that seems to emanate from everywhere and nowhere around them.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of Fate", + "entries": [ + "Their aims often seem inconsequential or simply baffling, but they've also sundered mountains and toppled kingdoms. Many believe liosalfars are agents of Fate, while others believe their motivations are an alien aesthetic or for their own amusement. Those who've spoken with liosalfars say they talk as if all existence was a sea of patterns and colors to be set in pleasing shapes." + ] + }, + { + "type": "entries", + "name": "Enemies of the Ramag", + "entries": [ + "Liosalfars have a longstanding rivalry with the portal-making ramags, whom they despise as \"corruptors of the patterns.\"" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Liosalfar.webp" + } + } + ] + }, + { + "name": "Living Wick", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The small, rough wax sculpture of a human stands at attention, a halo of light flickering around its head from some source behind it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Enchanted Wicks", + "entries": [ + "Living wicks are obedient wax statues brought to life by an enchanted wick that runs from the nape of their neck to their lower back. When new, a living wick looks and moves like a human. However, as the wick burns, the wax features melt, and the statue takes on a twisted, hunchbacked appearance." + ] + }, + { + "type": "entries", + "name": "Short-Lived as a Candle", + "entries": [ + "Living wicks are powered by flames, and therefore they have a predetermined life cycle. They are typically reduced to formless lumps in a month, but some say a living wick's affordability more than makes up for its inevitable obsolescence. Individuals looking to quickly construct a building or fortification without the expense of paid labor or the questionable ethics of necromancy find living wicks obedient and efficient, as do those needing an army for a single battle. They are active only when their wicks are lit, and they respond only to the commands of whoever lit them. This makes it easy to transfer living wicks between owners, even those not well-versed in the use of magic." + ] + }, + { + "type": "entries", + "name": "Explosive Ends", + "entries": [ + "The amount of magical energy contained within a living wick, paired with the manner in which it is released, gives them a remarkable capability for self-destruction. If their controller demands it, all living wicks can release the magic contained within their form all at once, engulfing themselves and anyone nearby in flames. This can make storing them a gamble, but many see it as an asset, especially those seeking to destroy evidence or anonymously attack their enemies." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Living Wick.webp" + } + } + ] + }, + { + "name": "Lord of the Hunt", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Astride a midnight horse sits a shirtless elven huntsman. His broad chest is thickly muscled and sports tattooed knot work. Great stag antlers crest the huntsman's head, curving above his rich brown hair. The pale green glow that shines from his eyes obscures the elf 's strong features, and a massive spear twined with glowing green vines drives forward in his clenched fist}.", + "The baying of shadow hounds, the thundering of hoof beats, and a brassy horn note; the Wild Hunt is coming, and pity its quarry. The Lord of the Hunt is an enigma among the fey nobles. His true identity beyond title and position as master of the Wild Hunt is unknown, but he has some connection to the Black Prince of the shadow fey\u2014while also answering to elvish druids and consorting with powerful hags and dryads.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "The Wild Hunt", + "entries": [ + "The Lord's court is the Wild Hunt itself, a group of huntsmen, revelers, intelligent hounds, and poor souls they sweep up in their frenzy. His home, if he has any permanent dwelling, is as mysterious as his true identity. He and his Hunt constantly move between the Plane of Shadow and the most ancient forests." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "The Lord of the Hunt's Lair", + "entries": [ + "If the Lord of the Hunt has any permanent lair, it is unknown to all but his closest confidants. While the Wild Hunt is a thing of beautiful and deadly grace on the move, the Lord's encampment becomes his lair when the Hunt settles for any length of time. Tents and pavilions house the Lord and his Hunt, and great, roaring fires roast the day's kills. The hours pass with revelry, feasting, physical contests, and strong drink." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lord of the Hunt.webp" + } + } + ] + }, + { + "name": "Lorelei", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Lounging on a large river rock, this breathtaking fey calls plaintively to travelers.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Death to Men", + "entries": [ + "A people born from an ancient oath to the River King, the loreleis' cruelty stems from whatever happened to their people long ago that brought about their transformation into loreleis. Now, these callous river sirens compete with one another in manipulating and destroying male travelers, using their deadly kisses to great effect." + ] + }, + { + "type": "entries", + "name": "Beautiful Humanoids", + "entries": [ + "Although legends describe the lorelei as golden-haired and fair-skinned, they come in all varieties, taking on the form of their most frequent prey. While most resemble sensual humans, a lorelei's form can include elf, dwarf, and, in some recorded cases, even orc or hobgoblin." + ] + }, + { + "type": "entries", + "name": "Ignore Women", + "entries": [ + "Women travelers are vexing for the lorelei. While the siren's powers affect women as readily as men, the lorelei lacks the urge to destroy them. Women traveling alone or in all-female groups may pass through a lorelei's territory safely, and they might even make peaceful contact." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lorelei.webp" + } + } + ] + }, + { + "name": "Loxoda", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This massive creature combines the torso of an ogre and the body of an elephant as it lumbers through the open plains.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Nomadic Families", + "entries": [ + "Loxodas live in small herds of two to three extended families. Several of these communities will usually cluster together, allowing members to move between groups as they get older. They have no permanent settlements, and instead loxoda families travel to new areas when they deplete the available food. Voracious omnivores, a family of loxodas will quickly strip trees bare of leaves, or hunt and cook an entire elephant." + ] + }, + { + "type": "entries", + "name": "Often Underestimated", + "entries": [ + "Many people assume that loxodas are as dull witted as the ogres they resemble. This is often a fatal mistake, as the loxoda are quite intelligent. Their simple equipment and straightforward living come not from a lack of skill or knowledge, but their own isolationism and xenophobia. Their immense size and quadruped body make it difficult for them to mine metal ore, and they violently reject communications and trade with other people. The little metal they can gather is either taken from the bodies of their prey or stolen in raids on dwarven, human, or gnoll settlements." + ] + }, + { + "type": "entries", + "name": "Vestigial Tusks", + "entries": [ + "All loxodas have curved tusks. While they are too small for use in even ritual combat, they are often decorated with intricate carvings or inlays or are dyed in a pattern developed by their family. Each individual also adapts the patterns with their own individual marks, often inspired by important events in their lives. Some loxodas put golden rings or jeweled bracelets stolen from humanoids onto their tusks as trophies. A loxoda matriarch may have long, dangling chains of such ornaments, indicating her high status and long life." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Loxoda.webp" + } + } + ] + }, + { + "name": "Lunar Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A hulking figure floats in the air, a winged horror painted in mist and moonlight.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Corruptors of the Moon", + "entries": [ + "Lunar devils can be found subverting druidical orders or leading packs of werewolves. They are a lazy breed of devil and prefer lounging in the light of the moon over more vigorous activity. The only exception is an opportunity to corrupt druids and moon-worshippers, pitting them against followers of sun gods." + ] + }, + { + "type": "entries", + "name": "Vain and Boastful", + "entries": [ + "Lunar devils are as vain as they are indolent. Tales the fey tell involve thwarting them by appealing to their vanity. Lunar devils frequently befriend the dark fey." + ] + }, + { + "type": "entries", + "name": "Flying in Darkness", + "entries": [ + "In combat, lunar devils sometimes bring allies along, bestowing magical flight on them. The devils stay in areas of moonlight whenever they can. Lunar devils have excellent vision in total darkness, though, and are happy to use that against foes. They prefer attacking from range, allowing allies to take the brunt of any opposition." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Lunar Devil.webp" + } + } + ] + }, + { + "name": "Mahoru", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A white fin cut the surface of the water as the serpentine creature approached. Its wolfish head burst from the surface, revealing a body covered in fine, white fur.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Valuable Teeth and Fur", + "entries": [ + "A mahoru's heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white fur is prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Mahoru is a totem beast for many northern tribes. Some make arrowheads and tooth-studded clubs with the beast's fangs." + ] + }, + { + "type": "entries", + "name": "Iceberg Hunters", + "entries": [ + "Mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims." + ] + }, + { + "type": "entries", + "name": "Work in Pairs and Packs", + "entries": [ + "Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humanoids and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into waiting jaws." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mahoru.webp" + } + } + ] + }, + { + "name": "Malakbel Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Within a blinding wave of heat and glare walks a long-limbed, misshapen form. The creature scorches everything in its path as it strides forward.}", + "What most people recall most vividly from an encounter with a malakbel is the blinding light and blistering heat surrounding it. Rippling distortion obscures the creature's body, which is roughly the size and shape of an adult human.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Demonic Messengers", + "entries": [ + "Malakbel demons are contradictory creatures. They are both messengers and destroyers who carry the words of demon lords or even dark gods to the mortal realm. Paradoxically, once their message is delivered, they often leave none of its hearers alive to spread the tale." + ] + }, + { + "type": "entries", + "name": "Where Virtue Cannot Look", + "entries": [ + "The malakbel is the embodiment of all that is forbidden and destructive. Despite its vital role as a messenger, its destructive nature always comes to the fore. A malakbel descends upon settlements and travelers with the merciless and relentless onslaught of the raging sun, burning all it sees to cinders before vanishing like heat shimmers at dusk." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Malakbel Demon.webp" + } + } + ] + }, + { + "name": "Mallqui", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With skin stretched like vellum over wizened limbs, a desiccated humanoid form clad in splendid regalia emerges from a funerary tower. The imposing figure has yellow points of light for eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cold Plateau Mummies", + "entries": [ + "The people of the cold, rainless, mountain plateaus take advantage of their dry climes to mummify their honored dead, but without the embalming and curing of the corpse practiced in hotter lands. To preserve the knowledge and the place of their ancestors in the afterlife, their dead remain among them as counsellors and honorees on holy days." + ] + }, + { + "type": "entries", + "name": "Undead Judges", + "entries": [ + "The mallqui are not seen as malevolent, though at times they are severe judges against transgressors of their culture's ideals." + ] + }, + { + "type": "entries", + "name": "Icons of Growth", + "entries": [ + "Through their ability to draw the very moisture from the air, they are seen as conduits to the fertility of the earth. Mallqui also means \"sapling\" in the language of the people who create them." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mallqui.webp" + } + } + ] + }, + { + "name": "Malphas", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Keen eyed and dangerous, this winged fey warrior is dressed in finery.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sworn to the Shadow Fey", + "entries": [ + "Raised with a sword in their hands, the malphas are fierce warriors who serve the aristocracy of the shadow fey unswervingly." + ] + }, + { + "type": "entries", + "name": "Corvid Fey", + "entries": [ + "The malphas have many crow-like features, including beaks, black-feathered bodies and wings, and clawed feet and hands. On occasion, a cloaked ravenfolk traveling in fey lands might be mistaken for a malphas, and some less scrupulous ravenfolk use this to their advantage to manipulate fey they encounter. Malphas don't take kindly to such impersonations and are merciless toward any ravenfolk they discover pretending to be one of them." + ] + }, + { + "type": "entries", + "name": "Messengers", + "entries": [ + "Laconic in speech, they nevertheless serve as envoys and messengers from time to time. However, as much or more is communicated by the choice in messenger as in the message itself. Their crow-like features and the tendency of their masters to send bad news via malphas has earned them the nickname \"storm crows\" among many fey." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Malphas.webp" + } + } + ] + }, + { + "name": "Mamura", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This atrocity combines the worst elements of a dead frog and a rotting fish. Its slimy, scaly, vaguely humanoid form has eyes and three clawed arms arranged radially about its body. Its green, bat-like wings seem too small to work, yet it flies well}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Twisted Field Sprites", + "entries": [ + "Mamuras are the twisted faeries of magical wastelands and barren plains. They were once good-aligned, pixie-like fey called \"polevoi,\" or \"field sprites.\" At some point, they swore their souls to a dark goddess and were corrupted by her foul magic. Now they are twisted, alien things." + ] + }, + { + "type": "entries", + "name": "Cross-Dimensional", + "entries": [ + "The mamura is one degree out of phase with reality. It appears blurry and indistinct even in bright light, and it seems translucent in dim light. They babble constantly, but their talk is mostly nonsense. Their minds operate in multiple dimensions in time as well as space, and this allows them to talk to and understand creatures of the Void. Because of this, their babble may be prophetic for the few who can decipher it." + ] + }, + { + "type": "entries", + "name": "Prophetic Followers", + "entries": [ + "They occasionally align themselves with powerful goblin tribes or evil wasteland sorcerers for their own unknowable purposes." + ] + }, + { + "type": "inset", + "name": "Mamuras in Midgard", + "entries": [ + "The mamura are servants of the Black Goat of the Woods, and they live in the Wasted West and various fetid swamps and badlands. They seem friendly with the selang, and they arrange strange and orgiastic rites with them at the equinoxes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mamura.webp" + } + } + ] + }, + { + "name": "Map Mimic", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A treasure map flaps as if caught in a strong wind. It suddenly splits open, revealing a fanged mouth and face.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mimic Spawn", + "entries": [ + "Mimic adhesive is not just a powerful means of trapping prey, it also contains millions of microscopic larvae that feed on flesh. Most of the larvae are consumed by the mimic when it eats. Mimics are either unaware of this, or they're indifferent to the fact that they routinely cannibalize their own offspring. A few larvae survive by adhering to the clothing or equipment of someone who escaped from a full-grown mimic's attack. These larvae hitch a ride, their host taking them far from the dungeon, cavern, or ruin of their birth. There, they drop off and grow into wormlike mimic young called map mimics. In time, map mimics grow into typical mimics." + ] + }, + { + "type": "entries", + "name": "Smaller than a Dinner Plate", + "entries": [ + "Map mimics are too small to mimic the types of objects their parent does, but they still deceive prey by altering their forms. They can assume the shape, texture, and coloration of anything up to the size of a dinner plate." + ] + }, + { + "type": "entries", + "name": "Paper Scrolls", + "entries": [ + "Their preferred form is parchment paper. They can display the path they've followed on their hide, complete with important landmarks. In this form, they curl up and wait inside bottles, or in the clutches of a corpse in plain view, until an unsuspecting adventurer discovers them. If the mimic is hungry, it attacks and attaches to the finder's face. Otherwise, it continues its charade as a map, eventually leading the reader back to the parent mimic." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Map Mimic.webp" + } + } + ] + }, + { + "name": "Mask Wight", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The frame of this withered demon's corpse barely fills the ash-colored plate armor that encases it. It carries a khopesh made of violet smoke, and a horned ivory mask devoid of features is nailed to its face.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Children of Fiends", + "entries": [ + "Long ago, a demon lord of shadow fell in love with a demon goddess of the underworld. The two devised a plan to not merely slay their peers, but expunge them from time itself, leaving only each other. Shortly thereafter, the mask wights were conceived." + ] + }, + { + "type": "entries", + "name": "Rites of Annihilation", + "entries": [ + "To create these undead, the lovers stole bodies of death knights from beneath the necropolis of an arch-lich and sacrificed a million condemned souls, draining their essence into ivory masks. Finally, the masks were hammered onto the knights with cold iron nails, and their armored husks were left at the bottom of the memory-draining River Styx for 600 years. When they rose, the mask wights marched out into the planes to bury knowledge and erase their quarry from memory and history." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mask Wight.webp" + } + } + ] + }, + { + "name": "Mavka", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With burnt and blackened skin, burnt twigs for hair, and clawed hands and feet that resemble burnt and twisted roots, this creature appears scorched and even frail. Pupilless red eyes gleam in its sockets with a hellish green flame.}", + "Mavkas are twisted dryads created by undead warlocks and vampiric experiments.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Death Riders", + "entries": [ + "Mavkas ride nightmares and are fearsome raiders, snatching victims up into the saddle, never to be seen again. They despise and trample foot soldiers as peasants unworthy of attention." + ] + }, + { + "type": "entries", + "name": "Hag Killers", + "entries": [ + "Mavkas are the mortal enemies of red hags, who call these undead horrors \"greenbanes.\" When red hag covens discover vampires and other undead turning local dryads into mavkas, they go on a rampage, destroying all undead they encounter." + ] + }, + { + "type": "inset", + "name": "Mavkas in Midgard", + "entries": [ + "There were once three dryad sisters named Mica, Anthelia, and Saramantha. After his conquest of Morgau, the Black Prince Lucan had the dryads and their trees killed and then raised them as powerful undead\u2014mavkas. His warlocks bonded the new undead with nightmares instead of trees to complete their corruption.", + "These three sisters have since spawned many more such undead fey. Some serve the Black Prince as generals or concubines, while others pursue their own ends, destroying vampires, laying waste to villages, and seeking power in the Shadow Realm." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mavka.webp" + } + } + ] + }, + { + "name": "Mbielu Dinosaur", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This lumbering saurian quadruped has large, oblong plates of bone covered in greenish slime protruding from its back and its thick, club-like tail.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Large Plates", + "entries": [ + "People describe this reptilian herbivore as \"the animal with planks growing out of its back.\" The mbielu is a large dinosaur akin to a stegosaurus, with square dorsal plates that support symbiotic colonies of toxic, green algae. The plates themselves are as large as shields." + ] + }, + { + "type": "entries", + "name": "Aquatic Herbivore", + "entries": [ + "An mbielu spends most of its life underwater, feeding on aquatic plants and avoiding the withering glare of the harsh sun, but it comes onto land frequently to sun itself for a few hours before immersing itself once again." + ] + }, + { + "type": "entries", + "name": "Toxic Alchemy", + "entries": [ + "Its dorsal plate algae undergo an alchemical reaction in the continual transition between water and sky, especially during mbielu migrations to new watery dens. The algae produce a hallucinogenic poison that clouds the minds of most creatures. Mbielus themselves are immune to the toxin." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mbielu Dinosaur.webp" + } + } + ] + }, + { + "name": "Mi-go", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This fungal, insectoid creature has stubby wings, multiple limbs, and a nightmarish head.}", + "The mi-go are a space-faring people of great skill and vast malevolence. They travel in large numbers between worlds, somehow covering astronomical distances in months rather than decades.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Strange Technology", + "entries": [ + "Their technology includes powerful techniques to implant mi-go elements and minds in others' bodies (or to extract them). They also have unparalleled mastery of living tissue in both plant and animal form. Mi-go merchants exchange psychic tools, surgical instruments, and engineered materials. They work these materials into fantastic objects such as void-crossing solar wings, glowing lampfruit, and purple starvines, which induce sleep." + ] + }, + { + "type": "entries", + "name": "World Colonizers", + "entries": [ + "While they have their own secrets and goals, the mi-go also serve ancient powers from between the stars. They are devoted followers of Shub-Niggurath, goddess of fecundity and growth, and take their evangelical mission seriously. They colonize entire worlds in Shub-Niggurath's name, planting and harvesting entire species according to her will." + ] + }, + { + "type": "entries", + "name": "Brain Cylinders", + "entries": [ + "The brain cylinder, a device that permits the extraction and maintenance of a living brain outside the body, is the apex of mi-go technology. Safely isolated in a mi-go cylinder, a humanoid brain can travel safely between the stars. They deploy, fill, and retrieve these cylinders according to mysterious schedules and for purposes. Indeed, most of their technology appears either revolting or simply bizarre to humanoids (plant folk are less disquieted by their functioning)." + ] + }, + { + "type": "inset", + "name": "Disquieting Technology", + "entries": [ + "Though mi-go technology is strange to most creatures, the effects of the technology in the game are similar to magic items. For example, a device strapped to the chest emitting a blue field around the wearer's body that grants resistance to cold damage is functionally the same as armor of cold resistance. The identify spell fails to discern the true purpose of these pieces of technology, but a successful DC 17 Intelligence ({@skill Arcana}) check during a short or long rest can reveal the purpose of a piece of mi-go technology" + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mi-go.webp" + } + } + ] + }, + { + "name": "Millitaur", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A purplish-black segmented worm the size of a horse, with hundreds of legs, black multifaceted eyes, and powerful mandibles wields a pair of stone axes.}", + "Millitaurs roam jungles and woodlands, especially wherever dense undergrowth rots beneath the canopy and piles high. Leaves and plant matter provide much of the millitaur diet, but they also are good hunters and supplement with squirrel, monkey, gnome, and goblin.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Poisonous Drool", + "entries": [ + "As formidable as they appear, millitaurs are the preferred prey of some dragons and jungle giants, and tosculi often hunt them for use as slaves and pack animals. In defense, they've developed a mild poison. Millitaur handaxes often drip with this substance, smeared on from the beast's mandibles. They use their axes for breaking up mulch for easier digestion, as well as for hunting and self-defense." + ] + }, + { + "type": "entries", + "name": "Alchemists and Brewers", + "entries": [ + "Millitaurs are capable alchemists and brew their own unique beverages, potions, and alchemical substances, using the various materials and substances provided by the plants and animals found in their jungle homes. When away from their burrows, millitaurs carry a handful of flasks for self defense, to ward off intruders, or to trade with respectful humanoids traveling near their territory." + ] + }, + { + "type": "entries", + "name": "Clicking Speech", + "entries": [ + "Millitaurs communicate via body language, antennae movements, scent, and clicking sounds. Although they have no voice boxes, millitaurs can make sounds by artfully clicking and grinding their mandibles, and they mimic the sounds of Common in a peculiar popping tone. They can be good sources for local information so long as they are treated with respect and their territory is not encroached." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Millitaur.webp" + } + } + ] + }, + { + "name": "Mindrot Thrall", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A heavily cloaked figure reeks of decay, spreading a floating cloud of spores with every step.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fungal Rot", + "entries": [ + "Mindrot fungus is an intelligent hive-mind parasite that consumes creatures from the inside out. When inhaled, mindrot spores enter the brain through the bloodstream. As the fungus grows, it dissolves the host's body and slowly replaces the creature's flesh with its own. The fungus's first target is the motor function of the brain. It takes control of the creature's movement while the victim is still alive and conscious, leaving the victim trapped within its own body. Indeed, sensory awareness may be the last function that the fungus attacks. Eventually, even the victim's skin and muscle are replaced with fungal fibers. At that point, the affected creature no longer looks like its former self. Such a newly born mindrot thrall conceals its alarming appearance under heavy robes or cloaks so it can travel without causing alarm." + ] + }, + { + "type": "entries", + "name": "Spore Blisters", + "entries": [ + "A thrall's skin is taut and waxy. Blisters form just beneath the surface, and when they grow as large as a child's fist they burst, releasing a spray of spores. It seeks to infect as many new victims as possible during the few weeks that it survives in humanoid form. At the end of that time, the thrall shrivels to a dried, vaguely humanoid husk. Even a dead mindrot thrall remains dangerous. Its half-formed spore blisters can remain infectious for months." + ] + }, + { + "type": "entries", + "name": "Dimensional Horrors", + "entries": [ + "Wizards hypothesize the fungus was brought to the mortal world's wastelands by a shambling horror crossing through a dimensional portal. The remoteness of the wasteland is likely why the mindrot fungus hasn't destroyed whole cities, though someday it might find a more fertile breeding ground." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mindrot Thrall.webp" + } + } + ] + }, + { + "name": "Mirager", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Diaphanous veils cover a graceful woman, flowing like water across her as she dances through the dust.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Humanoid Sand", + "entries": [ + "Cursed with crumbling, sandy bodies by a long-since-forgotten fey lord, miragers rely on blood and moisture from mortal creatures to replenish and sustain their forms. With such sustenance hard to acquire in their desert homes, miragers don't gather in groups and can be particularly vicious when starved. Some miragers might make bargains or forge friendships with mortal creatures, but the mirager's everpresent need for blood and moisture means such alliances rarely survive the dry season." + ] + }, + { + "type": "entries", + "name": "Enticing Illusion", + "entries": [ + "A mirager can take on the guise of a lovely man or woman with luminous eyes, delicate features, and seductive garments. Whatever its form, a mirager dresses in veils and flowing robes that accentuate its enticing beauty." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mirager.webp" + } + } + ] + }, + { + "name": "Miremal", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A short, lean, biped emerges from the shadows. Fungi and mosses cover its pale-skinned body, growing into its flesh. Its green eyes weep bloody tears}.", + "Miremals are savage, degenerate fey who delight in crafting paths through treacherous swamps. These seemingly safe paths are riddled with traps and ambush points.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Unreliable Guides", + "entries": [ + "Miremals hunt in packs of three to six and often serve a more powerful creature, especially one that commands potent magic. As a result, many of their paths lead travelers into the grove of a green hag coven or into the lair of a black dragon." + ] + }, + { + "type": "entries", + "name": "Swamp Dwellers", + "entries": [ + "Miremals have adapted from sylvan forests to the swamps: patches of red and green fungus sprout from their skin, mushrooms and branches grow haphazardly out of their bodies, and moss hangs from beneath their arms. They can even take on a puddle-like form when close to death, escaping from whatever seeks to harm them. Their eyes are forest green and perpetually wet with bloody tears. Their legends say their tears come from rage over the banishment from their forest homes and agony from knowing they can never return." + ] + }, + { + "type": "entries", + "name": "Hate Moss Lurkers", + "entries": [ + "Miremals are occasionally confused with moss lurkers, but the two despise one another and both consider the comparison odious." + ] + }, + { + "type": "inset", + "name": "Miremals in Midgard", + "entries": [ + "Miremals once served the Faerie Queen Titania as honorable scouts and spies. The habits of mind they cultivated though, made them susceptible to the blandishments of Titania's dark sister, Sarastra, Queen of Night and Magic. She planted within the miremals a hunger for flesh, and many succumbed to Sarastra's enchantment. They turned against those who resisted and devoured their former companions.", + "When the miremals regained their senses, they saw the slaughter they had wrought. Titania cursed and banished the miremals, changing their form and admonishing them to repent and atone. Thus far, they have shown no remorse." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Miremal.webp" + } + } + ] + }, + { + "name": "Mirror Hag", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This hunchbacked crone's sallow skin is covered with growths and lesions.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hideous Hex", + "entries": [ + "Until a creature can see past the hag's deformities, she curses it with the pain of a disfigured life. Some mirror hags do this for the betterment of all, but most do it because causing pain amuses them." + ] + }, + { + "type": "entries", + "name": "Warped Features", + "entries": [ + "Mirror hags are hunchbacked, with growths and lesions covering their skin. Their joints misalign, and the extremities of their bones press against their skin. However, it is their faces that inspire legends: the blackest moles sprouting long white hairs, noses resembling half-eaten carrots, and eyes mismatched in size, color, and alignment. If a creature recoils from a mirror hag's looks, she bestows her reconfiguring curse on it." + ] + }, + { + "type": "entries", + "name": "Mirror Covens", + "entries": [ + "Mirror hags can form a coven with two other hags. Generally, mirror hags only form covens with other mirror hags, but from time to time a mirror hag will join a coven of witches or green hags." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mirror Hag.webp" + } + } + ] + }, + { + "name": "Mithral Dragon Wyrmling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rage in Youth", + "entries": [ + "Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals." + ] + }, + { + "type": "entries", + "name": "Peacemakers", + "entries": [ + "Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles." + ] + }, + { + "type": "inset", + "name": "Mithral Dragons in Midgard", + "entries": [ + "Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Mngwa", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Tiny wisps of grayish smoke ooze from the slate-colored coat of this leonine creature.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ethereal Lions", + "entries": [ + "The elusive mngwa (MING-wah) are the offspring of a sentient feline beast from the Ethereal Plane that mated with a lioness long ago. Also called{@i nunda}(\"smoke-cats\"), mngwas are strong, cunning hunters who can elude pursuit or approach their prey unnoticed by disappearing briefly into the ether." + ] + }, + { + "type": "entries", + "name": "Rocky Terrain", + "entries": [ + "Mngwas choose their hunting ground carefully, avoiding flatlands where competing predators are plentiful. They favor rocky and treacherous terrain where their talent for dancing along the veil between worlds allows them to outmaneuver their prey." + ] + }, + { + "type": "entries", + "name": "Feline Allies", + "entries": [ + "The strongest mngwa recruit other great cats into their prides, though these associations tend to be short-lived. They hunt with especially savage groups of nkosi, though only a great pridelord can command one during a hunt. When the hunt is over, the mngwa move on, and sometimes they take one of the young nkosi with them to become a shaman." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mngwa.webp" + } + } + ] + }, + { + "name": "Monolith Champion", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This suit of armor stands motionless, its visor raised to reveal a black skull with eyes cold as a winter moon. A cloak of owl feathers hangs from its shoulders, and a greatsword sits across its back.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beautiful Constructs", + "entries": [ + "Monolithic servitors are constructs designed to serve the courts of the shadow fey. As constructs go, these are uncommonly beautiful; they are meant to be as pleasing to the eyes as they are functional. Beauty, of course, is in the eye of the beholder, and what's beautiful in the eyes of the shadow fey might be considered strange, disturbing, or even alarming to mortal folk." + ] + }, + { + "type": "entries", + "name": "Expensive Armor", + "entries": [ + "Regardless of a viewer's aesthetic opinion, it's obvious that a monolith champion incorporates amazing workmanship. Every fitting is perfect, and every surface is burnished and etched with detail almost invisible to the naked eye or else decorated with macabre inlays and precious chasing. The skull in the helmet is mere decoration, meant to frighten the weak of heart and mislead opponents into thinking the champion is some form of undead rather than a pure construct." + ] + }, + { + "type": "entries", + "name": "Keeping Out the Rabble", + "entries": [ + "As its name implies, the monolith champion serves as a guardian, warrior, or sentry. In those roles, it never tires, never becomes distracted or bored, never questions its loyalty, and never swerves from its duty. It delights in throwing non-fey visitors out of fey settlements and buildings." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Monolith Champion.webp" + } + } + ] + }, + { + "name": "Monolith Footman", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A suit of elven parade armor, beautifully ornate but perhaps not terribly functional, stands at attention.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beautiful Construct", + "entries": [ + "Like the monolith champion, a monolith footman is an aesthetic triumph in the construct-builder's craft. Unlike the champion, the footman's visor remains closed, hiding any visage. If anything, form takes a higher priority in the footman than function, since their function is largely to look fine as they stand ready to perform servant's duties for their shadow fey masters." + ] + }, + { + "type": "entries", + "name": "More Servant than Warrior", + "entries": [ + "Because it's fashioned as grand armor, the footman looks more ferocious than it is. Its fighting ability is nothing to dismiss, but a secondary function. It's a combination of household servant and watchdog with imposing martial flair. Like the champion, a monolith footman's most alarming power is its ability to replace an opponent with a shadow double. This threat should be taken seriously by strangers to shadow as they weigh the risks of causing trouble in the fey courts." + ] + }, + { + "type": "entries", + "name": "Perfect Loyalty", + "entries": [ + "Monolith footmen follow orders to the letter and are unswerving in their loyalty." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Monolith Footman.webp" + } + } + ] + }, + { + "name": "Moonlit King", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Dressed in archaic nobleman's finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord's shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others}.", + "His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of Shadows, Duke of the Elves, and Master of the Winter Palace. A creature consumed by madness, the Moonlit King is an ephemeral vestige of greatness lost. He barely lives in reality anymore, and he is beset by phantoms from his own mind conjured from shadows and regret.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dwindling Power", + "entries": [ + "The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the courts of the shadow fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils in a desperate bid to regain freedom." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Moonlit King's Lair", + "entries": [ + "The Moonlit King's lair is the Tower of the Moon, which is hidden in a spiral labyrinth deep within the Plane of Shadows. The tower is a run-down, forlorn place filled with false whispers and shadow ghosts of the mad fey lord's own creation." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Moonlit King.webp" + } + } + ] + }, + { + "name": "Mordant Snare", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The ground rumbles and a gigantic starfish with eleven arms rises from the earth, grasping at nearby prey.}", + "Mordant snares were created by war mages of ancient times. Each resembles an immense, eleven-armed starfish weighing eight tons, and yet a mordant snare is never obvious. Instead, it controls a dozen humanoids shuffling about aimlessly, paying little attention to their surroundings.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Starfish Puppet Masters", + "entries": [ + "Snares bury themselves under loose soil to attack creatures walking above them. After killing a humanoid, they inject acid into the victim's body that liquefies organs and muscle while leaving the skeleton, tendons, and skin intact. With the body thus hollowed out and refilled with acid and filaments, the mordant snare can control it from below like a puppet." + ] + }, + { + "type": "entries", + "name": "Brains Preferred", + "entries": [ + "The mordant snare prefers intelligent food and hunts until an area is empty of sustenance. A village can suffer tremendous losses or even be wiped out before discovering the cause. However, a mordant snare is intelligent enough to know that escaped victims may come back with friends, shovels, and weapons, ready for battle. When this occurs, the snare abandons its puppets, burrows deeper underground, and seeks a new home." + ] + }, + { + "type": "entries", + "name": "Cooperative Killers", + "entries": [ + "Mordant snares are few in number and cannot reproduce. Since the secret of their creation was lost long ago, eventually they will disappear. Until then, they cooperate with each other when in the same areas, using puppets to lure victims to one another." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Mordant Snare.webp" + } + } + ] + }, + { + "name": "Morphoi", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This blue-skinned humanoid wields a trident and has an unusual face with vertical eyes but no mouth or nose.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shapeshifter Plants", + "entries": [ + "Morphoi are shape-shifting plant creatures indigenous to many islands. In their natural forms, the morphoi are androgynous beings between 5 and 6 feet tall. Their elliptical heads have pairs of eyes on both front and back. When harmed, they bleed a dark red sap. As plants, the morphoi don't need to eat. Instead, they gather nutrients from the sun and air. When posing as humanoids, they consume small amounts of food to aid their disguise, but since they have no internal digestive system, the food is just stored inside their bodies until they can spit it out." + ] + }, + { + "type": "entries", + "name": "Ship Travel", + "entries": [ + "Morphoi live in island communities and in nearby waters, traveling by ship. They harbor a powerful animosity toward intelligent animal life, and their disguised agents are behind many otherwise inexplicable acts of sabotage and murder in coastal areas. Unlike doppelgangers, morphoi can't mimic specific individuals or read thoughts. Instead, they create intriguing backgrounds to go along with their disguises." + ] + }, + { + "type": "entries", + "name": "Four Eyes Always", + "entries": [ + "No matter what form they shift into, morphoi always have four eyes, never two. They can relocate their eyes to anywhere on their bodies, however, and they try to keep the second pair of eyes on the back of the head or neck (concealed by long hair or a tall collar), or the backs of the hands (under gloves but useful to peer around corners)." + ] + }, + { + "type": "inset", + "name": "Morphoi in Midgard", + "entries": [ + "Morphoi in Midgard serve and venerate Mnemosyne, the goddess of memory. They willingly give their lives to protect her, her handmaidens, and her followers. Because of Mnemosyne's influence over time as well as memory, morphoi in Midgard have been blessed by their goddess with immunity to magic that manipulates time, including spells that age the morphoi or spells such as haste or slow." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Morphoi.webp" + } + } + ] + }, + { + "name": "Moss Lurker", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Somewhat like the cruel crossbreed of troll and gnome, this creature has a long, greenish beard and hair. Its hide is peaty amber, and a vaguely fungal scent surrounds it.}", + "Like their trollish relatives, moss lurkers have large, often grotesque noses. Their claws are bright red when unsheathed, and their teeth tend toward the long and snaggly. They wear simple clothes of homespun wool or leather, or go naked in the summer. Their hats are sometimes festooned with toadstools or ferns as primitive camouflage.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Large Rocks and Poisoned Gifts", + "entries": [ + "Moss lurkers have a fondness for throwing large stones at enemies. Some stones even seem too large for the lurker to heft. They also enjoy poisoning food and drink then offering it to creatures lost in the forest." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Moss Lurker.webp" + } + } + ] + }, + { + "name": "Myling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Dressed in rags, this small humanoid has cold, blue skin and large, black eyes.}", + "Mylings are the souls of the unburied, those who died in the forest from abandonment or exposure and can find no peace until their bodies are properly interred. Given the circumstances around their deaths, mylings tend to be solitary, haunting the places where they died. When some tragedy ended in multiple deaths, the resulting mylings stay together and hunt as a pack.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Attack in a Rage", + "entries": [ + "Mylings prefer to attack lone wanderers. They target a group when desperate or when there's more than one myling in the pack. They shadow a target until after dark, then jump onto the target's back and demand to be carried to their chosen burial ground. They cling tightly to a victim with arms and legs locked around the victim's shoulders and midsection, begging, threatening, and biting until the victim gives in to their demands. Mylings bite victims to death if the victim is unable or unwilling to carry them, or if a victim moves too slowly." + ] + }, + { + "type": "entries", + "name": "Ungrateful Rest", + "entries": [ + "While all mylings seek a creature to carry them to their final resting place, even when a \"mount\" is willing, the creature's body grows immensely heavy as it nears its burial place. Once there, the myling sinks into the earth, taking its bearer with it." + ] + }, + { + "type": "entries", + "name": "Urchin Rhymes and Songs", + "entries": [ + "Some mylings maintain traces of the personalities they had while alive\u2014 charming, sullen, or sadistic\u2014and can speak touchingly and piteously. Dressed in ragged clothing, their skin blue with cold, they sometimes reach victims who believe they are helping an injured child or young adult. They hide their faces and sing innocent rhymes when they aren't screeching in fury, for they know that their dead eyes and cold blue skin cause fright and alarm." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Myling.webp" + } + } + ] + }, + { + "name": "Naina", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This draconic creature is plumed and scaled in glittering, multicolored hues.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dragons in Human Form", + "entries": [ + "These minor dragons can take the shape of wise, old, human women. They retain full use of their sorcerous powers in their humanoid forms, and they can retain that form indefinitely." + ] + }, + { + "type": "entries", + "name": "Difficult to Spot", + "entries": [ + "A naina shapeshifted into human form is nearly impossible to spot as anything but human unless she makes a mistake that gives away her true nature. This seldom happens. Draconic roars, a flash of scales, a fondness for raw meat, and a flash of wrathful dragon breath are the most common tells." + ] + }, + { + "type": "entries", + "name": "Hunted by Rumor", + "entries": [ + "When rumors of a naina circulate, any woman who is a stranger may be persecuted, ostracized, or even tortured unless she can prove that she's entirely human." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Naina.webp" + } + } + ] + }, + { + "name": "Necrohydra", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Five snaking necks sprout from this decayed, draconic body. However, instead of reptilian heads, each neck ends in a humanoid head.}", + "Necrohydras are created by powerful, evil necromancers and often used as guardians or placed at the vanguard of an undead army to strike fear and despair into the enemy. The wordless, heart-wrenching dirge the creature produces can drain all hope from listeners. The necrohydra can speak, though the few words it croaks out are usually only in response to questions by its master.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Familiar Heads", + "entries": [ + "Sometimes a necrohydra is created as an instrument of revenge or a tool to further damage the morale of a necromancer's enemies. In these instances, the necromancer uses the heads of humanoids that are familiar to those that will face the necrohydra\u2014heroes, beloved leaders or officers, loved ones, or close allies. A necromancer may coach the necrohydra to say certain mocking phrases to strike at the hearts of the necromancer's enemies." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Necrohydra.webp" + } + } + ] + }, + { + "name": "Ngobou Dinosaur", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This ill-tempered, six-horned creature resembles a triceratops the size of an ox, with pairs of horns atop its nose and brows, as well as great tusks jutting from each side of its mouth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hatred of Elephants", + "entries": [ + "Ngobous are ox-sized dinosaurs often at war with elephants over territory. Ngobous are irascible and suspicious by nature, prone to chasing after any creature that stays too long inside its territory. They also become aggressive when they can see or smell elephants. Even old traces of elephant scent are sufficient to trigger an ngobou's rage." + ] + }, + { + "type": "entries", + "name": "Poor Beasts of War", + "entries": [ + "Grasslands tribes sometimes try to train ngobous as beasts of burden or war, but most have given up on the ill-tempered animals. Most believe the ngobou's behavior is too erratic, especially if elephants are nearby or have been in the area recently." + ] + }, + { + "type": "entries", + "name": "Trample Crops", + "entries": [ + "Stampeding ngobou herds can smash fields of crops flat in minutes, and their horns can tear through a herd of goats or cattle in little time." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ngobou Dinosaur.webp" + } + } + ] + }, + { + "name": "Nichny", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These ancient creatures resemble nothing so much as black cats dressed in sumptuous, archaic, clothing.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Xenophobic", + "entries": [ + "The nichny are highly xenophobic and gleefully carnivorous fey who dwell in deep, primeval forests." + ] + }, + { + "type": "entries", + "name": "True and False Prophets", + "entries": [ + "Nichny have oracular powers, but they rarely share their prophecies with outsiders. Their prophecies are always delivered in triples, and legend holds that two inevitably prove true and one proves false." + ] + }, + { + "type": "entries", + "name": "Answer Three Questions", + "entries": [ + "One final legend claims that if a nichny can be bound with gold or orichalcum chains, it must answer three questions. As with their prophecies, two answers will be true and one will be a lie. All three questions must be posed before any will be answered. When the third answer is given, the nichny and the chains disappear." + ] + }, + { + "type": "inset", + "name": "Nichny in Midgard", + "entries": [ + "Known as dolia (\"fate speakers\") in Old Elvish, elven legend says the nichny welcomed the first elves to Midgard. They also gifted the first Emperor of the Elves with three prophecies: humans would cause a great schism and estrangement among the elves, forcing them to flee Midgard; an elfmarked child would be the doom of all elvenkind; and a third prophecy so horrific that the elves erased it with powerful magic." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Nichny.webp" + } + } + ] + }, + { + "name": "Night Scorpion", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These midnight-black scorpions have a bright-red stripe on their tails, signaling the crippling poison within.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blinding Poison", + "entries": [ + "This aptly named arachnid hunter blinds victims with a dose of its crippling poison. It feeds on whole camels when given the chance, but it more commonly devours goats, sheep, and people. It hunts by night, when its senses are most effective." + ] + }, + { + "type": "entries", + "name": "Underdark Giants", + "entries": [ + "The species is common in deep caves and underworld realms. They are eight feet long with a seven-foot tail and daggerlike stinger. They weigh up to 200 pounds." + ] + }, + { + "type": "entries", + "name": "Valuable Venom", + "entries": [ + "Night scorpion venom is highly prized and can command upwards of 400 gp per dose." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Night Scorpion.webp" + } + } + ] + }, + { + "name": "Nightgarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This red-furred lupine creature has a too-wide mouth and blood-soaked claws.}", + "Created in a ritual performed over a pregnant worg, nightgarms are always born female and are followers of the Great Wolf.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Wide-Jawed Lupines", + "entries": [ + "Nightgarms resemble red-furred worgs with wide mouths, half-formed fingers, and comfort with bipedal and quadrupedal movement. They can hold items in their front paws, and their jaws can open to swallow especially large creatures." + ] + }, + { + "type": "entries", + "name": "Mother of Falsehearts", + "entries": [ + "If a nightgarm eats a humanoid corpse whole, it gives birth nine hours later to a duplicate of the victim, known as a falseheart (see the Falseheart Template sidebar). Falsehearts are loyal to the nightgarm that birthed them and retain enough of the victim's memories and capabilities to integrate into society as the victim." + ] + }, + { + "type": "inset", + "name": "Falseheart Template", + "entries": [ + "The corpse of any Humanoid can become a falseheart if eaten whole by a nightgarm. When a Humanoid becomes a falseheart, it retains its statistics, except as described below.", + { + "type": "entries", + "name": "Type", + "entries": [ + "The Humanoid's type changes to Monstrosity" + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "The falseheart's alignment changes to chaotic evil." + ] + }, + { + "type": "entries", + "name": "New Trait: Convincing Copy", + "entries": [ + "A creature very familiar with the Humanoid the falseheart replaced can tell the falseheart is an imitation with a successful DC 20 Wisdom ({@skill Insight}) check." + ] + }, + { + "type": "entries", + "name": "New Trait: Keen Smell", + "entries": [ + "The falseheart has advantage on Wisdom ({@skill Perception}) checks that rely on smell." + ] + }, + { + "type": "entries", + "name": "New Trait: Mother's Love", + "entries": [ + "The falseheart is magically bound to the nightgarm that birthed it, following the nightgarm's telepathic commands." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Nightgarm.webp" + } + } + ] + }, + { + "name": "Nihileth Aboleth", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes\u2014seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "A Forgotten Tribe", + "entries": [ + "As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises." + ] + }, + { + "type": "entries", + "name": "Changed by Planar Wandering", + "entries": [ + "The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\u2014 but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds." + ] + }, + { + "type": "entries", + "name": "Undead Servitors", + "entries": [ + "Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Nihileth's Lair", + "entries": [ + "While aboleths create their lairs underwater, spending most of their time submerged, a nihileth can create a lair outside the water, often in a cave or a ruined, abandoned city. Nihileth lairs on land typically contain several pools of water and are often within at least 1 mile of a large body of water, as the nihileth's ability to fully function outside of water is limited." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Nihileth Aboleth.webp" + } + } + ] + }, + { + "name": "Nihilethic Dominator", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes\u2014seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "A Forgotten Tribe", + "entries": [ + "As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises." + ] + }, + { + "type": "entries", + "name": "Changed by Planar Wandering", + "entries": [ + "The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\u2014 but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds." + ] + }, + { + "type": "entries", + "name": "Undead Servitors", + "entries": [ + "Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Nihilethic Zombie", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Eons ago, a group of aboleth left the Material Plane to wander through distant planes\u2014seeing them through magical scrying was not enough, so these aboleth used astral magic and bodily travel to see far beyond normal realms}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "A Forgotten Tribe", + "entries": [ + "As ages passed, memories of those who departed slowly faded from the minds of those aboleth who remained behind. Those few aboleth who did remember that long ago some of their kin had gone plane-wandering assumed that the wanderers died in distant hells or paradises." + ] + }, + { + "type": "entries", + "name": "Changed by Planar Wandering", + "entries": [ + "The plane-wanderers hadn't died. Instead, their eons-long exposure to alien realms and the space between changed them, restructuring their life force, making them into something even more nightmarish\u2014 but better able to withstand both strange hells and golden realms of eldritch delight. They returned even more corrupt and powerful than when left, and these wandering nihileths returned to the mortal world intent on spreading the influence of the Void and the utter evil they found in the vast darkness between worlds." + ] + }, + { + "type": "entries", + "name": "Undead Servitors", + "entries": [ + "Humanoids, giants, and monstrosities that succumb to the nihileth's disease transform into servitors for the twisted aboleths. Most humanoids transform into nihilethic zombies, while the larger giants and monstrosities transform into nihilethic dominators. While the creatures retain much of the general shape they had in life, these servitors have translucent and slimy skin, and are adept swimmers, able to function in water or on land in service to their nihileth masters." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Nihilethic Zombie.webp" + } + } + ] + }, + { + "name": "Nkosi", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beads and Braids", + "entries": [ + "The nkosi resemble bestial humans with cat's eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi's true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion." + ] + }, + { + "type": "entries", + "name": "Pridelords", + "entries": [ + "Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Nkosi.webp" + } + } + ] + }, + { + "name": "Nkosi Pridelord", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With a thick mane of beaded locks, this leonine humanoid grins with a mouthful of pointed teeth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beads and Braids", + "entries": [ + "The nkosi resemble bestial humans with cat's eyes, slender tails, and the fangs and fur of a lion. Most grow their hair long, braiding colorful beads into their locks to mark important events in their lives. Although the nkosi's true form is that of a feline humanoid with leonine features, the most striking feature of the nkosi is their ability to change their shape, taking the form of a lion." + ] + }, + { + "type": "entries", + "name": "Pridelords", + "entries": [ + "Nkosi pridelords are exceptionally tall and muscular leaders. They keep impressive manes, but they are known for their roar, which wakes the feral heart inside all nkosi." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Noctiny", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A grinning man brandishes a staff surmounted by a rune-covered skull. Blasphemous sigils adorn his clothes, and ashes stain his skin a sickly gray.}", + "Noctiny are humanoids corrupted by fell power. Their skin is sallow and gaunt even before they smear it with ash, bone dust, and worse materials to wash all living color from their bodies. The noctiny embrace all manner of blasphemous and taboo behaviors to please their masters.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Pyramid of Power", + "entries": [ + "The noctiny's lust for power drives them away from decency and reason. They are initiates who form the lowest rung of fext society. They swear themselves into service to the undead fext as thugs, servants, acolytes, and cannon fodder, and in exchange draw a trickle of power for themselves." + ] + }, + { + "type": "entries", + "name": "A Race Apart", + "entries": [ + "Though they arise from any humanoid stock, the noctiny are corrupted by the powers they serve, changing them. Noctiny retain the cosmetic traits that identify their original race if one looks hard enough, but any connection they once had to their fellows is overpowered by their transformation into noctiny." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Noctiny.webp" + } + } + ] + }, + { + "name": "Oculo Swarm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This collection of hundreds of eyes floats along, trailing ganglia and dripping caustic fluid that sizzles when it hits the ground.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Failed Experiment", + "entries": [ + "Oculo swarms came about from failed experiments to create living scrying sensors. Once set loose, these horrors attain a form of distributed self-awareness. Exactly what motivates them is unknown, except that they are driven to survive." + ] + }, + { + "type": "entries", + "name": "Flesh Stealers", + "entries": [ + "A weakened oculo swarm can reinvigorate itself by tearing fresh eyes from almost any type of living creature. If a badly depleted oculo swarm escapes from battle, it attacks lone creatures or weak groups until the mass of gore-spattered eyeballs is replenished. The more dismembered eyeballs the swarm contains, the more powerful it becomes." + ] + }, + { + "type": "entries", + "name": "Single Eye Scouts", + "entries": [ + "The entire swarm sees what any single member sees. Before attacking or even entering a potentially dangerous area, individual eyes scout ahead for prospective victims or dangerous foes. Though harmless and easily destroyed, these lone eyes provide plenty of information to the oculo swarm before perishing." + ] + }, + { + "type": "inset", + "name": "Oculo Swarms in Midgard", + "entries": [ + "Bemmean wizards have been known to employ oculo swarms as lie detectors during negotiations. An oculo instinctively reads eye movements, and it can communicate what it sees to the wizard by moving in a specific way or by changing the color of its irises. If negotiations go poorly, the mage gives the swarm permission to add a fresh pair of eyes to its number." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Oculo Swarm.webp" + } + } + ] + }, + { + "name": "Ogre Corrupted Chieftain", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Spikes adorn the green skin of this large ogre, and it brandishes a nail-studded club.}", + "Twisted by wild magic, fiendish power, or arcane disease, the corrupted chieftain has turned its mutation into an advantage. The corruption within makes this chieftain stronger and more savage than the ogres it bullies and commands.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Changed Form", + "entries": [ + "The power that changed the corrupted chieftain's body caused its skin to toughen and produce dozens of bony spikes. It also caused the chieftain to become stronger, hardier, and more imposing than its ogre kin, solidifying its position as a clan's chieftain." + ] + }, + { + "type": "entries", + "name": "Powerful Leader", + "entries": [ + "Though the corrupted chieftain remains as tactical as it was before coming into contact with the force that changed it, the power coursing through its veins gives it uncanny sway over other ogres. The chieftain can belt out orders without receiving grumbles and can even imbue a measure of its power into its underlings." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ogre Corrupted Chieftain.webp" + } + } + ] + }, + { + "name": "Oozasis", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The oasis appears as an idyllic desert respite, offering water, shade, and even edible fruit and nuts in the trees above.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mockmire", + "entries": [ + "The oozasis, or oasis ooze, is also known as a mockmire in other climates. It mimics a peaceful, pristine watering hole to draw in unsuspecting prey. An oozasis cycles seemingly at random between activity and dormancy." + ] + }, + { + "type": "entries", + "name": "Quest Givers", + "entries": [ + "Within its odd physiology stirs an ancient mind with an inscrutable purpose. Far from being a mindless sludge, its fractured intelligence occasionally reads the thoughts of visitors. At these times, it tries to coerce them into undertaking quests for cryptic reasons." + ] + }, + { + "type": "entries", + "name": "Ancient Minds", + "entries": [ + "Some tales claim these creatures preserve the memories of mad wizards from dead empires, or that they have unimaginably ancient, inhuman origins." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Oozasis.webp" + } + } + ] + }, + { + "name": "Orobas Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Tall and powerful, this creature resembles a strong man with well-chiseled muscles, save its equine head, flaring nostrils, and hoofed feet.}", + "Orobas devils thrive in Hell, selling their knowledge to those who have the coin or souls. The common phrase, \"never trust a gift horse,\" stems from these corrupting devils.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Horse-Headed but Wise", + "entries": [ + "Orobas devils look like horrific horse-headed humans. Sulfuric smoke curls from their nostrils, and flames dance across their flails. This beast-like appearance belies their true strength; these devils possess an uncanny prescience and affinity for divination." + ] + }, + { + "type": "entries", + "name": "Masters of Deceit", + "entries": [ + "When bargaining with an orobas, one must speak truthfully\u2014or possess an exceptionally quick tongue and the most charming smile." + ] + }, + { + "type": "entries", + "name": "Surrounded by Lessers", + "entries": [ + "Orobas devils gather lesser devils both as chattel and defense. Their analytical minds telepathically confer the strengths and weaknesses of foes to their allies. With surprising speed, the deceivers can assess a battlefield, weigh outcomes, and redirect forces." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Orobas Devil.webp" + } + } + ] + }, + { + "name": "Ostinato", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A bit of catchy, repetitive music emanates from nowhere, drifting and moving as if dancing in the empty air.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born from Drama", + "entries": [ + "Incredibly moving arias, passionate performances, and ditties that drive a person mad are often the product of ostinatos. These creatures of living music are born from overwrought emotions, and they feed off the vitality and personality of mortals." + ] + }, + { + "type": "entries", + "name": "Song Searchers", + "entries": [ + "Ostinatos wander the mortal world as repetitive snippets of song, searching for hosts and rich feeding grounds. They enter hosts secretly, remaining undetected to prolong their voracious feasting." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ostinato.webp" + } + } + ] + }, + { + "name": "Owl Harpy", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This winged woman's face is wreathed in a headdress of feathers; her luminous eyes and aquiline nose lend beauty to her feral demeanor. Her sharp, taloned feet seem even more inhuman by comparison.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Harpy Queens", + "entries": [ + "An owl harpy is a queen among her kind, possessing superior grace and intelligence and an owl's predatory instinct and savage appetite. Owl harpies never grow hair, only feathers, which often wreathe their faces and crown their heads like a headdress. Their taloned feet are strong and razor sharp. They are much stronger fliers than lesser harpies; they swoop and hover in mid-air with ease to tear their prey apart. They are found in temperate climates as well as in deserts and jungles." + ] + }, + { + "type": "entries", + "name": "Nocturnal Magic", + "entries": [ + "Owl harpies practice a rare, potent magic associated with darkness and the night. They can counter most light sources easily. So refined is their hearing that neither darkness nor invisibility detracts from their ability to hunt their quarry. Their acute hearing also means that thunderous noises distress them." + ] + }, + { + "type": "entries", + "name": "Servants of Darkness", + "entries": [ + "Owl harpies are natural bards thanks to their sharp wits, and most are zealous followers of deities and demon lords of darkness and night. Less common but not unheard of are owl harpy oracles, scholars, and collectors. These savants are known to exchange their knowledge and insights for companionship or for unusual gifts and treasures." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Owl Harpy.webp" + } + } + ] + }, + { + "name": "Pact Vampire", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Blood flows up the slain man's body, defying gravity as it makes its way into the skin and fanged maw of this wild-haired vampire.}", + "Pact warlocks seek transformation into a vampire while blessed by a patron of blood, destruction, or undead. The pact vampire's thirst for blood is so all-consuming that it can draw the blood of others through the air to its open maw.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blood Line", + "entries": [ + "The patron's blessing frees the warlock from some of a vampire's weaknesses, but it also secures a magical line of blood and life energy between the warlock and the patron. This drives the warlock to wantonly shed and drink blood, fueling the patron with each drop. A pact vampire must feed blood to its patron weekly by shedding the blood of other creatures and absorbing that blood into its body. A pact vampire that forgets or refuses to shed blood for its patron begins to lose vitality, steadily becoming more gaunt until it withers into a mindless, skincovered skeleton under the patron's control." + ] + }, + { + "type": "entries", + "name": "Transformed Vampires", + "entries": [ + "Not all pact vampires start as living warlocks. Some vampires choose to make a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Such vampires transform into pact vampires, giving up some of their autonomy for greater power and safety from running water and sunlight. Regardless of how it initially transformed, a pact vampire can't change its form like a standard vampire, relying on its followers and its patron's power to ensure its safe exit from dangerous situations." + ] + }, + { + "type": "entries", + "name": "Poisonous Blood", + "entries": [ + "A pact vampire's blood is tainted by its enhanced magical connection to its patron, and when introduced to living creatures, the vampire's blood causes the creature's blood to flow more freely. Pact vampires coat their claws in this blood to better subdue and sup from bleeding victims. Particularly brave alchemists have attempted to harvest pact vampire blood for use in treating diseases related to thick or sluggish blood, but few survive the attempt." + ] + }, + { + "type": "inset", + "name": "A Pact of a Different Color", + "entries": [ + "The pact vampire represented here is based on the Fiend patron. Not all patrons, especially those of good alignment, would condone their warlocks seeking transformation into an especially bloodthirsty vampire. Those patrons who are associated with blood, destruction, or undeath, however, take special glee in aiding such a transformation, reveling in the blood shed by the warlock and sending their minions to assist in the mayhem.", + "If you want to bring a pact vampire into play from a different patron, consider some changes. Damage resistances, immunities, and actions like Children of the Lower Planes can be changed to reflect a different pact, such as resistance to damage from weapons not made with cold iron for a pact vampire whose patron is one of the fey lords or ladies (see Tome of Beasts) or magically calling mephits and other minor elementals for a pact vampire whose patron is a genie lord." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Pact Vampire's Lair", + "entries": [ + "Needing to be near civilization for ready access to the blood its patron craves, a pact vampire dwells in a city's catacombs, sewers, or other underground complex with easy access to the city's streets at night. Pact vampires often lead secret cults within the city, building its patron's followers while drinking in the blood of the victims the cult brings to it. Due to the pact vampire's more direct link to the patron than many warlocks, the lair takes on aspects of the patron and is subtly shaped by the patron's will, filling the lair with hellish heat, eldritch lights, sourceless screams, and similar effects pleasing to that particular patron." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Pact Vampire.webp" + } + } + ] + }, + { + "name": "Paper Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With its sharp angles and translucent skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Book and Map Erasers", + "entries": [ + "These drakes originated in exotic lands far away, where paper is as common as parchment and vellum. They now inhabit wide stretches of the world, and they seem to have edited their origins out of history. Paper drakes are a bane to historians and spellcasters. They can erase ink and pigments, and they often do so for their own aesthetic purposes. They adore the possibility of a blank page, but they also sometimes erase ink selectively to make beautiful patterns in the remaining ink." + ] + }, + { + "type": "entries", + "name": "Correcting Errors", + "entries": [ + "Some paper drakes have a compulsion to correct errors in text or speech, and in these cases their strange ability isn't a nuisance. Indeed, these paper drakes help scribes correct mistakes, update outdated text, or erase entire volumes so they can be hand-lettered again with different text." + ] + }, + { + "type": "entries", + "name": "Tattoo Magicians", + "entries": [ + "Paper drakes are sometimes subjected to strange magical rituals in which wizards tattoo powerful runes and symbols onto their skin. Those who survive this process gain even stranger, esoteric abilities, such as the ability to \"stamp\" text or images with their feet, the ability to make illustrations move as if alive, or even the ability to erase the memory of written words from a person's mind, much as they erase text from a page. In their regular form, paper drakes reach just over four feet in length and weight around 30 pounds. They are usually white or tan but develop a brown or yellow tone as they age." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Paper Drake.webp" + } + } + ] + }, + { + "name": "Planewatcher", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The brilliant lasso tightened around the eldritch monster as the faceless winged creature dragged it across a hellish landscape.}", + "A planewatcher is sworn to protect the order of the boundaries between worlds. These angelic creatures fearlessly track down people and monsters who cross the boundaries of the planes and drag them back to where they came from, willingly or otherwise. Each planewatcher is bound to a single plane of existence.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Friend or Foe", + "entries": [ + "Planewatchers are dedicated to their purpose, regardless of morality. Heroes may find themselves beseeching a planewatcher for help to battle an interplanar foe, or find themselves fighting one while on a planar mission. Planewatchers track down trespassers based on the perceived threat to the multiverse." + ] + }, + { + "type": "entries", + "name": "Unlikely Allies", + "entries": [ + "Star drakes protect the Material Plane in much the same way planewatchers protect their respective planes. Because of this, the Material Plane has fewer planewatchers than other planes, and the two beings can work in concert to maintain the natural order of the multiverse." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Planewatcher.webp" + } + } + ] + }, + { + "name": "Pombero", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This squat little man has long limbs and skin the color of coal. The backs of its hands and tops of its feet are covered in thick hair. Its face seems a bit too wide for its head, and its eyes gleam a little too brightly in the pale light}.", + "Pomberos are strange tricksters, born of shadows in the wild. At rest, they tend to adopt a squatting posture, which accentuates their too-long limbs. They shun bright light, though it doesn't harm them, and seek out shadows and half-light. For this reason, many people call pomberos the Night People.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Joy of Trespassing", + "entries": [ + "Pomberos take delight from creeping into places where they don't belong and stealing interesting objects. A pombero's lair is littered with trinkets, both commonplace and valuable. The blame for all manner of misfortune is often laid at a pombero's hairy feet." + ] + }, + { + "type": "entries", + "name": "Hatred of Hunters", + "entries": [ + "In contrast to their larcenous ways, pomberos take great umbrage over the killing of animals and the destruction of trees in their forests. Birds are particularly beloved pets, and they enjoy mimicking bird songs and calls most of all. Villagers in areas near pombero territory are careful to treat the animals and trees with respect, and they have a strong taboo against killing birds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Pombero.webp" + } + } + ] + }, + { + "name": "Possessed Pillar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This ancient animal-headed pillar is engraved with weathered symbols from ancient empires.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Animal Headed", + "entries": [ + "Possessed pillars are carved from enormous blocks of stone to look like animal-headed gods of ancient pantheons or sometimes demonic figures of zealous cults. The most common are the jackal-faced and the ibis-headed variants, but pillars with baboon, crocodile, elephant, or hawk heads also exist." + ] + }, + { + "type": "entries", + "name": "Hijacked by Cults", + "entries": [ + "Some such pillars are claimed by various cults and carved anew with blasphemous symbols or smeared with blood, oils, and unguents as sacrificial offerings." + ] + }, + { + "type": "entries", + "name": "Weapon Donations", + "entries": [ + "Priests claim the weapons stolen by the pillars and distribute them to temple guards or sell them to fund temple activities." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Possessed Pillar.webp" + } + } + ] + }, + { + "name": "Psoglav Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i An immense creature sniffs at the air, its singular eye glowing with malice.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Paid in Souls and Memories", + "entries": [ + "These demonic creations are bred for protection, which they provide for a select few. The price for their guardianship is always high and never in coin. They demand everything from memories to souls in exchange for their services." + ] + }, + { + "type": "entries", + "name": "Fond of Trophies", + "entries": [ + "Psoglav demons carry recent kills along with them as grisly toys, and they often wear strings of scalps or ears as trophies. They do not mind the stench, and enjoy gnawing bones as a pastime, the larger and more durable the better." + ] + }, + { + "type": "entries", + "name": "Shadow Stealers", + "entries": [ + "The psoglav has a single, menacing eye that is capable of commanding a creature's shadow to separate from its owner and follow the psoglav. The psoglav's command of the shadow is tenuous, however, and the shadow returns to its owner within a few days. Psoglav demons sometimes use this to sow further fear, allowing the shadow to return and letting the victim believe the psoglav has moved on, only for the psoglav to show up days later to finish the kill." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Psoglav Demon.webp" + } + } + ] + }, + { + "name": "Putrid Haunt", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This shambling corpse has twigs, branches, and other debris intertwined with its body. Its gaping maw crawls with scrabbling vermin.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swamp Undead", + "entries": [ + "Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost in a vast swampland. Their desperate need to escape the marshland in life transforms into a hatred of all living beings in death. They often gather in places tainted by evil deeds." + ] + }, + { + "type": "entries", + "name": "Mossy Islands", + "entries": [ + "When no potential victims are nearby, putrid haunts sink into the water and muck, where moss and water plants grow over them and vermin inhabit their rotting flesh. When living creatures draw near, the dormant putrid haunt bursts from its watery hiding spot and attacks its prey, stomping foes deep into the muck. There's no planning and little cunning in their assault, but they move through the marshes more freely than most intruders, and they attack with a single-mindedness that's easily mistaken for purpose." + ] + }, + { + "type": "entries", + "name": "Harbor Vermin", + "entries": [ + "Putrid haunt corpses create favorable conditions for leeches, insects, and other swamp vermin. They are often hosts or hiding places for large gatherings of such creatures." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Putrid Haunt.webp" + } + } + ] + }, + { + "name": "Queen of Night and Magic", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A fey lady of stunning beauty with hair the color of midnight stands before a shining field of stars. A gown seemingly woven from the night sky drapes her flawless ivory skin. Bright lights glitter like diamonds in her crown and raiment, and some drift about her body and dance near her hand}.", + "Her Celestial and Royal Majesty, Sarastra Aestruum, Queen of Night and Magic, is also Duchess of the Heavens, Mistress of Air and Darkness, Lady of the Summer Palace, and Bride of Shadows. The Queen rules the court of the shadow fey with grace and majesty\u2014most of the time. Queen Sarastra is the head of the Summer Court, which rules the shadow fey in its season. On the rare occasion when the courtly season turns, Sarastra steps aside in favor of her husband and rival, the Moonlit King, who is head of the Winter Court.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Sorceress", + "entries": [ + "The Queen of Night and Magic does not bear her moniker lightly. She is a devastatingly potent sorceress, augmented with command over the stuff of shadows. Though her nature is undeniably dark, Queen Sarastra is hardly unreasonable. She is quick to recognize the value in any supplicant, mortal or fey, who catches her royal eye. She is never one to ignore an opportunity to further her agenda or to gain further power over the Moonlit King." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "The Queen of Night and Magic's Lair", + "entries": [ + "The Queen of Night and Magic makes her home in the Plane of Shadows in the ancient halls of the courts of the shadow fey. Her lair is a great castle of delicate spires and graceful bridges with sprawling wings that house various members of the court." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Queen of Night and Magic.webp" + } + } + ] + }, + { + "name": "Queen of Witches", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This statuesque woman towers over any tall man and most ogres. Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist}.", + "Nicnevin, the Queen of Witches, is the Mountain Ogress, Lady of Copper and Crystal, and the Moon Weaver. She is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Pact Patron", + "entries": [ + "The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "The Queen of Witches's Lair", + "entries": [ + "The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain's peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into the Queen's home when she doesn't emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Queen of Witches.webp" + } + } + ] + }, + { + "name": "Quicksilver Siege Orb", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This silver sphere, polished to a mirror-like sheen bobs gently in the air for a moment before suddenly flattening out into a round, serrated blade.}", + "The quicksilver siege orb is an alchemical construct designed for use as a siege weapon. The orb measures 3 feet in diameter and weighs 30 pounds. When it changes to disk form, its diameter increases to 6 feet, but it is only an inch thin.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Smart Silver", + "entries": [ + "Arcanists replicated a semi-sentient quicksilver they found in the underworld and provided it to warring factions. The metal changes its disposition to match its form. As an orb, it is contemplative and observant. As a blade, it is aggressive, seeking to kill enemy combatants. Fortunately, it takes commands well and avoids inflicting collateral damage." + ] + }, + { + "type": "entries", + "name": "Autonomous Siege Weapon", + "entries": [ + "A quicksilver siege orb can fit into a catapult or other throwing siege weapon while in spherical form. When it reaches its destination, it hovers in place to assess soft targets before changing into its disk form and injuring or killing those targets." + ] + }, + { + "type": "entries", + "name": "Customizable Alternate Form", + "entries": [ + "Though the siege orb can have only one alternate form, the orb accepts instructions for several shapes beyond the standard whirling disk, such as spiked balls, borers, and other devices useful in battle." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Quicksilver Siege Orb.webp" + } + } + ] + }, + { + "name": "Qwyllion", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The reeking creature resembles a toothless, cadaverous hag. Its large eyes glow with unearthly green light, and ragged claws extend from its fingers.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Twisted Nymphs", + "entries": [ + "Qwyllion (the name means \"polluter\" in Old Elvish) are fey who have been twisted by the corrupted magic of magical wastelands or warped by alchemical experiments into baleful versions of their former selves." + ] + }, + { + "type": "entries", + "name": "Frighten Animals", + "entries": [ + "Besides making them hideously ugly, the transformation leaves them with a deadly gaze and the ability to control a living creature with a mere glance. Most animals can sense the corruption within the fey and refuse to approach it." + ] + }, + { + "type": "entries", + "name": "Goblin Mercenaries", + "entries": [ + "Qwyllion are sometimes engaged by goblin sorcerers and evil mages to guard desecrated temples and despoiled gardens. The terms and payments for these arrangements vary wildly from one qwyllion to the next. Anyone who dares to employ a qwyllion must be constantly vigilant, because these creatures are prone to renege on any agreement eventually." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Qwyllion.webp" + } + } + ] + }, + { + "name": "Ramag", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The especially lanky man with long limbs and thick locks of hair traced magical symbols with delicate fingers, opening a small portal.}", + "The ramag were a powerful tribe of dimensional sorcerers allied with a great society of titans, and they were indeed human in ages past. Over time, strange practices warped them into their current state, and they are clearly no longer purely human. They have angular features, and their limbs grow long in proportion to their bodies, giving them a stooped posture. A ramag's hair is impossibly thick, each strand being the width of a human finger, which they wear tied back with decorative clasps.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Portal Network", + "entries": [ + "The ramag used their innate magical gifts and affinity for portals to maintain powerful magical conduits. This mastery of the arcane allowed instantaneous travel to the farthest-flung outpost. The ramag still maintain a network of magical monoliths that connect the scattered districts of their home, but this network is frayed and fading." + ] + }, + { + "type": "entries", + "name": "Studious and Powerful", + "entries": [ + "Although physically weak, the ramag are sharp-witted, studious, and naturally infused with magic. Lifetimes of exposure to the warping effect of their runaway magical energy have given them innate control over magic as well as sharp resistance to it. They are acutely aware of their responsibility for keeping magic in check and fully know the danger of uncontrolled magical energies. Even the lowliest ramag has a keen intellect and a natural understanding of magic. Many ramag take up the study of wizardry. Few become wandering adventurers, but well-equipped expeditions sometimes leave their homeland to inspect the surrounding countryside." + ] + }, + { + "type": "inset", + "name": "Ramag in Midgard", + "entries": [ + "The ramag all live within the twelve scattered districts of their home city, Ramagani (home, in their dialect), with eleven districts in the Abandoned Lands of the Southlands and one on an island off the coast. Though the districts are far apart, the ramag consider them all part of one great metropolis. The inhabited districts are guarded by powerful ramag spellcasters and by the Stormwatch\u2014a garrison of arcane warriors who operate enchanted lightning ballistae in defense of the city. A lightning ballista functions identically to a standard ballista but does an additional {@dice 1d10} lightning damage with each hit." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ramag.webp" + } + } + ] + }, + { + "name": "Rat King", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A great knot of scabrous rats scrabbles together as a mass, with skulls, bones, and flesh entangled in the whole. Teeth, eyes, and fur all flow as a single disturbing rat swarm walking on two legs.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fused at the Tail", + "entries": [ + "A rat king forms when dozens of rats twist their tails together in a thick knot of bone and lumpy cartilage\u2014and offer praise to the rat demon Chittr'k'k (see{@i Creature Codex}). Its numbers and powers grow quickly" + ] + }, + { + "type": "entries", + "name": "Rule Sewers and Slums", + "entries": [ + "The rat king is a cunning creature that stalks city sewers, boneyards, and slums. Some even command entire thieves' guilds or hordes of beggars that give it obeisance. They grow larger and more powerful over time until discovered." + ] + }, + { + "type": "entries", + "name": "Plague and Dark Magic", + "entries": [ + "The rat king is the result of plague infused with twisted magic, and a malignant ceremony that creates one is called \"Enthroning the Rat King.\" Rats afflicted with virulent leavings of dark magic rites or twisted experiments become bound to one another. As more rats add to the mass, the creature's intelligence and force of will grow." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rat King.webp" + } + } + ] + }, + { + "name": "Ratatosk", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The chattering squirrel creature has tiny tusks and fur that shimmers in a way that defies the surrounding light.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sleek-Furred Celestials", + "entries": [ + "The ratatosk is a celestial being that is very much convinced of its own indispensable place in the multiverse. Its fur is sleek, and it takes great pride in the cleaning and maintenance of its tusks." + ] + }, + { + "type": "entries", + "name": "Planar Messengers", + "entries": [ + "Ratatosks were created to carry messages across the planes, bearing word between gods and their servants. Somewhere across the vast march of ages, their nature twisted away from that purpose. Much speculation as to the exact cause of this change continues to occupy sages." + ] + }, + { + "type": "entries", + "name": "Maddening Gossips", + "entries": [ + "Ratatosks are insatiable tricksters. Their constant chatter is not the mere nattering of their animal counterparts; it is a never-ending celestial gossip network. Ratatosks delight in learning secrets and spreading those secrets in mischievous ways. It's common for two listeners to hear vastly different words when a ratatosk speaks\u2014and for that misunderstanding to lead to blows." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ratatosk.webp" + } + } + ] + }, + { + "name": "Ratfolk", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.}", + "The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies\u2014though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Adaptable", + "entries": [ + "Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities." + ] + }, + { + "type": "entries", + "name": "Fast Fighters", + "entries": [ + "Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \"Rat King\" who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ratfolk.webp" + } + } + ] + }, + { + "name": "Ratfolk Rogue", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The halfling-sized, furred creature has a twitching snout, bony feet, and a long, pink tail.}", + "The ratfolk are canny survivors, rogues, and tricksters. Their strong family ties make it easy for them to found or join criminal societies\u2014though others serve as expert scouts and saboteurs, able to infiltrate army camps, city sewers, and even castle dungeons with equal ease. Ratfolk leaders are often spellcasters and rogues.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Adaptable", + "entries": [ + "Ratfolk swim well and can survive on little. Some groups are endemic to tropical and subtropical islands. Others inhabit forests, sewers, labyrinths, and ancient, ruined cities." + ] + }, + { + "type": "entries", + "name": "Fast Fighters", + "entries": [ + "Ratfolk prefer light weapons and armor, fighting with speed and using numbers to bring down a foe. They have been known to ally themselves with goblins, darakhul, and kobolds on occasion, but more often prefer to serve a \"Rat King\" who may or may not be a rat of any kind. Such rat rulers might include a wererat, a rat king, an ogre, a minor demon, or an intelligent undead." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Ravenala", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The tree steps forward on bark-covered legs. Its head is crowned by long-stemmed, green-paddled fronds and spiked seed pods, and its dangling arms end in hooked, wooden talons.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Leafy Advisors", + "entries": [ + "Wise and long-lived like treants, ravenalas tend their coastal forest homes far from most societies. Tribal humanoids respect and venerate ravenalas and sometimes seek their advice or aid in times of great need. Ravenalas seldom interact with others unless approached." + ] + }, + { + "type": "entries", + "name": "Prisoner's Lamentation", + "entries": [ + "Unlike treants, ravenalas avoid physical conflict in favor of diplomacy and compromise. If annoyed, they imprison hostile creatures within their trunks rather than killing or eating the attackers. Trapped creatures must sing their own lament as they are carried off to a distant locale away from the ravenala's home." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ravenala.webp" + } + } + ] + }, + { + "name": "Ravenfolk Doom Croaker", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}", + "The ravenfolk are an avian race of scoundrels, schemers, and sneaks\u2014but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Odin's Children", + "entries": [ + "To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's." + ] + }, + { + "type": "entries", + "name": "Flightless But Bold", + "entries": [ + "Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\u2013105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids." + ] + }, + { + "type": "entries", + "name": "Feather Speech", + "entries": [ + "The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers." + ] + }, + { + "type": "inset", + "name": "Ravenfolk in Midgard", + "entries": [ + "If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.", + "They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Ravenfolk Scout", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}", + "The ravenfolk are an avian race of scoundrels, schemers, and sneaks\u2014but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Odin's Children", + "entries": [ + "To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's." + ] + }, + { + "type": "entries", + "name": "Flightless But Bold", + "entries": [ + "Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\u2013105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids." + ] + }, + { + "type": "entries", + "name": "Feather Speech", + "entries": [ + "The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers." + ] + }, + { + "type": "inset", + "name": "Ravenfolk in Midgard", + "entries": [ + "If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.", + "They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ravenfolk Scout.webp" + } + } + ] + }, + { + "name": "Ravenfolk Warrior", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature's face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings.}", + "The ravenfolk are an avian race of scoundrels, schemers, and sneaks\u2014but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Odin's Children", + "entries": [ + "To this day, the ravenfolk are Odin's agents and embody his thought and memory. They are thieves of objects, yes, but primarily, they are thieves of secrets. Their black feathers and long beaks are spotted on the road from place to place, trading information or helping to hatch plots. They are widely viewed as spies, informers, thieves, and troublemakers, but when the ravenfolk swear an oath, they abide by it. Odin grants the best of his ravenfolk magical runespears and runestaves, weapons enchanted to serve his messengers. The ravenfolk consider them special tokens meant for their use, and no one else's." + ] + }, + { + "type": "entries", + "name": "Flightless But Bold", + "entries": [ + "Though they have no wings and normally cannot fly, the physiology of ravenfolk is strikingly similar to that of true avians. They stand roughly 5 feet tall and, because of their hollow bones, weigh just 95\u2013105 pounds. Albino ravenfolk are often found in southern climates. Ravenfolk eat almost anything, but they prefer raw meat and field grains, such as corn, soy, and alfalfa. They even scavenge days-old carrion, a practice that repulses most other humanoids." + ] + }, + { + "type": "entries", + "name": "Feather Speech", + "entries": [ + "The ravenfolk have two languages: a verbal language full of croaks and whistles and a language of feathers. Ravenfolk can communicate volumes without speaking a word through the dyeing, arrangement, preening, and rustling of their plumage. This language is inherent to ravenfolk, and though others may use magic to understand it, it can't be used by creatures without feathers." + ] + }, + { + "type": "inset", + "name": "Ravenfolk in Midgard", + "entries": [ + "If the ravenfolk of Midgard have a homeland, it is Beldestan to the East, on a branch of Wotan's tree in the North, or a high cliff of Horus' hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Zobeck, Nuria Natal, and the Dragon Empire, but none are large.", + "They avoid the West and the Seven Cities most of the time and are highly honored in Nuria Natal, where they serve the temples of Horus as sworn guardians, assassins, and seekers of forgotten arcana. Some are said to be members of the Emerald Order, a society devoted to arcane mysteries." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ravenfolk Warrior.webp" + } + } + ] + }, + { + "name": "Red Hag", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The red-skinned woman steps forward, sunlight glinting in her raven hair as red magic swirls around her.}", + "An elder race\u2014older than the elves, and as old as the dragons, they claim\u2014red hags are the most cunning and longest-lived of the hags, with a lifespan of more than a thousand years.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Beautiful and Strong", + "entries": [ + "Unlike many of their hag kin, red hags are not horrid to look upon, and most are considered comely in their own right. Few know anything about them, and the red hags do little to enlighten scholars, preferring seclusion." + ] + }, + { + "type": "entries", + "name": "Tied to Nature", + "entries": [ + "Red hags have a deep connection with all elements of nature, and they often make their homes in deep forests, in caves, or alongside coastlines." + ] + }, + { + "type": "entries", + "name": "Blood Magic", + "entries": [ + "Because of their connection to nature, red hags often serve as druids. Within their druidic circles they practice blood sacrifices and perform ritualistic blood magic\u2014both to slake their craving for humanoid blood, but also as a means to venerate goddesses of dark magic. The ancient hags all answer to a hierarchy with the most powerful spellcasters at the top." + ] + }, + { + "type": "inset", + "name": "Red Hags in Midgard", + "entries": [ + "Red hags are more sociable among their own kind than other hags are, and they sometimes live in small communities in remote areas. In ancient times, they settled together in larger clusters and ruled small cities of mixed populations\u2014especially in Old Verrayne. Their current leader is Blood Mother Margase, an ancient druid.", + "Their greatest city, Talitheos, an island metropolis of vast wealth and magical knowledge, sunk during the cataclysm, and the hags have been seeking its ruins ever since." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Red Hag.webp" + } + } + ] + }, + { + "name": "Red-Banded Line Spider", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Bands of red swirl along the abdomen of this small, black spider.}", + "Red-banded line spiders are named for both the deep red swirls on their abdomens, unique to each spider, and for their peculiar hunting technique. The largest ones hunt in the dark canopy of temperate and subtropical forests.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hand-Sized Hunters", + "entries": [ + "These furry, brown spiders are not enormous monsters, but they are big enough to be alarming. A typical one is as big as a human hand with fingers spread wide, but some grow as large as small dogs." + ] + }, + { + "type": "entries", + "name": "Webbed Line", + "entries": [ + "Line spiders don't spin webs but instead perch and watch for prey. When prey wanders near, the spider launches a line of webbing to snare it, then pounces unerringly along that line to deliver a deep bite. Their potent venom can incapacitate creatures much larger than themselves, and they quickly devour flesh with their powerful jaws." + ] + }, + { + "type": "entries", + "name": "City Dwellers", + "entries": [ + "Line spiders are often found in cities, and their size makes them a good replacement for a garroter crab in certain forms of divination. They're favorites among exotic pet dealers\u2014usually with their venom sacs removed, sometimes not. Goblins, kobolds, and some humans use them rather than cats to control a mouse or rat infestation, and they make reasonably good pets if they're kept well-fed. If they get hungry, line spiders may devour other small pets or even their owners." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Red-Banded Line Spider.webp" + } + } + ] + }, + { + "name": "Redcap", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This grizzled, weather-beaten creature looks like a sour old man, complete with scraggly beard. It carries a great pike and wears a blood-soaked hat and heavy boots shod with iron. It grins with massive yellow teeth}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Blood-Soaked Caps", + "entries": [ + "Redcaps are exceedingly dangerous creatures who wear the mark of their cruelty and evil quite literally. The caps from which they take their name define their very existence\u2014these caps must constantly be revived with fresh blood." + ] + }, + { + "type": "entries", + "name": "Compelled to Kill", + "entries": [ + "Redcaps aren't cruel and murderous by choice, but by necessity. A redcap must frequently bathe its cap in fresh, humanoid blood to sustain itself. If it fails to do so every three days, the creature withers and dies quickly. A redcap whose hat is nearly dry is a desperate, violent force of nature that prefers to die in battle rather than waste away to nothing." + ] + }, + { + "type": "entries", + "name": "Bandits and Mercenaries", + "entries": [ + "Most long-lived redcaps are drawn to serve in marauding armies or make a living through constant banditry." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Redcap.webp" + } + } + ] + }, + { + "name": "Rift Swine", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This enormous pig is as large as an ox, and its mouth bristles with mismatched tusks. Its body is a lopsided mass of tumorous flesh that gives way to eyes and vestigial mouths, while long tentacles trail from its sides.}", + "From time to time, a breach forms in the fabric of the multiverse, and the Material Plane is bathed in the energy of alien dimensions. Living creatures exposed to this incursion can undergo horrible mutations, turning into monstrous mockeries of their former shapes. One example of this phenomenon is the rift swine: once-ordinary pigs transformed into slavering horrors after being bathed in eldritch light.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Destructive Herds", + "entries": [ + "Rift swine travel in small herds. Their effect on an area can be catastrophic\u2014they eat nearly anything, possess a fiendish cunning, and delight in the destruction they cause. A rift swine has difficulty perceiving anything smaller than itself as a threat, leading it to attack most other creatures on sight and fighting until it is destroyed." + ] + }, + { + "type": "entries", + "name": "Abyssal Meat", + "entries": [ + "Rumors of vast herds of hundreds of rift swine on strongly chaos-aligned planes, cultivated by the lords of those places as a food source, are thankfully unconfirmed." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rift Swine.webp" + } + } + ] + }, + { + "name": "Rime Worm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ice Burrowers", + "entries": [ + "The rime worm's tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat." + ] + }, + { + "type": "entries", + "name": "Spray Black Ice", + "entries": [ + "The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rime Worm.webp" + } + } + ] + }, + { + "name": "Rime Worm Grub", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The long, crusty slug sparkles like ice, and long tendrils dangle from its gaping mouth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ice Burrowers", + "entries": [ + "The rime worm's tendrils help it burrow through ice and snow as well as absorb sustenance from prey. Their pale, almost translucent, skin is coated with ice crystals, making them difficult to spot in their snowy habitat." + ] + }, + { + "type": "entries", + "name": "Spray Black Ice", + "entries": [ + "The worms are fierce hunters, and their abilities to spray skewers of ice and freeze their prey make them extremely dangerous." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Risen Reaver", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A body that might once have been human now has four legs and nightmarishly long, thick arms. What's worse, its skin has been flayed off, revealing the dead muscle and sinew beneath.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Spirt of War", + "entries": [ + "The risen reaver is an undead creature born from a warrior fallen on the battlefield. Its body becomes an avatar of combat, with four legs and a pair of long, heavy arms. In the process, it sheds its skin, becoming entirely undead muscle, bone, and sinew." + ] + }, + { + "type": "entries", + "name": "Absorb Weapons", + "entries": [ + "When risen reavers take form, they absorb all weapons around them. Some of these weapons pierce their bodies, while others become part of the risen reaver's armament. Their four legs are tipped with blades on which they walk like metallic spiders. Their arms are covered in weaponry infused into their flesh, which they use to crush and flay any living creatures they encounter" + ] + }, + { + "type": "entries", + "name": "Battle Mad", + "entries": [ + "Risen reavers are battle-maddened spirits of vengeance and slaughter, obsessed with the chaos of combat that led to their own death. They hunt the living with the sole purpose of killing, and they thrive on violence and murder. As they died, so should others die." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Risen Reaver.webp" + } + } + ] + }, + { + "name": "River King", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This powerfully muscled elf lord wears a cloak of foam-trimmed dark blue and a vest of woven green reeds and willow branches. His crown shines like the sun on a lake, and his flowing hair curls and moves even when there is no wind. An orb of blue light that ripples like water circles his hand}.", + "His Rippling Majesty, Ulorian the River King, also bears the titles Defender of the Pearl Tower and Master of the Deep Forest. A lean elf noble with whipcord muscles and flowing grace, the River King rules over the Rippling Court and ultimately all the river elves of the forest. His court resides just beyond the river's reflection, in a realm of fey glamour and silty water.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "A Fickle Friend", + "entries": [ + "The River King is a stern ruler with a great love for his people and a quick temper for those who threaten his domain. As much a force of nature as he is a monarch, the River King is known to sometimes forget promises that were made in sincerity, and dealing with him can be perilous at the best of times. \"The river may change its course when it wills\" is the usual expression among his court when His Rippling Majesty has had a sudden change of heart." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "The River King's Lair", + "entries": [ + "The Court of the River King is a pair of small islands in the middle of a wide, swift river that flows from the mortal realm through a dimension of fey magic. The western keep houses servants, and the eastern is built above the Great Rippling Hall. The Great Rippling Hall is a bubble whose walls and ceiling are the river itself. A driftwood throne dominates the main hall." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/River King.webp" + } + } + ] + }, + { + "name": "Roachling Lord", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. Atop those features is an incongruously humanlike face}.", + "Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Due to their natural resilience against disease, roachlings are comfortable with filth. \"Good hygiene\" is a foreign concept. This leaves most humanoids repulsed by the roachlings' smell.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Clever Combatants", + "entries": [ + "Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics." + ] + }, + { + "type": "entries", + "name": "Cautious and Family-Oriented", + "entries": [ + "Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most." + ] + }, + { + "type": "entries", + "name": "Fused Carapace", + "entries": [ + "Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Roachling Skirmisher", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature is humanoid but disturbingly roachlike. Its legs are too short, its arms too long, and its back is covered by a carapace. Atop those features is an incongruously humanlike face}.", + "Combining the worst of human and cockroach qualities, these nimble creatures have a talent for stealth and for fighting dirty. Due to their natural resilience against disease, roachlings are comfortable with filth. \"Good hygiene\" is a foreign concept. This leaves most humanoids repulsed by the roachlings' smell.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Clever Combatants", + "entries": [ + "Though skittish and easily frightened, roachlings are practical, not cowards. They understand survival often depends on remaining unseen and out of reach, and they are adept at hit-and-run tactics." + ] + }, + { + "type": "entries", + "name": "Cautious and Family-Oriented", + "entries": [ + "Because most humanoids shun roachlings, they are naturally cautious around others, and they extend their trust to non-roachlings slowly. They live and associate with a tight-knit, extended family, which is led by a male or female roachling lord, and they put the needs of their community above all. A roachling away from or without a family often bonds with those it trusts most." + ] + }, + { + "type": "entries", + "name": "Fused Carapace", + "entries": [ + "Roachlings have prominent, whip-like antennae, a carapace covering much of their backs, and small spines on their legs and arms. They have short, noticeably bowed legs, and their hair is dark. Their thick, hardened skin appears shiny and slightly oily, although it is dr. Roachlings have an internal skeleton, however, not the exoskeleton of a true insect." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Roachling Skirmisher.webp" + } + } + ] + }, + { + "name": "Rotting Wind", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A noxious wind brings a chilling gust to the air, turning nearby foliage to rot.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Air of Tombs", + "entries": [ + "A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within lost tombs and grand necropolises." + ] + }, + { + "type": "entries", + "name": "Scouts for Undead Armies", + "entries": [ + "A rotting wind carries the foul stench of death upon it, sometimes flying before undead armies and tomb legions or circling around long-extinct cities and civilizations." + ] + }, + { + "type": "entries", + "name": "Withering Crops", + "entries": [ + "Rotting winds sometimes drift mindlessly across a moor or desert, blighting all life they find and leaving only famine and death in their wake. This is especially dangerous when they drift across fields full of crops. They can destroy an entire harvest in minutes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rotting Wind.webp" + } + } + ] + }, + { + "name": "Rubezahl Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A pair of immense, branching antlers arches above this man's coldly gleaming eyes, and wicked claws tip his long fingers.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Assume Mortal Form", + "entries": [ + "Rubezahls are capricious creatures with an affinity for weather, particularly lightning. Like the ever-changing weather, they are driven by constantly shifting motivations and mannerisms. They are consummate tricksters who delight in taking the form of innocuous mortals, like traveling monks, tinkers, or lost merchants. They love to play the friend with their nearly undetectable lies, slipping into the confidence of unsuspecting mortals before murdering them." + ] + }, + { + "type": "entries", + "name": "Counting Demons", + "entries": [ + "Rubezahls have a weakness, however. They are known as counting demons, and a savvy mortal who knows its nature can confound one with groups of objects: a handful of coins, a basket of apples, even a bed of flowers. If the objects are clearly pointed out to the rubezahl, the creature becomes distracted until it counts each item in the group. Unfortunately for mortals, rebezahls can count startlingly fast; even a mound of gravel takes no more than a few moments for a rubezahl to assess. Rubezahl loathe being compelled this way, and they are driven to annihilate any mortal bold enough to exploit this weakness." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rubezahl Demon.webp" + } + } + ] + }, + { + "name": "Rum Gremlin", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Found on docks and ships, these small, pot-bellied creatures have bright green hair, orange eyes, and a drunken stare. They reveal mouths filled with razor-sharp teeth behind lopsided grins.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Drunken Aura", + "entries": [ + "Rum gremlins make their homes near the docks of seaside towns and some are known to stow away on ships. Each rum gremlin radiates a magic aura that causes those nearby to experience the effects of being drunk. Those affected find it difficult to stay on their feet and may become sick if exposed to rum gremlins for too long." + ] + }, + { + "type": "entries", + "name": "Sailor Victims", + "entries": [ + "The little horrors often create distracting sounds and small traps. Rum gremlins prey on sailors and dockworkers, working in groups to swarm affected victims who they drag into their lairs below docks or in the holds of ships. They also take great delight in the collateral damage their magic can wreak, frequently sparking accusations and quarrels in places they inhabit before picking off isolated victims." + ] + }, + { + "type": "entries", + "name": "Rat Friends", + "entries": [ + "Rum gremlins are often found with rat swarms or doppelrats they have trained to help protect their nests. The sound of bells drives rum gremlins into a rage, and they will go to great lengths to destroy the source of their torment." + ] + }, + { + "type": "inset", + "name": "Rum Gremlins in Midgard", + "entries": [ + "Legends say the rum gremlins originated when Loki bet Ninkash she couldn't craft a brew potent enough to knock him out in a drinking contest. Ninkash won the contest, but a band of mites watching the contest made off with the remaining beer and transformed into the first rum gremlins." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rum Gremlin.webp" + } + } + ] + }, + { + "name": "Rust Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This rust-covered dragon could easily be mistaken for a pile of scrap metal.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shedding Rust", + "entries": [ + "Aside from fangs and claws like iron spikes, this dragon-like creature seems to be nothing more than a collection of rust. Each beating of its wings brings a shower of flakes." + ] + }, + { + "type": "entries", + "name": "Warped Metallics", + "entries": [ + "Many sages claim that rust dragons are a perversion of nature's order obtained either by the corruption of a metallic dragon's egg or the transformation of such a dragon by way of a ritual. Others disagree and propose another theory about a malady that affects the skin of young metallic dragons and ferrous drakes alike. So far, no one has discovered the truth about their origins." + ] + }, + { + "type": "entries", + "name": "Filthy Scrap Metal Eaters", + "entries": [ + "These foul creatures feed on rust and are known as disease carriers." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Rust Drake.webp" + } + } + ] + }, + { + "name": "Salt Devil", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature's skin sparkles with fine salt crystals as it brandishes a scimitar and jagged claws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sparkly Crystals", + "entries": [ + "Salt devils have sharp, crystalline teeth, sparkling skin studded with fine salt crystals, and long claws that leave jagged, burning wounds. They can also fight with salt\u2011encrusted blades seemingly forged from thin air." + ] + }, + { + "type": "entries", + "name": "Servants of Mammon", + "entries": [ + "Salt devils claim to serve the devil-god Mammon. They often ally with gnolls and slavers with whom they seek out oases to use as ambush sites or just to poison the water." + ] + }, + { + "type": "entries", + "name": "Slavers and Corruptors", + "entries": [ + "Salt devils create slave markets and salt mines, where they thrive on the misery of those indentured into their service. They often forge alliances with mortals when partners are needed for an endeavor, and they are less grasping and greedy than one might expect of Mammon's servants, preferring to encourage corruption in others." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Salt Devil.webp" + } + } + ] + }, + { + "name": "Salt Golem", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A crudely sculpted, roughly humanoid crystalline form shuffles about on wide, stump-like feet. Tiny salt crystals fall from its body in a glittering cloud with every step.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Coastal Druids", + "entries": [ + "These unnatural creatures are created by druids and others living in coastal or desert regions, or by those who seek to wage war with creatures susceptible to the warding powers of salt. Stories tell of a druid who built a squad of nine salt golems to combat a rampaging zmey. The salt warriors waged a long hunt and eventually killed the powerful dragon in its lair while the creator druid and her wizard companion reaped the spoils of its hoard." + ] + }, + { + "type": "entries", + "name": "Crystalline and Silent", + "entries": [ + "A salt golem has a crudely formed humanoid body made of crystalline salts. It wears no clothing or armor and carries no weapons or other possessions. It cannot speak\u2014the only sound it makes is the susurrus of sliding sand as it moves. A salt golem is incapable of strategy or tactics. It mindlessly fights until it destroys its opponents or until ordered to stop by its creator." + ] + }, + { + "type": "entries", + "name": "Valuable Remains", + "entries": [ + "A salt golem stands about eight feet tall and weighs around 1,000 pounds. A salt golem's body is formed from a composite of 1,000 pounds of rare salts and minerals worth at least 2,500 gp." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Salt Golem.webp" + } + } + ] + }, + { + "name": "Sand Hag", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This withered crone glares malevolently, her face framed by lank, gray hair. Her malicious grin is filled with shark teeth and drool trickles from her lips.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hatred of Beauty", + "entries": [ + "Dressed in tattered robes and skeletally thin, sand hags are terrifying crones that haunt desert ruins and forgotten oases. Their hatred for things of beauty and peace is terrible to behold. A sand hag uses her illusions and mimicry to lure travelers into an ambush." + ] + }, + { + "type": "entries", + "name": "False Oasis", + "entries": [ + "These hags delight in tricking a caravan into an illusory oasis, killing all the riding animals and pack animals so the travelers can't flee, and then terrifying and slaughtering them one by one." + ] + }, + { + "type": "entries", + "name": "Drain Bodies", + "entries": [ + "For the slaughter of animals or humanoids, a sand hag prefers to rely on her claws, which drain the moisture from her victims. They leave the mummified remnants in postures of life\u2014tied to a saddle or atop a guard tower\u2014to terrify others." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sand Hag.webp" + } + } + ] + }, + { + "name": "Sand Silhouette", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A person made of sand emerges from the dune, a sandstorm of wailing souls swirling around it.}", + "Sand silhouettes are spirits of those who died in desperation in sandy ground, buried during sandstorms, thrown into dry wells, or the victims of a dune collapse.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sand Bodies", + "entries": [ + "If disturbed or agitated, these restless souls cause the sand around them to swirl and form into a loose vortex that vaguely resembles their physical body in life. They can control these shapes as they controlled their physical bodies." + ] + }, + { + "type": "entries", + "name": "Traceless Movement", + "entries": [ + "Sand silhouettes glide through the sand without leaving a trace or creating any telltale sign of their approach, which makes it easy for them to surprise even cautious travelers with sudden attacks from below." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sand Silhouette.webp" + } + } + ] + }, + { + "name": "Sand Spider", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Two speckled, tan legs erupt from the sand, plunging forward with murderous speed. The legs are quickly followed by the body of a large, orange and tan furred spider.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Drag Prey into Tunnels", + "entries": [ + "Sand spiders lurk beneath the arid plains and dry grasslands. These carnivores hunt desert dwellers and plains travelers by burrowing into loose sand so they are completely hidden from view. When prey walks over their trap, the spider lunges up from hiding, snares the prey, and drags it down beneath the sand, where it can wrap the prey in webbing before quickly stabbing it to death." + ] + }, + { + "type": "entries", + "name": "Spider Packs", + "entries": [ + "More terrifying than a lone sand spider is a group of sand spiders hunting together. They build connected lair networks called clusters, containing one female and two or three males. They work together with one sand spider attacking to draw attention, and the others attacking from trapdoors in the opposite direction, behind the skirmish line." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sand Spider.webp" + } + } + ] + }, + { + "name": "Sandman", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Stick-thin and moon-faced with a raptor's eyes and a mane of hawk feathers, this grinning humanoid pirouettes as nimbly as a dancer. Between its long, taloned fingers trickles sand that gleams with the cold light of stars.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bringers of Nightmares", + "entries": [ + "Sandmen are sinister-looking bringers of sleep and dreams. Visiting the mortal world each night, sandmen ensure that their targets slumber deeply and experience vivid dreams that swell the dream realm's power. Some sandmen develop a talent for a specific flavor of dream; fantasies of lost love or childhood, prophecies and religious visions, or terrible nightmares." + ] + }, + { + "type": "entries", + "name": "Abduct Dreamers", + "entries": [ + "Powerful dreamers attract both the attention and the protection of sandmen: children, madmen, would-be tyrants, and heroes. They protect such charges fiercely but have also been known to abduct them, taking them on wild adventures to inspire yet greater dreams. To them, all dreams are vital and good, be they uplifting or terrifying. Although they bring horrific nightmares as well as idyllic dreams, sandmen are not specifically baneful. Their actions are motivated by their connection to the dream realm, not by concerns over good and evil." + ] + }, + { + "type": "entries", + "name": "Ethereal Dreamscapes", + "entries": [ + "When not on the Material Plane, sandmen ride bubble-like dreamscapes through the Ethereal Plane, breaching the Sea of Possibilities, nurturing and harvesting its contents. Sandmen are a common and welcome sight in markets across the Fey Realms, elemental planes, and even in Hell\u2014anywhere that dreams or nightmares are a valuable commodity. They are merciless to any who threaten the sanctity of dreams, but especially dream eaters." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sandman.webp" + } + } + ] + }, + { + "name": "Sandwyrm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The large, bleached bones protruding from the desert sand suddenly shift and reveal themselves to be the boney spikes of a great reptile.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hidden by Sand", + "entries": [ + "These lethargic, horned, yellow-scaled lizards spend most of their lives underground, lying in wait under the desert sand with their long-necked, spine-tailed bulk hidden below the surface. Only the long, jagged bones lining their backs are exposed. These bones resemble a sun-bleached ribcage so perfectly that it attracts carrion birds\u2014and curious travelers. When prey passes between the \"ribs,\" the sandwyrm snaps the rows of bone tightly over its prey. Once its victim is restrained, the sandwyrm paralyzes its meal with repeated stings before carrying it away." + ] + }, + { + "type": "entries", + "name": "Torpid and Slow", + "entries": [ + "Sandwyrms sometimes wait for weeks in torpid hibernation before footsteps on the sand alert it to a fresh meal approaching. To guard against lean weeks, sandwyrms store excess prey in subterranean lairs. They're not above eating carrion if fresh meat isn't available. When outmatched in a fight, sandwyrms retreat to their lairs with their paralyzed prey." + ] + }, + { + "type": "entries", + "name": "Peculiar Drakes", + "entries": [ + "Sandwyrms evolved as an offshoot to drakes or wyverns rather than from true dragons; their anatomy suggests they were originally four-limbed creatures and that their forearms are recent additions to the animal's body. The bones on their backs may have once been wings, suggesting that sandwyrms are the remnants of some primordial, winged reptiles that migrated to the deep deserts." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sandwyrm.webp" + } + } + ] + }, + { + "name": "Sap Demon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The axe mark in the tree oozes with viscous sap that forms into a small, vaguely humanoid shape at the tree's roots. It half walks and half flows forward.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tree Oozes", + "entries": [ + "Despite the name, sap demons aren't true demons. They are sentient oozes that form when an enchanted tree is cut or injured. A few hours after the injury, they pool into a shape that vaguely resembles their tree's attacker; if the tree cutter had a beard, the sap demon's human-like head drips in the vague shape of a beard. After dispatching the tree's attacker, most sap demons return to the tree, though some remain curious or malevolent enough to continue exploring the world." + ] + }, + { + "type": "entries", + "name": "Reckless Possessors", + "entries": [ + "A sap demon earns its name from its ability to possess another creature by oozing down its throat. Once inside, the sap demon makes the host bleed as the tree bled and is reckless with the body. However, no matter how the body is bandaged or cured, the host perpetually bleeds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sap Demon.webp" + } + } + ] + }, + { + "name": "Sarcophagus Slime", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The sarcophagus opens to reveal an eerie, scintillating light. Wisps of gelid amber ectoplasm undulate outward from a quivering mass with a blackened skull at its center.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Vigilant Slime", + "entries": [ + "Sarcophagus slimes are amorphous undead guardians placed in the tombs of the powerful to guard them and to wreak terrible vengeance on would-be defilers of the ancient crypts. The slimes seethe with baleful energy, and their blackened skulls retain a simple watchfulness." + ] + }, + { + "type": "entries", + "name": "Muddled Origins", + "entries": [ + "Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy creation ritual that gave life to the congealed contents of canopic jars rather than the intended, mummified body. Others maintain sarcophagus slime was created by a powerful necromancer-pharaoh bent on formulating the perfect alchemical sentry to guard his crypt." + ] + }, + { + "type": "entries", + "name": "Death to Tomb Robbers", + "entries": [ + "These ectoplasmic slimes are the bane of burglars and a constant danger for excavators and antiquarians exploring ruins or tombs. The rituals for their creation have not been entirely lost; modern necromancers still create these undead abominations for their own fell purposes, and tomb robbers are turned into slimes if they lack proper caution." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sarcophagus Slime.webp" + } + } + ] + }, + { + "name": "Sathaq Worm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This titanic worm's rocky hide is rough and hard as stone. Its yawning gullet writhes with miniature worms like itself.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Elemental Predators", + "entries": [ + "Sathaq worms are nightmarish predators from the Plane of Elemental Earth with rugged brown hide embedded with stones. They devour stone and flesh with equal ease." + ] + }, + { + "type": "entries", + "name": "Guts Filled with Larvae", + "entries": [ + "Sathaq worms are solitary; they approach each other only to mate. Their young incubate inside the worms' gullets. Creatures they swallow are simultaneously digested by the parent worm and devoured by the larvae." + ] + }, + { + "type": "entries", + "name": "Painful Presence", + "entries": [ + "Ultrasonic noise and magical ripples that tear at flesh and bone make the very presence of a sathaq worm extremely uncomfortable for creatures of the Material Plane." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sathaq Worm.webp" + } + } + ] + }, + { + "name": "Savager", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A porcupine-quilled creature built like a grizzly bear with claws and fangs like scimitars rises on its hind legs. Its forelegs are mangled and scabbed, and its eyes shine with hatred and anticipation.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Driven by Dark Spirits", + "entries": [ + "While many druids claim these bear-like animals are not cursed or enchanted, the savager's habit of killing any living creature on sight is not natural behavior. Hunger doesn't explain their attacks, since savagers eat only part of their kills before abandoning the meal and looking for other animals to attack. Some dark forest spirit drives them." + ] + }, + { + "type": "entries", + "name": "Gnaws Itself", + "entries": [ + "When there are no other creatures nearby to attack, a savager gnaws on its own forelimbs, resulting in scabs, scars, and calluses so thick and numb that they protect the savager from even the sharpest of swords." + ] + }, + { + "type": "entries", + "name": "Rare Meetings", + "entries": [ + "The only creature a savager won't attack on sight is another savager, giving each other a wide berth or meeting briefly to produce young. A savager litter contains anywhere from ten to twenty-five cubs, all of them born able to walk and fend for themselves." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Savager.webp" + } + } + ] + }, + { + "name": "Scheznyki", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The small, dwarf-like creature is bootless with broken, dirty toenails and wearing rough burlap and a leather tam hat. It brandishes a pick as it grins maliciously.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Corrupted Dwarves", + "entries": [ + "These small, vicious, dwarf-like fey haunt abandoned quarries and ancient ruins, killing and robbing unsuspecting visitors. Legend says the scheznykis are lazy dwarves corrupted by the fey, though others claim that these are dwarves who swore allegiance to fey lords and ladies long ago." + ] + }, + { + "type": "entries", + "name": "Magical Hats", + "entries": [ + "Scheznykis prize their tam hats and viciously hunt down any who steal their hats. When a scheznyki dies or if its hat is separated from it for more than 24 hours, some of the scheznyki's magic imbues the hat (see Scheznyki's Hat sidebar)." + ] + }, + { + "type": "entries", + "name": "Arcane Beards", + "entries": [ + "The majority of a scheznyki's magic is tied to its beard, and its beard hair is a valuable component for creating exotic inks. If the majority of its beard is cut off, the scheznyki can't cast spells until its beard regrows. If the scheznyki loses its hat and beard within the same 24-hour period, it falls into a deep, wasting coma and dies in 24 hours, crumbling to dust. If its beard is magically mended or regrown, or its hat restored to its head before this happens, the scheznyki recovers immediately." + ] + }, + { + "type": "inset", + "name": "Scheznyki's Hat", + "entries": [ + "When a scheznyki dies or 24 hours after its hat is stolen, its hat is imbued with the scheznyki's magic and becomes a vanisher hat." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Scheznyki.webp" + } + } + ] + }, + { + "name": "Scorpion Cultist", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "Trained as part guardian and part assassin, the cultists of Selket are organized into cells that strike in the name of the Scorpion Goddess. The scorpion cultists watch for those who blaspheme the name of their goddess or defile her sacred places. Their enemies find themselves the target of poisoned blades or an apparent accident, while those who praise Selket or care for the desert nomads are quietly helped. On special missions, scorpion cultists might doff their traditional garb and infiltrate towns or cities." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Scorpion Cultist.webp" + } + } + ] + }, + { + "name": "Sea Dragon Wyrmling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Dragons", + "entries": [ + "Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna." + ] + }, + { + "type": "entries", + "name": "Shipwreck Art", + "entries": [ + "Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods." + ] + }, + { + "type": "entries", + "name": "Sunken Memorials", + "entries": [ + "A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed." + ] + }, + { + "type": "inset", + "name": "Priests of Seggotan", + "entries": [ + "Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon." + ] + }, + { + "type": "inset", + "name": "Sea Dragons in Midgard", + "entries": [ + "Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Selang", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This grinning humanoid looks like a handsome man, if not for his glowing red eyes, insectoid legs, and antennae.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dark Satyrs", + "entries": [ + "The selang or dark satyrs are twisted and vicious fauns who have abandoned nature worship and instead venerate ancient gods of deep and malign intelligence. Selangs seek to help those evil gods enter the mortal world by opening dark portals and bridging a path to realms beyond mortal understanding." + ] + }, + { + "type": "entries", + "name": "Battle Song and Laughter", + "entries": [ + "Selangs relish battle, pain, and torture. They find violence thrilling and bloodshed exciting, and they often laugh, sing, and boast shamelessly during combat. Although they are the diplomats and spokesmen of the old gods, their manic speech and alien logic can sometimes be hard to follow. They are most comfortable with the slithering tones of Void Speech." + ] + }, + { + "type": "entries", + "name": "Blasphemous Music", + "entries": [ + "Selang cults and settlements are often found at the sites sacred to the dark gods, making hypnotic and alien harmonies with swarms of dorreqi. They are rarely the strongest soldiers, instead encouraging evil humanoids or other creatures of martial mien to fill the ranks, while the dark satyrs use their magic and poison against their foes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Selang.webp" + } + } + ] + }, + { + "name": "Serpopard", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The spotted and scaly quadruped runs on hairless leonine paws, while its draconic head perches atop a sinuous, serpentine neck.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swaying, Snakelike Cats", + "entries": [ + "Serpopards are 13 feet long and weigh 600 pounds, with little gender dimorphism. They have feline bodies but long, serpentine necks topped by vaguely draconic heads. Their hairless paws have wickedly curved, retractable talons. A serpopard's neck is in constant motion, swaying like a cobra, allowing it to track foes on all sides and to strike in unexpected directions." + ] + }, + { + "type": "entries", + "name": "Easily Distracted", + "entries": [ + "Serpopards are foul-tempered predators and scavengers, and they are known to occasionally cannibalize their weakest pack mate. They actively hunt humanoids when possible and also attack other predators to steal their kills\u2014or to kill and eat the predators, then take their kills. Serpopards are not tenacious hunters, however. They can be distracted from a pursuit by the appearance of an easier meal." + ] + }, + { + "type": "entries", + "name": "Musk Glands", + "entries": [ + "In some culture, serpopard pelts and musk glands are prized for use in fashion and perfumes. Images of these odd animals appear regularly in ancient tomb iconography and temple decoration." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Serpopard.webp" + } + } + ] + }, + { + "name": "Shadhavar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The gray unicorn appears desiccated with its skeleton clearly visible beneath its taut flesh. A haunting melody surrounds it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Horses", + "entries": [ + "Shadhavar are natives of the Plane of Shadow. Although they resemble undead unicorns, they are living creatures imbued with shadow essences." + ] + }, + { + "type": "entries", + "name": "Fey and Undead Riders", + "entries": [ + "While the shadhavar are intelligent creatures, they sometimes serve as mounts for the shadow fey, noctiny, hobgoblins, wights, or other creatures. They expect to be treated well during such an arrangement; more than one unkind rider has ridden off on a shadhavar and never returned." + ] + }, + { + "type": "entries", + "name": "Deceptive Hunters", + "entries": [ + "Shadhavar use their hollow horn to play captivating sounds for defense or to draw in prey. They hunt when they must and are not discriminating about their quarry, but shadhavar primarily eat carrion. Despite their horrific appearance, they are not naturally evil." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadhavar.webp" + } + } + ] + }, + { + "name": "Shadow Beast", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A mass of shadows and cloudstuff, never touching the ground, extends clawed hands as it reveals a glint of jagged teeth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Called from the Void", + "entries": [ + "Shadow beasts are thought to be the result of shadow fey dabbling in the magic of the Void, transforming the shadow fey into something wholly different. Almost shapeless and largely incorporeal, through an act of will they can form rough semblances of their old bodies when needed." + ] + }, + { + "type": "entries", + "name": "Hate the Past", + "entries": [ + "The motivations of these creatures are inscrutable. They despise light and anything that reminds them of light or of their former existence. Beyond that, little is understood about them." + ] + }, + { + "type": "entries", + "name": "Cryptic Messages", + "entries": [ + "Shadow beasts are seldom found in groups, but when they are, they seem to have no difficulty or reluctance about operating and fighting together. They have been known to deliver cryptic and threatening messages, but speaking is difficult for them. At times, they perform arcane rituals with the aid of evil humanoids and the use of dark materials. In these rituals, they sacrifice magical energies and life blood as well as the tears of innocents and the souls of the damned." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadow Beast.webp" + } + } + ] + }, + { + "name": "Shadow Fey", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A gray-skinned elf steps out of the darkness itself. Its pair of onyx horns seems to absorb the light around it. It gives a friendly smile, revealing small fangs}.", + "To most, the shadow fey are little more than a dancing shadow among the leaves. To savants, they are the creatures that taught the shadowdancers all they know\u2014and kept many secrets to themselves. They were once elves like all others, dwelling in mortal lands beneath the sun. An ancient catastrophe drove them to darkness, and now they are creatures of the shadow. Though they can be found on the Material Plane, they are inextricably tied to the Plane of Shadow, and that is the seat of their power and culture. Their bond with darkness allows the shadow fey to slip through distant spaces, traversing darkness itself from one place to another.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Elves", + "entries": [ + "Shadow fey superficially resemble other elves, but they're rarely mistaken for their light-bound cousins. Skin tones among the shadow fey range from alabaster white to ebony black, with shades of gray in between, but they otherwise lack color. A few have a scintillating shimmer to their skin. Many shadow fey grow horns that sweep out from their hair, varying in size from subtle nubs to obvious spikes. Others have shocking sets of teeth." + ] + }, + { + "type": "entries", + "name": "Dual Natured", + "entries": [ + "The shadow fey are contradictory beings. They boast some of the best features of elves, tempered by aspects of a fouler nature. They can be deliberate and purposeful, but they're also given to perplexing whimsy. Mortal creatures trying to fathom shadow fey motivations are in for a maddening experience; they are often illogical, capricious, and seemingly thrive on annoying others." + ] + }, + { + "type": "entries", + "name": "Split Rulership", + "entries": [ + "The Summer Court and Winter Court each rule the shadow fey in the appropriate season. The turning of these seasons follows no clear calendar or schedule, though it is skewed toward summer. The Queen of Night and Magic and the Moonlit King each claim dominion in turn, ruling over the Summer and Winter courts respectively." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadow Fey.webp" + } + } + ] + }, + { + "name": "Shadow Fey Duelist", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The pale-skinned elf wears a gleaming breastplate and tight-fitting clothing. He moves like the wind, evading blows with effortless skill. When he stops and smiles, his blade is slick with crimson}.", + "Shadow fey duelists are elite warriors, often of noble lineage. Swift and sure beyond compare, duelists are often taller and more wiry than others of their kind. Their armor, clothing, and weapons are of exquisite make, fashioned from only the finest materials, as befits their station.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Deadly Nobles", + "entries": [ + "A nobleman or woman of the shadow fey is not to be taken lightly\u2014many courtiers or politicians are deadly with their slim blades, and they are known to distill virulent poisons. Often a skilled duelist serves as a champion for her liege, standing in the noble's stead in challenges or serving as an elite bodyguard." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadow Fey Duelist.webp" + } + } + ] + }, + { + "name": "Shadow Fey Enchantress", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This ravishing shadow fey woman moves with alluring grace. Her voice rings like a bell, and in her hearing, worldly cares and sorrows melt away.}", + "Beyond even great physical beauty, the sheer presence of a shadow fey enchantress can lay the most stalwart foes low. Almost universally female, Enchantresses are beautiful beyond compare.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Enchanting Shadows", + "entries": [ + "Enchantresses are also powerful spellcasters who infuse their words and manner with the beguiling power of shadow to turn enemies against one another with a few words and a deadly smile. They augment the force of their minds with fey-wrought blades, infusing their weapons with power that shreds their victims' psyche as well as their flesh." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadow Fey Enchantress.webp" + } + } + ] + }, + { + "name": "Shadow Fey Forest Hunter", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The shadows flicker slightly, the only warning before a hail of arrows erupts from the concealed elf hidden in the gloom.}", + "Dressed in exquisitely wrought mail and leather jerkins, forest hunters are even more lithe and graceful than most shadow fey.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shadow Stalkers", + "entries": [ + "Forest hunters roam the deep woods connected to the Plane of Shadow, as well as the forests' dark reflections within the Plane of Shadow. They are skilled trackers and stalkers, hunting animals and more dangerous game. Many forest hunters serve in the Wild Hunt. A hunter that has at one time ridden at the Lord of the Hunt 's side is afforded great respect, even fear, because of the common belief that such a hunter can implore the Lord of the Hunt to notice an enemy." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadow Fey Forest Hunter.webp" + } + } + ] + }, + { + "name": "Shadow Fey Guardian", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A hulking brute, this elvish figure towers over his fellows and wields massive weapons. Patches of his body are swallowed by inky blackness that writhes and crawls, and his eyes are hollow black pits.}", + "Shadow fey guardians are massive creatures trained and bred for battle. They appear as massive versions of shadow fey, but the stuff of shadow corrupts them even more than their brethren, expanding their size and power to an ogreish strength. Patches of shadow swallow parts of their body and crawl about, revealing and obscuring more by inches at a time. They stand nearly 10 feet tall and weigh over 700 pounds.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Loyal Protectors", + "entries": [ + "Guardians are fanatically loyal to their superiors. Employed as house guards or even personal bodyguards for important shadow fey, guardians are unshakable in their duty. The shadow reaches into their minds and souls, so that not even powerful magic can bend their hearts or break their resolve. Guardians are independent thinkers, but they discharge their duty with single-minded dedication." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shadow Fey Guardian.webp" + } + } + ] + }, + { + "name": "Shambling Pile", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "The ground, lush and overgrown, squelches under every footstep. Curtains of menacing vines block the way, and muffled groans echo distantly under the darkening canopy. By the time you realize the ground is moving, it's too late\u2014 the shambling mound has taken you.", + "Found in overgrown swamps, stinking marshes, dense wodes, and dark, damp rainforests, the shambling mound is a wandering mass of vegetation that feeds on everything in their path.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hearty Eater", + "entries": [ + "As a shambling mound drags their massive form through the undergrowth, they consume any organic matter they pass. When they find a good place to lurk until a meal comes to them, the result is far more satisfying. After a mound engulfs their prey\u2014be they animal or adventurer\u2014the meal-to-be is sealed in a sack of interwoven vines and leaves. The walls of this vegetative chamber release a toxic sap that dissolves the prey inside." + ] + }, + { + "type": "entries", + "name": "Verdant Camouflage", + "entries": [ + "Rather than slowly chase prey, the shambling mound prefers to drape their form along well-traveled paths. They blend perfectly into their hunting ground, making it easy to seize unsuspecting passersby. A shambling mound in a rainforest may sport vines, ferns, and giant leaves, while another in a swamp engulfs adventurers in massive grasses, moss, and reeds." + ] + }, + { + "type": "entries", + "name": "Noxious Origins", + "entries": [ + "A shambling mound is most often a byproduct of a nearby evil mage. The nefarious magic of the surrounding land can coalesce into a nocuous creature consumed by hunger. The shambling mound knows only that they must feed, and thus they drag themself in search of a hunting ground." + ] + }, + { + "type": "entries", + "name": "Growing in Size", + "entries": [ + "Most shambling mounds begin their unnatural lives about the size of an adult human. These smaller young are often called shambling piles. The strongest among these piles consume their many siblings, growing much larger and becoming true shambling mounds." + ] + }, + { + "type": "entries", + "name": "Will Work for Food", + "entries": [ + "Shambling mounds aren't malicious, and some show a capacity for learning. Daring (or foolish) adventurers might find that feeding a shambling mound a steady diet of evildoers turns them into a loyal companion." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Sharkjaw Skeleton", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A skeletal humanoid made entirely of shark's jaws steps out from the water, dripping strands of seaweed.}", + "Made from numerous, interlocking shark's jaws, these horrors are animated through foul magic into a large, vaguely humanoid shape. Sahuagin priests animate them to guard sepulchers of bones. These sharkjaw skeletons lie among great piles of bones, waiting to rise up and attack any uninvited souls who invade the sanctity of sahuagin holy sites. Others guard pirate treasures or ancient shipwrecks.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Undead Automaton", + "entries": [ + "Sharkjaw skeletons do nothing without orders from their creator, and they follow those instructions explicitly. A sharkjaw skeleton's creator can give it new commands while near the skeleton. Otherwise, a sharkjaw skeleton follows its last instructions to the best of its ability and to the exclusion of all else, though it fights back if attacked." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Sharkjaw Skeleton.webp" + } + } + ] + }, + { + "name": "Shellycoat", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Despite being short and squat, this creature's relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Long Handed and Toad-like", + "entries": [ + "The shellycoat is a warped and spiteful creature also called the Iamh fada, or \"long hands.\" They are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and especially long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths." + ] + }, + { + "type": "entries", + "name": "Bridges and Pools", + "entries": [ + "The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight. A shellycoat's favored tactic is to lie in wait under the water, ice, or bridge and surprise its prey. It strikes outward or upward from its hiding place to snatch passersby, livestock, and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured." + ] + }, + { + "type": "entries", + "name": "Shining Garments", + "entries": [ + "Shellycoats always fashioned themselves coats, cloaks, or shirts of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shellycoat.webp" + } + } + ] + }, + { + "name": "Shoggoth", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The giant, gelatinous blob of flesh releases whistles, trills, and chirps as it rolls forward, forming and reabsorbing mouths, eyes, and ears across its body.}", + "A shoggoth is an intelligent, gelatinous blob capable of manipulating and reshaping its body. Created by an elder race as servants, the shoggoths rebelled long ago and slew their masters without pity. Since that time, they've lived in isolated or desolate regions, devouring whatever they encounter and absorbing its flesh into their own amorphous, shifting forms.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Constant Growth", + "entries": [ + "Shoggoths continue growing throughout their lives, though the eldest among them grow very slowly indeed. Some shoggoths may shrink from starvation if they deplete a territory of resources." + ] + }, + { + "type": "entries", + "name": "Mutable Form", + "entries": [ + "A shoggoth can form any number of eyes, mouths, tentacles, or other appendages as needed, though it lacks the control to take and maintain the shape of another creature." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shoggoth.webp" + } + } + ] + }, + { + "name": "Shroud", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The translucent person calls out a name in a barely audible whisper.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bitter Spirits", + "entries": [ + "Shrouds are transitional creatures: remnants of wicked people who died but refuse to rest in peace, yet have not grown strong enough to become shadows. They are aggressive enemies of all living creatures and the light that nurtures life. Shrouds blend naturally into darkness, but they stand out starkly in bright light." + ] + }, + { + "type": "entries", + "name": "Thin Outlines", + "entries": [ + "Shrouds look like flickering shadowy outlines of the people they were before they died, retaining the same height and body type." + ] + }, + { + "type": "entries", + "name": "Repetitive Speech", + "entries": [ + "Shrouds cannot converse, but they occasionally can be heard cruelly whispering a name, term, or phrase over and over again: something that must have had meaning to them in life." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Shroud.webp" + } + } + ] + }, + { + "name": "Skein Witch", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The androgynous humanoid appears mummified in writhing, diamond thread. Its skin is translucent, and dozens of quivering hourglasses sit suspended inside its body in place of organs.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Shepherd Destiny", + "entries": [ + "Skein witches are curators of destiny and enforcers of what must be. They voyage across the planes, weaving the strands of fate at the behest of their goddess-creator. Although they carry out their charge without regard to petty mortal concerns, they can be persuaded to bend fate for powerful petitioners whose interests align with those of their goddess." + ] + }, + { + "type": "entries", + "name": "Surrounded by Guardians", + "entries": [ + "Despite their supernatural abilities, a skein witch's physical body is frail. Because of that, they tend to surround themselves with undead, constructs, or other brutish, soulless guardians cut free from the thread of fate." + ] + }, + { + "type": "entries", + "name": "Fear of Cards", + "entries": [ + "If a deck of many things is brought close to a skein witch, the witch emits a psychic wail and disintegrates." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Skein Witch.webp" + } + } + ] + }, + { + "name": "Skin Bat", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A repulsive, batlike creature darts from the darkness. Its body consists entirely of rotting sheets of stolen skin. Though its large eyes are glassy and lifeless, an unmistakably evil intent glimmers within them as a toothless mouth spreads wide in hunger}.", + "Skin bats are undead creatures created from skin flayed from the victims of sacrificial rites. They are given a measure of unlife by a vile ritual involving immersion in Abyssal flesh vats and invocations to Camazotz and similar demon lords. They feed on the skin of living beings to replenish their own constantly rotting skin. Their acidic saliva acts as a paralytic poison and leaves ugly scars on those who survive an attack. The typical skin bat has an 8-foot wingspan. The color of their skin matches that of their prey, so a skin bat's coloration can change over time. A skin bat weighs about 15 pounds.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cliff and Dungeon Dwellers", + "entries": [ + "Skin bats prey on the unwary but do not develop sinister plots of their own. Their flocks can be encountered in isolated areas accessible only by flight or by climbing treacherous cliffs. Skin bats can exist in any climate. In cool climes, they feed only infrequently, because the cold preserves their forms and reduces the need to replenish decaying flesh. This also explains why they are attracted to the dark depths of ageless dungeons. In wet, tropical climes where their skin decomposes rapidly, skin bats are voracious feeders by necessity." + ] + }, + { + "type": "entries", + "name": "Accidental Treasures", + "entries": [ + "Skin bats have no use for magic items or wealth, but occasionally a ring or necklace from a past victim gets embedded in their fleshy folds, where it becomes an unintended trophy." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Skin Bat.webp" + } + } + ] + }, + { + "name": "Skitterhaunt", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large beetle moves erratically, leaking noxious fluid from its cracked exoskeleton.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Ooze Vermin", + "entries": [ + "This parasitic ooze lives in the shells of monstrous vermin, such as beetles, scorpions, and spiders, which it has infested and killed. A skitterhaunt creature might be mistaken for its original, living version at a glance, but the sluggish, erratic movements and oozing carapace of skitterhaunts quickly reveal their true nature." + ] + }, + { + "type": "entries", + "name": "Wide Range of Prey", + "entries": [ + "A skitterhaunt infection can decimate whole nests of vermin. When those are in short supply, these oozes move on to prey on other species, such as ants, crabs, and other creatures with exoskeletons or similar hard outer shells." + ] + }, + { + "type": "entries", + "name": "Hosts Required", + "entries": [ + "Skitterhaunts can't survive long outside their host creatures; they quickly liquefy and lose their cohesion. A body abandoned by a skitterhaunt is an eerie, hollowed-out husk with a strong, acidic odor." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Skitterhaunt.webp" + } + } + ] + }, + { + "name": "Slow Storm", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Wisps of humid wind revolve around this spiny ball. Two massive black eyes and a dark mouth are the only features visible through its static-straight quills.}", + "Despite its perhaps comical appearance, a slow storm is a creature of wind, lightning, and chaos, able to send minute electrical shocks into creatures that cause pain every time the creature moves. It turns the bodies of physically able creatures against them, forcing them to choose between relative inactivity or ever-increasing pain.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Small Central Core", + "entries": [ + "The nucleus of a slow storm is a sphere of ice and stone, and it is surrounded by protective, high-speed winds." + ] + }, + { + "type": "entries", + "name": "Static Generator", + "entries": [ + "A slow storm has no internal organs other than its brain, and it lives on the energy and moisture it drains from opponents. Its quills not only deflect debris but also generate static electricity that it uses when attacking." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Slow Storm.webp" + } + } + ] + }, + { + "name": "Smaragdine Golem", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions of it are inlaid with bits of gold.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Occult Initiates", + "entries": [ + "Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power." + ] + }, + { + "type": "entries", + "name": "Emerald Body", + "entries": [ + "Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem's body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers." + ] + }, + { + "type": "entries", + "name": "A Maker's Privilege", + "entries": [ + "Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Smaragdine Golem.webp" + } + } + ] + }, + { + "name": "Snow Queen", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This severe elf has pale, almost white skin and tightly braided blond hair. Her gown is exquisite, fashioned of luminous blue fabric that catches light and shines from within. Lacy ice crystals accent the gown, and a snow-white mantle cascades from her shoulders. Icicles radiate in a crownlike halo behind her head, drifting gracefully through the air}.", + "Her Crystalline Majesty, Morrinn, is the cold-hearted Snow Queen, Daughter of Boreas. The Snow Queen rules a northern kingdom in the remote, frozen reaches of the world. Perpetually shrouded in snow and ice, her domain is inhospitable to outsiders. She rules from a castle of delicate spires carved entirely out of ice. The dwelling catches and reflects even the faintest glimmer of light, shining like a beacon and enticing travelers to risk the dangerous winter realm.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Queen of Giants", + "entries": [ + "The Snow Queen is proud and cruel to any who cross her. Her daughters, the ice maidens, roam her kingdom with ease. Travelers who can't give a good reason to be moving through the Queen's territory meet a quick end in the maidens' chilly embrace. The Snow Queen commands the loyalty of winter-born tribes of fraughashar, ogres, frost giants, thursir giants, and trollkin. She is said to have mocked both Thor and Loki and often leads their priests astray into winter storms." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Fey Lords and Ladies", + "entries": [ + "Fey are capricious, mischievous, and often dangerous beings. However, despite their chaotic reputations, they do follow a certain set of rules. These rules\u2014widely misunderstood by outsiders\u2014are codified and enforced by a cadre of lofty fey nobility. Befitting any courtly structure, the fey bow to lords and ladies: eldritch creatures of immense power who rule the courts.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Heads of State", + "entries": [ + "The fey lords and ladies are beings of high station and prodigious personal power. Each rules over at least a great city if not an entire nation. No matter the scope of a fey noble's domain, in his or her eyes, a fey ruler's word is law. Outsiders might not understand the edicts and interdicts of a fey noble, but that's no protection against the harsh penalties that await any who break them, knowingly or otherwise." + ] + }, + { + "type": "entries", + "name": "Vacant Thrones", + "entries": [ + "When a lord or lady of the fey dies, the court does not remain leaderless for long. Ambitious beings among the fey always hunger for more power and covet the stations of their superiors. After a traditional month or year of mourning, vicious power struggles winnow the weak and pave the way for the most cunning or the strongest to take the court's vacant throne." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "The Snow Queen's Lair", + "entries": [ + "The Snow Queen's lair is a castle made of ice. Sunlight and moonlight flash through the delicate spires and translucent walls, setting the palace agleam even in the deepest night. The castle reflects its mistress: beautiful, cold, and unforgivingly deadly." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Snow Queen.webp" + } + } + ] + }, + { + "name": "Son of Fenris", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The massive wolf lumbers forward, malice gleaming in its black eyes. Two snake-like tongues slither in its jaws, and green scales peek from beneath its black fur.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Demonic Wolves", + "entries": [ + "Demonic black eyes, two snakelike tongues, and green-black scales beneath their black fur betray the sons of Fenris's unnatural origins." + ] + }, + { + "type": "entries", + "name": "Hibernate Until Ravenous", + "entries": [ + "Sons of Fenris slumber beneath the snow for months, waking when they grow ravenous or when prey approaches. When hunting, they revel in wanton savagery and destruction, killing entire herds to delight in blood." + ] + }, + { + "type": "entries", + "name": "Desperate Worshipers", + "entries": [ + "Despite their fierce nature, all the sons of Fenris are divine offspring and wise in divine lore, attracting desperate souls who offer them worship and sacrifice in exchange for aid. The sons of Fenris enjoy this adulation, and they provide protection and wisdom to their followers. Sometimes, they gather enormous war bands and go reaving." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Son of Fenris.webp" + } + } + ] + }, + { + "name": "Soul Eater", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature walks on crab-like legs, carrying a fleshy, ectoplasm-filled mass on its back.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Merchants from the Lower Planes", + "entries": [ + "Soul eaters are soul-collecting fiends from the Lower Planes where they freely barter for prey. When a soul eater dies, the souls it carried are released and returned to their bodies or to their appropriate final destinations. Regardless, a dead soul eater has no souls for the demons and devils who value souls as currency. This gives soul eaters a measure of safety and power in the Lower Planes, and many of them operate as neutral merchants among other fiends." + ] + }, + { + "type": "entries", + "name": "Hatred of the Sun God", + "entries": [ + "Soul eaters bear a particular antipathy for followers of the deities of the sun. They go to great lengths to kill any such deity's clergy, even defying the wishes of their fiendish superiors on occasion." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Soul Eater.webp" + } + } + ] + }, + { + "name": "Spark", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This mote of electrical energy floats menacingly, erupting in a shower of sparks and tendrils of lightning. When it disappears, it leaves only the whiff of ozone.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born in Storms", + "entries": [ + "When a great storm rips across a world in the Material Plane, it sometimes tears loose the fabric of reality, releasing sentient creatures composed entirely of elemental energy. Occasionally when a spark forms, an oppositely charged mate is created at the same time. When this happens, the two always stay within 300 feet of one another." + ] + }, + { + "type": "entries", + "name": "Seek Hosts", + "entries": [ + "Fueled by its frenetic thought patterns and erratic actions, a spark jolts through its new world to find a physical body, drawn by an urge to know form. Some spellcasters deliberately seek out sparks for symbiosis. Spellcasters devoted to deities or study of the elements may reach an agreement with sparks, allowing the elementals to ride within their bodies for the sparks' lifetime. Sparks rarely survive longer than a year, even within a symbiotic relationship with a mortal form. When they expire, they wink out and return to the elemental planes." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spark.webp" + } + } + ] + }, + { + "name": "Spawn of Akyishigal", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This human-sized insectoid has a tail that splits near the end curling over its back. Both ends bear needle-stingers dripping with poison.}", + "Spawn of Akyishigal are found in abundance wherever the demon lord abides. He has also been known to send them to his followers if their need is great and the spawn's presence somehow benefits Akyishigal.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Lords of Vermin", + "entries": [ + "Vermin of all types instinctively obey mental commands from a spawn of Akyishigal. What's more, these repulsive beings can vomit thousands of roaches that also do the spawn's bidding. They take particular delight in belching roaches directly onto their foes, but they've also been known to use roaches and vermin as a means of cutting off an enemy's retreat or of hindering pursuit when the spawn itself wants to escape." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spawn of Akyishigal.webp" + } + } + ] + }, + { + "name": "Spawn of Arbeyach", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This insectile humanoid's mouth stretches over dripping mandibles that are poorly concealed behind an ill-fitting mask of flesh. Its eyes have compound irises, and barbed stingers sprout between the fingers at the ends of its long, segmented limbs.}", + "Spawn of Arbeyach are extensions of the will of Hell's Prince of Swarms, Arbeyach, and often serve him in the mortal world as the arch-devil carries out their master's wishes. To this end, they often inhabit hives of tosculi that worship Arbeyach.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Skin and Carapace", + "entries": [ + "Spawn of Arbeyach are roughly humanoid, with many insectoid qualities, including a hardened carapace and oddly-jointed limbs. Their faces, arms, and legs are covered with a largely decorative skin which stretches and tears to reveal insectile traits." + ] + }, + { + "type": "entries", + "name": "Hive Dwellers", + "entries": [ + "They dwell in hive structures comprised of natural growth and rigid architecture. The hives are built in isolated, easily-defensible locales, and visitors often must climb or fly to reach them." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spawn of Arbeyach.webp" + } + } + ] + }, + { + "name": "Spectral Guardian", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A luminous green mist swirls into the form of an ancient warrior. Dented armor and a ragged cloak enshroud the warrior's skeletal body, and its grinning skull leers out from an open helm.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Worn Finery", + "entries": [ + "Composed of faintly glowing green vapor, the spectral guardian is a skeletal being encased in ancient armor or noble's finery. The cloth is worn and tattered, spiraling away into mist at the edges, and the creature glides with the faintest whisper of sound." + ] + }, + { + "type": "entries", + "name": "Eternal Disgrace", + "entries": [ + "The spectral guardian is the spirit of an ancient warrior or noble, bound to serve in death as it failed to do in life. A broken oath, an act of cowardice, or a curse laid down by the gods for a terrible betrayal leaves an indelible mark on a soul. After the cursed creature's death, its spirit rises in a place closely related to its disgrace. Compelled by the crushing weight of its deeds, the spectral guardian knows no rest or peace." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spectral Guardian.webp" + } + } + ] + }, + { + "name": "Spider of Leng", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These bloated purple spiders have small claws on their front legs that serve as handlike manipulators. Their abdomens are a sickly purple-white.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Hate Humanoids", + "entries": [ + "The nefarious spiders of Leng are highly intelligent. They are a very ancient people, steeped in evil lore and hideous malice, with an abiding hatred for all humanoid races. They sometimes keep ghostwalk spiders as guardians or soldiers." + ] + }, + { + "type": "entries", + "name": "Dangerous Blood", + "entries": [ + "Their blood is poisonous and corrosive to most creatures native to the Material Plane. The folk of Leng prize it in the making of etheric harpoons and enchanted nets." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spider of Leng.webp" + } + } + ] + }, + { + "name": "Spider Thief", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This clockwork spider creature is the size of a dog. Each of its eight sharp, sickle-like feet stabs or sinks slightly into the ground. Razor wire enwraps its body, while gyros whirl visibly in its faceless, clockwork head}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Wire Fighters", + "entries": [ + "A spider thief never initiates combat unless ordered to, but it always defends itself against attack. Its initial attack is whirling its razor line to entangle a target. Once it snares a foe, the spider thief keeps attacking that foe until the victim stops resisting or the victim escapes from the spider's wire." + ] + }, + { + "type": "entries", + "name": "Completely Loyal", + "entries": [ + "This clockwork machine follows orders from its master even if they lead to its destruction, and it fights until destroyed or told to stand down. The machine recognizes only its creator as its master." + ] + }, + { + "type": "entries", + "name": "Guild Tools", + "entries": [ + "The spider thief got its name because of its ability to climb walls and to effortlessly cross gaps between buildings, making it an excellent accomplice for enterprising thieves. Some thieves' guilds make extensive use of them, and many freelance rogues use them as partners." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spider Thief.webp" + } + } + ] + }, + { + "name": "Spinosaurus Dinosaur", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Friend to Lizardfolk", + "entries": [ + "The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once." + ] + }, + { + "type": "entries", + "name": "Enormous Size and Color", + "entries": [ + "This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more." + ] + }, + { + "type": "entries", + "name": "Swift Predator", + "entries": [ + "A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food." + ] + }, + { + "type": "inset", + "name": "Spinosauruses in the Southlands", + "entries": [ + "The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors.", + "In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands\u2014including the River Nuria. There they are also called \"river dragons\" or sometimes \"river walkers,\" and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.", + "Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-andorange, blue\u2011and-gold, and even red-and-black bloodlines have been spotted in the Spice Coast harbors." + ] + }, + { + "type": "inset", + "name": "Spinosauruses as Mounts", + "entries": [ + "Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication.", + "Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.", + "An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spinosaurus Dinosaur.webp" + } + } + ] + }, + { + "name": "Spire Walker", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This miniscule creature kicks up a ghostly, sparkling fire when it jostles and jigs. Lightning sparks fly between it and its perch.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Storm Dancers", + "entries": [ + "When storm clouds gather over cities, harbors, and twisted badlands, electrical energy fills the air. During these times, miniscule fey dance on church steeples, desolate peaks, and ships' masts. Also called corposanti by scholars, spire walkers are nature spirits that delight in grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm or keeping company with blue dragons or storm giants\u2014though these larger creatures often chase them off for being a nuisance." + ] + }, + { + "type": "entries", + "name": "Small and Metallic", + "entries": [ + "Spire walkers stand no more than a foot tall, with dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with many buttons, and they always carry a handful of tiny copper darts that they hurl at each other during their incomprehensible games. When excited, they emit a sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. They play rough-and-tumble games among themselves and enjoy pranking bystanders with frightening but mostly harmless electric shocks. If a spire walker perishes during the fun, the others pause just long enough to say \"awww, we'll miss you\" and go through their comrade's pockets before continuing with the game." + ] + }, + { + "type": "entries", + "name": "Love Copper and Amber", + "entries": [ + "Spire walkers like gold but they love copper. They prefer it over all other metals, and they keep the copper pieces in their pockets brilliantly polished. They also value amber gems. Among a group of spire walkers, the leader is not the cleverest or most ruthless, but the one displaying the most ostentatious amber jewel." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Spire Walker.webp" + } + } + ] + }, + { + "name": "Star Drake", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Twinkling motes of light move around the mottled, metallic scales of this dragon's body. Light reflections twinkle like starlight across its metallic scales.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Returned Travelers", + "entries": [ + "A drake's curiosity sometimes drives it to seek experiences beyond its plane, and it finds companions with which it travels the multiverse. Such drakes return clearly changed in appearance, demeanor, and ability. Regardless of which type of drake embarked on the journey, the creature always returns as a star drake." + ] + }, + { + "type": "entries", + "name": "Mortal Protectors", + "entries": [ + "Star drakes consider themselves protectors of the Material Plane. They view those from other planes as meddlers in the affairs of humanoid races, regarding fiends and celestials as equally threatening. Star drakes might negotiate with, drive off, or destroy such meddlers." + ] + }, + { + "type": "entries", + "name": "Unlikely Allies", + "entries": [ + "Inexplicably, planewatchers can recognize when a drake that is exploring the planes is in the process of becoming a star drake, and they typically leave these drakes to their exploring. After a drake's metamorphosis, planewatchers often aid the drake, seeing it as a sort of kindred spirit." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Star Drake.webp" + } + } + ] + }, + { + "name": "Star-Spawn of Cthulhu", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This enormous and strange octopoid creature has clawed hands, a powerful but distended cranium, and winglike spines on its back.}", + "These masters of psychic communication and dimensional manipulation can transport themselves and others across enormous distances.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Mastery of Life and Destruction", + "entries": [ + "The star-spawn of Cthulhu harnessed mysterious energies of life and destruction to grow new life with remarkable speed (and some degree of wastage and cancerous tumors) and to turn living flesh into miasmic vapor through nothing more than focused attention." + ] + }, + { + "type": "entries", + "name": "Rituals to Cthulhu", + "entries": [ + "Their goals are simple: oppose the mi-go and aid dread Cthulhu. The star\u2011spawn destroy creatures that will not serve as slaves and sacrifices, rather than allowing them to serve another master. Above all, they insist that all creatures venerate great Cthulhu and sacrifice life and treasure in his name. Their ultimate aim is to bend the heavens themselves and ensure that the stars are rightly positioned in their orbits to herald Cthulhu's inevitable return." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Star-Spawn of Cthulhu.webp" + } + } + ] + }, + { + "name": "Steam Golem", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i With wicked axe blades fastened along its arms and bronze runes inlaid on its armored torso, this golem is a smooth-running machine of death.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Boilers and Hydraulics", + "entries": [ + "A steam golem is built around a central boiler with clockwork gears and hydraulic cylinders powering its legs and arms. Most steam golems have axe blades welded onto each of their arms, and many have one arm extended in a single, long-hafted axe. They tower 10 feet tall, and their legs are often built with reversed knee joints for greater leverage when they move. The eyes of a steam golem glow orange or red from its internal fires." + ] + }, + { + "type": "entries", + "name": "Steam Whistle", + "entries": [ + "A steam golem has four to six vents for releasing steam. These whistles are mounted over the shoulders and can be heard at distances up to a mile in open terrain." + ] + }, + { + "type": "entries", + "name": "Fuel Required", + "entries": [ + "A steam golem's machinery consumes 30 pounds of coal and 100 gallons of water per day if it engages in more than brief combat. When resting or standing guard, a steam golem needs only one third of those amounts." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Steam Golem.webp" + } + } + ] + }, + { + "name": "Strife", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The small, childlike creature with purple skin and an overly large mouth hovers in the shadows of the alleyway behind the tavern, giggling with delight as it watches fights break out.}", + "This strange, childlike fey feeds off the negative feelings that manifest from mortals who spread rumors and falsehoods about one another.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "False Legends", + "entries": [ + "Due to its ability to remain unseen and its appearance wherever discord rises, many in the mortal world believe this fey is the physical embodiment of a feeling, a magical manifestation brought on by strong mortal emotions. Delighting in rumors and misinformation, the fey don't correct these interpretations and proudly use the mortal moniker, strife." + ] + }, + { + "type": "entries", + "name": "Invasive Fey", + "entries": [ + "Though strifes aren't physical embodiments of mortal emotions, negative feelings between mortals create a weakening between the Material Plane and the realms of the fey, allowing strifes to enter the material world. Once on the Material Plane, a strife lurks in the shadows of a settlement, fueling rumors until the populace erupts with chaos and discord. Travelers might come across a settlement and be greeted with abnormal hostility when a strife is present. Once its work is done, the strife returns to the fey realms to tell tales of its work before finding a new settlement to disturb. The most successful of strifes have caused kingdoms to fall to civil war when the government was painted as unfit by a strife's work. The strife does not revel in bloodshed, but in the unrest of the days or weeks that precede it." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Strife.webp" + } + } + ] + }, + { + "name": "Stryx", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The brown owl in the tree suddenly opens its beak. Instead of a hoot, it reveals very human teeth and speaks.}", + "Stryxes are the result of the Moonlit King's mad experiments deep within the Plane of Shadows. They resemble owls and can pass as normal birds as long as they don't speak or open their mouths. The stryx have a larger mouth hidden behind their beaks, filled with gleaming human teeth. Stryxes range in color from pale gray to sooty black, with gleaming eyes.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Strange Alchemy", + "entries": [ + "Stryxes are unnatural beings that came about through terrible manipulation of normal owls and kidnapped humans. The Moonlit King of the shadow fey, banished and imprisoned in his tower, is desperate to touch the outside world. His crazed experiments blended shreds of mortal souls into shadowy owls and thus brought the stryx into being." + ] + }, + { + "type": "entries", + "name": "The Shadow's Eyes", + "entries": [ + "The truth of the stryx is all but unknown outside the Moonlit King's inner circle, where these creatures serve as the king's eyes and ears. Stryxes thrive in the Plane of Shadow and on the Material Plane equally, and they enjoy attaching themselves to powerful beings as spies, servants, and translators. Their purposes are muddied, however, because they constantly relay what they learn to their mad creator." + ] + }, + { + "type": "inset", + "name": "Stryx Familiars", + "entries": [ + "Stryxes make excellent spies, and they delight in serving others. The strange owls often become outstanding spies and translators by bonding themselves to a master. Some spellcasters seek out the stryx and strike a bargain to gain the creature's service as a familiar. While most stryxes make a show of hard bargaining, secretly they are eager to strike the deal. Stryxes that serve spellcasters have the following trait.", + { + "type": "entries", + "name": "Familiar", + "entries": [ + "The stryx can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the stryx senses as long as they are within 1 mile of each other. While the stryx is within 10 feet of its companion, the companion shares the stryx's Keen Hearing and Sight trait. At any time and for any reason, the stryx can end its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Stryx.webp" + } + } + ] + }, + { + "name": "Stuhac", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This pale-skinned, white-bearded hermit wears a winter cloak and travels the mountain paths, cliff sides, and trade routes alone.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Feigns Weakness", + "entries": [ + "Living in isolated mountain passes and foraging along little-traveled slopes, the stuhac is a master of stealth and deception. Wrapping heavy furs around itself, it poses as a feeble hermit or traveler needing assistance. Only after its victims have been lured away from warmth and safety does the stuhac drop its disguise and show its true nature: the withered traveler's gnarled hands uncurl to reveal jagged yellow claws, its cataract-ridden eyes are exposed as waxen orbs wobbling loosely in their sockets, and its clothing is revealed to be woven layers of yellowed tendon and ligament." + ] + }, + { + "type": "entries", + "name": "Hideous Garments", + "entries": [ + "The stuhac's most prized possessions are its \"clutters,\" garments woven of layered and tangled ligaments and tendons. These grisly trophies are taken from scores of victims, and stuhacs treasure each bit of their disgusting attire. When two stuhacs meet, they compare their garb, swapping anecdotes of their most horrifying kills and deceptions. Stuhacs weave new ligaments into their clutters while their still-living victims watch. Lying in crippled agony, they cannot flee as the stuhac tears fresh material from their bodies for its garments. To keep screams from disturbing their work, these monsters first sever their victim's vocal chords." + ] + }, + { + "type": "entries", + "name": "Devour Victims", + "entries": [ + "Once its clutters are done, the stuhac feeds on its live victim, devouring everything but the bones. Finding a clean-picked humanoid skeleton along a mountain path is a reliable sign of a stuhac's presence." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Stuhac.webp" + } + } + ] + }, + { + "name": "Stygian Fat-Tailed Scorpion", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The scorpion's black carapace gleams in the desert sun, and its tail drips translucent venom.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Highly Venomous", + "entries": [ + "Known for its small size and aggressive behavior, the Stygian fat-tailed scorpion brings a swift death to those who feel its toxic sting." + ] + }, + { + "type": "entries", + "name": "Pit Traps", + "entries": [ + "A Stygian fat-tailed scorpion is no more than a foot long, with a tail about the same length. It weighs no more than five pounds for the largest specimens. They make excellent guard animals that require little food or care, and they are often kept at the bottom of pits or in rarely used tunnels." + ] + }, + { + "type": "entries", + "name": "Valuable Venom", + "entries": [ + "A dose of fat-tailed scorpion venom can be worth 4,000 gp or more to the right buyer." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Stygian Fat-Tailed Scorpion.webp" + } + } + ] + }, + { + "name": "Subek", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The merchant displayed his wares and smiled, the kindness in his eyes and softness of his smile juxtaposed with his crocodilian body and fangs.}", + "For most of the year, the subek are a kindly people, advising others and lending their physical and intellectual prowess to local projects. During the flood season, however, subek become violent and territorial, ruthlessly killing and consuming all trespassers.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Riverbank Homes", + "entries": [ + "Subek are crocodilian humanoids that dwell along the banks of great rivers. They have muscular physiques, surprisingly dexterous hands, and a frightening maw of sharp teeth. They are 9 feet tall, average 700 pounds, and can live up to 300 years. During the dry season, subek are friendly and thoughtful scholars, historians, and artisans." + ] + }, + { + "type": "entries", + "name": "Flood Fever", + "entries": [ + "Subek are well aware of their destructive and violent nature. When the waters rise, they distance themselves from other cultures, warning locals to keep away until the river recedes. Most migrate up or down river to an area with few inhabitants; some even construct underground prisons or cages and pay brave retainers to keep them locked up and fed during their time of savagery. During flood fever, subek do not recognize friends or colleagues. They discard all trappings of civilization and kill non-subek creatures indiscriminately. Once the fever clears, they remember nothing of their actions, though they are surrounded by undeniable, grisly reminders." + ] + }, + { + "type": "entries", + "name": "Keep Their Distance", + "entries": [ + "Despite the danger, subek are tolerated and even prized for their skill as engineers, historians, and teachers. They live on the outskirts of many human towns, maintaining a cautious distance from their neighbors. Subek marriage is pragmatic; they live with a mate long enough to foster a single egg and raise the hatchling for a decade before parting ways." + ] + }, + { + "type": "entries", + "name": "Curious Duality", + "entries": [ + "Subek scholars and oracles debate their duality. Some believe it to be an ancient curse, a shared ancestry with an ancient savage people, or some loathsome and primitive part of their soul exerting control. A rare few\u2014shamans and oracles, mostly\u2014embrace their duality and choose to live year-round in remote regions far from civilization." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Subek.webp" + } + } + ] + }, + { + "name": "Suturefly", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This darting creature resembles a dragonfly, but with three pairs of gossamer wings and a body made from splintered wood. Flashes of bright colors run along its body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Sew Mouths Shut", + "entries": [ + "Forest folk rarely speak when sutureflies dart through the trees, because these creatures listen for lies and sew any offender's mouth, nose, and eyes shut. Some say the old woods hide nothing but liars, and that is why the deepest forest is shrouded in silence. Others say that the forest uses sutureflies to smother those who break its covenants or reveal its secrets. Adventurers see a suturefly's handiwork more often than they glimpse one of the creatures directly: corpses with mouths and noses stitched shut lie in the underbrush, mysterious people whose mouths are ringed with black puncture marks observe intruders from afar, and dryads step from trees, their eyes sewn shut against the evils of civilization." + ] + }, + { + "type": "entries", + "name": "Seek Out Curses", + "entries": [ + "Numerous suturefly varieties exist. Some attack based on verbal triggers other than lies. Black-banded sutureflies, for instance, detect curses and religious blasphemies. When attacking, sutureflies dart from hiding to surprise opponents. Once they sew someone's mouth closed, they target the same victim's nose, unless threatened by another opponent. Sutureflies attack until they have sewn all of their opponents' mouths, eyes and noses closed or until they're destroyed." + ] + }, + { + "type": "inset", + "name": "Sutureflies in Midgard", + "entries": [ + "In the Mistwallows of the deep Margreve, a green and gold variety of suturefly attacks briar folk, hags, and any others who allow magic to escape their lips. Sutureflies dart, hover, and strafe with perfect maneuverability. Most are six inches long, but rangers who've ventured deep into the Margreve claim to have discovered detached suturefly wings over 5 feet long, likely from a creature capable of sewing shut the eyes and mouths of giants.", + "Folk of the outer Margreve release sutureflies from wooden coffers at forest trials to encourage witnesses to tell the truth. In the heart of the woods, one of Baba Yaga's daughters polices her \"flock\" of stolen children with sutureflies." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Suturefly.webp" + } + } + ] + }, + { + "name": "Swamp Adder", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The vicious snake with a squat, diamond-shaped head, a puffed neck, and a peculiar yellow band around its body slithered slowly through the marsh.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Marsh Hunter", + "entries": [ + "This venomous snake\u2014sometimes known as the \"speckled band\"\u2014is native to the marshes of southern realms, where it devours waterfowl and incautious halflings." + ] + }, + { + "type": "entries", + "name": "Bred for Venom", + "entries": [ + "The swamp adder is simultaneously feared and prized for its potent paralytic venom. A swamp adder is quite thin, and the largest weigh as much as 50 pounds. A dose of paralytic swamp adder venom is worth 3,000 gp or more in some markets." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Swamp Adder.webp" + } + } + ] + }, + { + "name": "Swarm of Fire Dancers", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Stunted Elementals", + "entries": [ + "Fire dancers are tiny fire elementals. Speculation varies whether they're simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they're a menace." + ] + }, + { + "type": "entries", + "name": "Unite and Grow Strong", + "entries": [ + "Larger fire elementals are usually content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities\u2014they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. Each fire dancer shapes itself into the likeness of a creature's (typically humanoid) skull to cause fear in its victims." + ] + }, + { + "type": "entries", + "name": "Shared Goals", + "entries": [ + "Lone fire dancers have some individuality, and like-minded fire dancers gather together in swarms to accomplish shared goals. Savvy bards, conjurers, and enchanters who summon or interact with swarms of fire dancers know to quickly determine the swarm's goal and use that to manipulate it. They must be careful to maintain the upper hand, though, for these creatures are surly allies at the best of times." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Swarm of Fire Dancers.webp" + } + } + ] + }, + { + "name": "Swarm of Manabane Scarabs", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These clicking, turquoise-colored beetles have faintly luminescent golden glyphs on their backs, which grow brighter as they slowly draw near.}", + "Manabane scarabs are vermin infused with the ancient magic of fallen desert empires.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Devour Magic", + "entries": [ + "Whether from gnawing on the flesh of the undead or nesting in areas rife with lingering enchantment, these beetles have developed a taste for the power of magic even as its power has marked them. The graven glyphs on their carapaces resemble the priestly cuneiform of long-dead kingdoms, and the more magical energy they consume, the brighter they glow. Manabane scarabs pursue magic without hesitation or fear, tirelessly seeking to drain it for sustenance." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Swarm of Manabane Scarabs.webp" + } + } + ] + }, + { + "name": "Swarm of Prismatic Beetles", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dazzling explosion of multicolored lights erupts from this cloud of flying beetles, flashing every color of the rainbow.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Flesh-Eating Beauties", + "entries": [ + "The depths of the jungle are filled with beautiful-but-lethal wildlife, and prismatic beetles are superlative examples of this. These flesh-eating, venomous insects distract and subdue their prey with sparkling beauty even as they devour it alive. Individual prismatic beetles sparkle like precious gems in the light. Tosculi traders, gnolls, and humans often incorporate their carapaces into decorative jewelry or use them as special components in enchantment and illusion spells and items." + ] + }, + { + "type": "entries", + "name": "Hypno-Paralytic", + "entries": [ + "When swarming in the thousands, these beautiful bugs create a hypnotic cascade of glimmering hues capable of enthralling creatures. As they descend on their dazed prey, the beetles' bites slowly paralyze their victims while their toxins distract the mind with feelings of euphoria and delight." + ] + }, + { + "type": "entries", + "name": "Predator Partners", + "entries": [ + "Although carnivorous, prismatic beetles are not overly aggressive; they attack other creatures only when hungry or threatened. Even when they're not attacking, however, they can be a threat. More than one unwary traveler has stopped to admire what they thought was a docile swarm of prismatic beetles and became captivated. The unfortunates are often killed and eaten by a lurking jungle predator, as such animals know the beetles can attract prey." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Swarm of Prismatic Beetles.webp" + } + } + ] + }, + { + "name": "Swarm of Sluaghs", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This tiny humanlike creature has a torso that trails away in place of legs, eyes that are black voids, and long, pale arms ending in sharp claws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cowards Alone", + "entries": [ + "These tiny, malevolent fey dwell in darkness. Alone they are cowards, but they are rarely encountered alone. They are most active during the winter, especially during winter's long nights. They usually speak to their victims as they attack, but those shouts are little more than whispers to the ears of their prey." + ] + }, + { + "type": "entries", + "name": "Chilling Touch", + "entries": [ + "Sluaghs feed by draining their prey of warmth with their chilling claws. They devour small animals if nothing more appetizing is available, though they prefer humanoid prey. Their victims have unnaturally cold skin with a pale, blue tint. Swarms of sluaghs serve hags, devils, trollkin, and evil fey who know the blood rituals to summon and direct them. Shadow fey and drow send them against other elves, often targeting the defenders of elven settlements." + ] + }, + { + "type": "entries", + "name": "Legless Flocks", + "entries": [ + "Sluaghs are tiny, gaunt humanoid creatures the size of a weasel. They have no legs; instead their torso tapers off in a disquieting way. Though they can fly, they can also pull themselves quickly across the ground with their arms. They are always draped in black, though their actual skin and hair are pale white. They have sharp claws and fangs, and their eyes are entirely black. In masses, they somewhat resemble a flock of strange birds." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Swarm of Sluaghs.webp" + } + } + ] + }, + { + "name": "Swarm of Wharflings", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Waterborne Packs", + "entries": [ + "Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more." + ] + }, + { + "type": "entries", + "name": "Thieving Gits", + "entries": [ + "Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets." + ] + }, + { + "type": "entries", + "name": "Beach Swarms", + "entries": [ + "Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Swarm of Wolf Spirits", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A pack of ghostly wolves appears in a swirl of greenish fog, coalescing from the fog itself.}", + "When a pack of wolves dies of hunger or chill in the deep winter, sometimes the pack leader's rage at a cruel death\u2014or the summoning call of a necromancer\u2014brings the entire pack back to the mortal world as a slavering pack of greenish, translucent apparitions that glides swiftly over snow and ice, or even rivers and lakes.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dozen-Eyed Hunters", + "entries": [ + "At night such a swarm can appear as little more than a mass of swirling mist, but when it prepares to attack, the mist condenses into a dozen or more snarling wolf heads with glowing red eyes that trail off into tendrils of fog. A wolf spirit swarm does not eat, but the urge to hunt and kill is as strong as ever." + ] + }, + { + "type": "entries", + "name": "Absorb Their Kill", + "entries": [ + "Most such swarms serve powerful undead, warlocks, noctiny, or orcish shamans as guardians and enforcers, terrifying horses and henchmen alike. The souls of those slain by the pack are said to join it." + ] + }, + { + "type": "entries", + "name": "Howl Before Combat", + "entries": [ + "Hirelings, mounts, and familiars often panic at the sound of a spirit pack's chilling howl. Packs of wolf spirits are canny enough to always howl for a time before rushing a herd or encampment." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Swarm of Wolf Spirits.webp" + } + } + ] + }, + { + "name": "Temple Dog", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Looking like a mix between a large dog and a lion, the creature glares at everyone who passes the threshold of the temple it guards.}", + "A temple dog is an imposing guardian used by various deities to protect their temples. They are fiercely loyal and territorial. Often depicted in temple statuary, the creature has a largely canine body, soft but short hair, a thick hairy tail, and a mane like a lion's around a dog's face with a short snout.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Colors", + "entries": [ + "Coloration and other features of the temple dog vary to match the deity who created it, and sometimes a temple dog's coloration is quite fanciful. Greenish-bronze temple dogs are known, as are those the color of cinnabar or lapis. Even coats resembling fired ceramic of an orange hue have been seen guarding some temples. These unusual casts make it easy for a temple dog to be mistaken for statuary." + ] + }, + { + "type": "entries", + "name": "Travel with Priests", + "entries": [ + "As a temple protector, it rarely leaves the grounds of the temple to which it has been attached, but temple dogs do accompany priests or allies of the temple during travel. The temple dog cannot speak, but it understands the words and needs of those it accompanies. Temple dogs are notorious for biting their prey, then shaking the victim senseless in their massive jaws." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Temple Dog.webp" + } + } + ] + }, + { + "name": "Tendril Puppet", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Vines crawl across the body and out of the eyes and mouth of this shambling human.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Plant Servants", + "entries": [ + "Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \"root mind\" that relays information almost instantaneously." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Tendril Puppet.webp" + } + } + ] + }, + { + "name": "Thuellai", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This raging cloud of animate mist and ice has icicle shards for eyes and claws.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of the North Wind", + "entries": [ + "These fast-flying creatures of air and ice were created by the lord of the north wind, Boreas, to be his heralds, assassins, and hunting hounds. They appear as a swirling blizzard, often blending in with snowstorms to surprise their victims." + ] + }, + { + "type": "entries", + "name": "Terrifying Blizzards", + "entries": [ + "Thuellai love to engulf creatures in their blizzards, to lash buildings with ice and cold, and to trigger avalanches with their whirlwinds. They thrive on destruction and fear, and they share their master's unpredictable nature." + ] + }, + { + "type": "entries", + "name": "Immune to Steel", + "entries": [ + "Northerners especially fear the thuellai because of their resistance to mundane steel, their terrifying howls, and their ability to cause madness." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Thuellai.webp" + } + } + ] + }, + { + "name": "Thursir", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The giant's hair and beard are plaited with rings and other bits of decorative stone and metal, and it carries a large, rune-inscribed hammer.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Forge Masters", + "entries": [ + "Greedy and aggressively competitive, thursir dwell in vast caverns under frozen mountains where they labor to forge chains, armor, and massive engines of war. Smaller than many giants, thursir have a natural affinity for metalworking. Armor or weapons forged by a thursir giant are of the highest quality, and other giants often seek thursir smiths to outfit their people in times of strife." + ] + }, + { + "type": "entries", + "name": "Enormous Appetites", + "entries": [ + "When not toiling at the forge, these giants entertain themselves with gluttonous feasts and boisterous wrestling competitions, or they raid human settlements for food and valuables." + ] + }, + { + "type": "entries", + "name": "Divided Society", + "entries": [ + "Female thursir rarely leave thursir dwellings, tending the family and hearth and performing much of a community's labor, while male thursir spend their time crafting, metalworking, and going to war. However, female thursir have the most affinity for magic and make up the bulk of the thursir's priesthood and spellcasters. Priestesses hold especially high standing in thursir society and often operate as valued advisors to clan leadership or accompany the most powerful units of warriors into battle, tending wounds and boosting morale." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Thursir.webp" + } + } + ] + }, + { + "name": "Titanoboa", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This titanic green serpent raises its enormous head high, its body extending in seemingly endless coils.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Territorial and Aggressive", + "entries": [ + "Territorial and voracious, the rare titanoboa devours all trespassers in its domain. Stronger and faster than the giant anaconda, the true king of the rainforest is also more stubborn, fighting off entire groups of hunters and poachers. When stalking prey, these great serpents strike from ambush, swallowing even some dinosaurs in one bite." + ] + }, + { + "type": "entries", + "name": "Blinding Scales", + "entries": [ + "Against groups of foes, titanoboas trust in their ability to dazzle their enemies with the light reflected from their scales, using this distraction to entwine the stunned foes in crushing coils." + ] + }, + { + "type": "entries", + "name": "Slow to Mate", + "entries": [ + "Titanoboas mate rarely. They live for hundreds of years and never stop growing, which makes the need for propagation less urgent. When two titanoboas nest, the result is a brood of a half-dozen smaller snakes. An adult titanoboa is at least 80 feet long and weighs 6,000 pounds or more." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Titanoboa.webp" + } + } + ] + }, + { + "name": "Tophet", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i An enormous bronze and iron statue filled with fire towers above the ring of chanting, frenzied worshipers.}", + "Worshipers of fire gods use tophets to incinerate sacrifices in their flaming maws. A tophet has a large opening in the front where the flames can be seen; sometimes this is an enormous mouth, and at other times it is a large hole in the tophet's belly. Horns and expressions of anger or wide\u2011mouthed laughter are common.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Eager for Sacrifices", + "entries": [ + "Among fire cultists, it's widely known that when a tophet's hands are raised above its mouth, it is demanding a sacrifice to roll down its palms and into its fiery maw." + ] + }, + { + "type": "entries", + "name": "Heed Musical Commands", + "entries": [ + "Flutes and drums can be used to control the actions of a tophet during sacrifices. They have the fortunate side effect of drowning out the cries and screams of living sacrifices." + ] + }, + { + "type": "entries", + "name": "Magical Fires", + "entries": [ + "The fires within a tophet's bronze body are largely magical and fueled by sacrifices. They don't require more than a symbolic amount of wood or coal to keep burning, but they do require sacrifices of food, cloth, and living creatures to keep them under control. A tophet that is not granted a sacrifice when it demands one might go on a fiery rampage, burning down buildings, granaries, or barns until its hunger is satisfied." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Tophet.webp" + } + } + ] + }, + { + "name": "Tosculi Drone", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.", + "The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bow Raiders", + "entries": [ + "Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside." + ] + }, + { + "type": "entries", + "name": "Drones", + "entries": [ + "Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information." + ] + }, + { + "type": "entries", + "name": "Warriors", + "entries": [ + "Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host." + ] + }, + { + "type": "entries", + "name": "Hive Queen", + "entries": [ + "The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Tosculi Elite Bow Raider", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.", + "The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bow Raiders", + "entries": [ + "Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside." + ] + }, + { + "type": "entries", + "name": "Drones", + "entries": [ + "Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information." + ] + }, + { + "type": "entries", + "name": "Warriors", + "entries": [ + "Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host." + ] + }, + { + "type": "entries", + "name": "Hive Queen", + "entries": [ + "The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Tosculi Hive Queen", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively}.", + "The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bow Raiders", + "entries": [ + "Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside." + ] + }, + { + "type": "entries", + "name": "Drones", + "entries": [ + "Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information." + ] + }, + { + "type": "entries", + "name": "Warriors", + "entries": [ + "Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host." + ] + }, + { + "type": "entries", + "name": "Hive Queen", + "entries": [ + "The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Tosculi Hive Queen's Lair", + "entries": [ + "Hive queens make their lairs deep within the most protected part of the hive. Dozens of corridors lead to her lair, allowing the hive's tosculi to reach their queen at a moment's notice should she need it. This is also the place where tosculi eggs hatch, making it a critical location for the survival of the hive. When encountered in her lair, the tosculi hive queen has a challenge rating of 13 (10,000 XP)." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Tosculi Hive Queen.webp" + } + } + ] + }, + { + "name": "Tosculi Warrior", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This humanoid wasp's gossamer wings beat out a soft, droning buzz. Flashing blades sing in each of her four clawed hands, and the air around her shimmers with magical}dust. Dozens more humanoid wasps in a variety of iridescent colors surround her, weapons raised protectively.", + "The tosculi are waspfolk that share the Golden Song of the hive, which unites them under the command of their queen. Each hive has its own song, and most tosculi hives are predatory, dangerous places.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Bow Raiders", + "entries": [ + "Tosculi elite bow raiders are smarter and more capable than drones and common warriors, with midnight black or deep green carapaces that shine with colorful iridescence. Their wings are blood red streaked with dark crimson veins. As rare and prized members of the hive, a bow raider's life is never thrown away or risked unnecessarily. Seldom does a tosculi warband contain more than a handful of these elite soldiers, and they frequently hold positions of command. Elite bow raiders always lead the honor guard for their queen, both within the hive and on those rare occasions when the queen ventures outside." + ] + }, + { + "type": "entries", + "name": "Drones", + "entries": [ + "Tosculi drones are the workers of the tosculi hive: the smallest, weakest, least intelligent, and most abundant of the waspfolk. Their carapaces are mostly iridescent blue with gold abdomens and lower legs, and they have vestigial wings, allowing them to glide but not truly fly. Drones function primarily as menial workers but, during times of war, they also act as highly expendable scouts and soldiers. Because the warriors know whatever a drone knows\u2014thanks to the queen\u2014a drone doesn't need to survive its scouting mission to deliver useful information." + ] + }, + { + "type": "entries", + "name": "Warriors", + "entries": [ + "Tosculi warriors are overseers of work crews and battle groups of drones, directing activities and relaying commands. Though subservient to the queen's orders, they are capable of acting independently or following their own best judgment, if necessary. The warriors' most important role in the hive is procuring live hosts for incubating tosculi eggs. Creatures paralyzed by warriors are brought to the queen's chamber to have eggs implanted in them, and after a few weeks, the larva hatches, devouring its still-living host." + ] + }, + { + "type": "entries", + "name": "Hive Queen", + "entries": [ + "The hive queen is the nerve center of a tosculi hive-city, simultaneously one of a hive's greatest strengths and weaknesses. The queen serves as a unifying force. She binds her swarm with an ironclad sense of purpose through a psychic web, known as the Golden Song, that links all tosculi within a hive. When the hive queen nears the end of her life, she selects the most promising of her immature heirs and feeds the heir a special concoction. This speeds the heir's maturation and makes her ready to become a full-fledged hive queen. The daughter's first action upon her metamorphosis is to devour her mother and all her sisters, absorbing and becoming the emitter of that hive's song. If a hive queen dies with no heir to anchor the hive mind or if the daughter's accession is disrupted, the hive-city plunges into chaos. Tosculi bereft of the hive-mind go berserk. A few fortunate ones might escape and become lone renegades, but their existence without the comforting presence of the hive is miserable and short. Unless one of the hive-queen's surviving daughters is mature enough and ruthless enough to step in and assert control, the hive is doomed." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Tosculi Warrior.webp" + } + } + ] + }, + { + "name": "Treacle", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The trapped rabbit squeals as it pulls against the rope binding it. Suddenly, the rabbit's form shifts, revealing it to be a pale, pearlescent ooze ready to pounce on prey.}", + "A curious bunny, an abandoned toy, or a delicate songbird can spell slow death for the unprepared. Beneath any of these facades may lurk a treacle waiting to feed on a gullible victim, mewling and cooing all the while. Whether by natural selection or arcane tampering, these compact oozes prey on kindness.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Diet of Blood", + "entries": [ + "Treacles feed on blood but lack the natural weapons or acid of larger slimes. To survive, prey must welcome and embrace them, unaware of the threat. The treacles' soft bodies absorb psychic impressions and take the shape of unthreatening creatures. In the wild, treacles assume the form of an animal's offspring to lie close and feed." + ] + }, + { + "type": "entries", + "name": "Pet Polymorph", + "entries": [ + "Among humanoids, treacles transform into pets, toys, or injured animals. Treacles don't choose their forms consciously, instead relying on a primitive form of telepathy to sense which shapes a potential victim finds least threatening or most enticing. They can hold a new shape for several hours, even if the intended victim is no longer present." + ] + }, + { + "type": "entries", + "name": "Slow Drain", + "entries": [ + "Once they have assumed a nonthreatening form, treacles mewl, sing, or make pitiful noises to attract attention. Once they're in contact with a potential victim, treacles drain blood slowly, ideally while their prey sleeps. If threatened or injured, treacles flee. A sated treacle detaches from its victim and seeks a cool, dark place to rest and digest." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Treacle.webp" + } + } + ] + }, + { + "name": "Trollkin Reaver", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The humanoid's skin is thick and knobby, and it sports wicked talons and tusks.}", + "In the north, the masses huddle in fear at night, dreading the horns and howls of reavers come to slaughter and pillage.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fearsome Savages", + "entries": [ + "Trollkin have a well-deserved reputation for savagery, and the reavers help reinforce that perception among their neighbors. With claws and fangs larger and sharper than their brethren, reavers are a sight to behold." + ] + }, + { + "type": "entries", + "name": "War Leaders", + "entries": [ + "Raiding is a staple industry among the trollkin, and the reavers lead the most savage raiding parties in search of wealth, slaves, and supplies. They often recruit other creatures or mercenaries into their bands. It is not uncommon to see bloodthirsty humans, gnolls, or hobgoblins in a reaver's band." + ] + }, + { + "type": "entries", + "name": "Spirit Talkers", + "entries": [ + "Trollkin reavers are quite fearful of spirits and ghosts, and they listen to their clan shaman and to the words of powerful fey or giants. They prefer to raid only in times of good omens." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Trollkin Reaver.webp" + } + } + ] + }, + { + "name": "Tusked Skyfish", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This creature looks like an enormous flying jellyfish, with long, wicked tusks curving from its gaping mouth and tentaclewhiskers trailing behind it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Alchemical Flotation", + "entries": [ + "These aerial jellyfish waft through the air like balloons, suspended by internal alchemical reactions. This mode of movement takes them vertically when they wish or allows them to drift with the winds. They can reach altitudes of 30,000 feet." + ] + }, + { + "type": "entries", + "name": "Shocking Tendrils", + "entries": [ + "Tusked skyfish catch slow-moving or inattentive prey in their tentacles, and they sometimes fish in shallow lakes and streams. They can suppress their natural electrical charge, allowing them to manipulate objects or interact with other creatures safely." + ] + }, + { + "type": "entries", + "name": "Slow Mounts", + "entries": [ + "When fitted with special, electricity-resistant saddles, tusked skyfish can be ridden without harming their riders, although their slow speed makes them most suitable for casual excursions or unhurried long-distance travel. Genies, their offspring, and their servitors seem to find tusked skyfish congenial beasts of burden." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Tusked Skyfish.webp" + } + } + ] + }, + { + "name": "Umbral Vampire", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This deathly pale, gaunt human has stringy hair and wears scant rags. Misty strands of darkness leak from its empty eye sockets, yawning nasal cavity, and mouth.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cursed Origin", + "entries": [ + "Legends speak of an ancient city whose origins are lost to the ages, where a cabal of wizards with the power to manipulate the flow of time made its citizens immortal. When the wizards fell and no longer held back the ravages of time, the citizens aged centuries in moments. Instead of dying, the wretches lingered on in their dark realm." + ] + }, + { + "type": "entries", + "name": "Bound to Darkness", + "entries": [ + "All umbral vampires originate in the City Fallen into Shadow, and under most circumstances, they're encountered only in that forsaken place. Despite the terrors it holds, adventurers continue to seek the city, chasing legends of potent artifacts and boundless treasure accumulated during its golden age. Occasionally, an umbral vampire slips into the mortal world, where it hides in a place seldom or never touched by sunlight and emerges at night to search for victims." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Umbral Vampire.webp" + } + } + ] + }, + { + "name": "Uraeus", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A sleek serpent wends through the air, held aloft on bronze-feathered wings. The flying cobra flares its hood and hisses, hurling a spray of orange sparks from its fanged mouth.}", + "Uraeuses resemble vibrantly colored cobras. The serpent's scales are the rich, gold-flecked blue of lapis lazuli and its eyes gleam white. However, its most distinguishing feature is its pair of feathery, bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around five pounds.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Protectors", + "entries": [ + "Uraeuses are celestial creatures that carry a spark of divine fire within them, and they thirst for purpose when they arrive on the Material Plane. Whether the creature was deliberately summoned or found its way to the Material Plane through other means, a uraeus is created to protect. Once it finds a worthy charge, it devotes its fiery breath and searing venom to protecting that ward. A uraeus is fanatically loyal to the creature it protects. Only gross mistreatment or vicious evil can drive a uraeus to break its bond and leave." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Uraeus.webp" + } + } + ] + }, + { + "name": "Urochar", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This gigantic crimson leech slithers upright on four muscular tentacles. At the top of its writhing trunk, a great lidless eye glows with baleful orange light, surrounded by quivering, feathered antennae.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Underworld Wanderers", + "entries": [ + "Sometimes fearfully called \"strangling watchers,\" the urochar are among the most dreaded monsters of the underworld. They have long plagued the drow, grimlocks, and other humanoids of the deep paths. They seek out death and the dying all the way to the banks of the River Styx." + ] + }, + { + "type": "entries", + "name": "Devour the Dying", + "entries": [ + "Urochars feast on the final moments of those caught in their crushing tentacles. Though powerful, urochars are quite passive. They watch the life and death struggles of other creatures and take action only to drink in a dying being's final moments from a nearby crevice or overhang." + ] + }, + { + "type": "entries", + "name": "Immortal", + "entries": [ + "Strangling watchers are effectively immortal. Gargantuan specimens in the deepest reaches of the underworld are several millennia old." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Urochar.webp" + } + } + ] + }, + { + "name": "Ushabti", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}", + "Ushabtis are placed in tombs as servants in the afterlife for those buried there\u2014as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tomb Guardians", + "entries": [ + "Ushabtis are most commonly encountered as guardians\u2014a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched." + ] + }, + { + "type": "entries", + "name": "Serene Repose", + "entries": [ + "Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls." + ] + }, + { + "type": "entries", + "name": "Sacrificial Corruptions", + "entries": [ + "Some dark practitioners use sacrifices\u2014willing or not\u2014as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity." + ] + }, + { + "type": "inset", + "name": "Ushabti in Midgard", + "entries": [ + "In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu\u2014whether this was truly as a gift or as trickery depends on the scholar telling the tale\u2014these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god\u2011kings and other important figures.", + "Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ushabti.webp" + } + } + ] + }, + { + "name": "Ushabti Royal Guard", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The eye sockets of the funerary figure's ornate death mask suddenly ignite with a golden radiance. With the creak of long-unused limbs, this towering figure in ancient armor raises its weapons once more.}Ushabtis are placed in tombs as servants in the afterlife for those buried there\u2014as both a laborer in the kingdom of the dead and a guardian in the kingdom of the living. These sentinels tend to the physical work and maintenance required after death that is beyond the abilities of those of flesh and blood. Dressed in ceremonial regalia, they are sometimes mistaken for living beings by those who would intrude upon their domain, but careful examination reveals faintly glowing hieroglyphs graven into their garments and bodies.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Tomb Guardians", + "entries": [ + "Ushabtis are most commonly encountered as guardians\u2014a function they fulfill effectively, fiercely attacking anything that threatens their sworn charge. An ushabti is sometimes obvious from the blood of its victims staining its form. Some ceaselessly babble ancient scriptures or invocations to the gods of death. Tombs are often littered with bones of tomb robbers an ushabti has dispatched." + ] + }, + { + "type": "entries", + "name": "Serene Repose", + "entries": [ + "Most ushabtis have human faces and proportions, with features resembling a death mask. When at rest, they stand or lie with arms folded across their chests, clutching their ceremonial weapons. Many variations have been found, however, including some that are animal-headed, completely monstrous, or have abstract or fanciful designs, such as a sun-sphere head or a body made of papyrus scrolls." + ] + }, + { + "type": "entries", + "name": "Sacrificial Corruptions", + "entries": [ + "Some dark practitioners use sacrifices\u2014willing or not\u2014as undying servants of their godkings and god-queens. Generals, trusted advisors, and close allies have willingly accompanied their dying lords into the afterlife through this horrifying transformation. The sacrifices are tightly bound in linens and sealed within a sarcophagus among a swarm of flesh-eating scarabs that, over a period of days to weeks, fully consume their bodies. The servant's devotion to their task and the anguish of their passing transforms the scarab colony and animates the funerary wrappings to carry on with the sacred duty. Most view this as a corruption of the process for creating ushabtis, reducing the time and cost of construction with blood and resulting in a weaker, uncontrollable guardian. Though a corrupted ushabti fulfills its duties to protect its dead charges, it views living creatures as meals for the scarab colony within its wrappings, regardless of that creature's identity." + ] + }, + { + "type": "inset", + "name": "Ushabti in Midgard", + "entries": [ + "In Midgard, ushabtis are common in the Southlands as funerary figures. Originally gifted to his faithful by the wise god Eshu\u2014whether this was truly as a gift or as trickery depends on the scholar telling the tale\u2014these constructs gained near universal usage among the priests of other faiths. In Nuria Natal, they take on many more utilitarian roles for the living, not being confined to merely serving the dead, such as by protecting travelers and offerings at roadside shrines and as bodyguards and servants for the living god\u2011kings and other important figures.", + "Of note, a corrupted ushabti is viewed with some esteem in Nuria Natal, assuming the sacrifice was willing. These ushabti are sometimes called imy-ut ushabtis." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ushabti Royal Guard.webp" + } + } + ] + }, + { + "name": "Valkyrie", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i These warrior women, armed with cruel-looking swords, sit astride massive winged wolves. Each of them is as beautiful, graceful, and fierce as a well-honed war axe.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Choosers of the Slain", + "entries": [ + "Valkyries are sent by Odin to decide the course of battles and harvest the souls of brave fallen warriors. Riding winged wolves (use the statistics of a winter wolf with a flying speed of 80 feet and a neutral alignment), they visit battlefields to do their master's will, surrounded by crows and ravens. Valkyries remain hidden among the ravens during these missions, acting only when fate decrees." + ] + }, + { + "type": "entries", + "name": "Love Battle", + "entries": [ + "Valkyries love battle and bloodshed, and their presence on the battlefield inspires warriors to great acts of valor and heroism." + ] + }, + { + "type": "entries", + "name": "Neutral Parties", + "entries": [ + "Valkyries seldom interfere in mortal affairs, save to ensure the proper course of battles. When duty demands, as a punishment, or when they fall in love, a valkyrie may wander the mortal world." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Valkyrie.webp" + } + } + ] + }, + { + "name": "Vapor Lynx", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The great cat pads along noiselessly, while tendrils of smoke drift off its sleek, gray coat, leaving misty whorls in its wake. Its lips curl up into a fang-revealing smile as its body fades into fog.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Split the Herd", + "entries": [ + "Vapor lynxes are capricious hunters. Devious, manipulative, and mischievous, they toy with their prey before killing it. They rarely enjoy a stand-up fight, instead coalescing in and out of the fog to harass victims and cut large groups into smaller, more manageable morsels." + ] + }, + { + "type": "entries", + "name": "Dreary Marshlands", + "entries": [ + "Their tactics have earned vapor lynxes a nasty reputation and the occasional bounty on their heads. Additionally, their magical nature makes them valuable to practitioners of the magical arts, and their beautiful, thick coats tempt many a furrier into hunts they may not be prepared to handle. For these reasons, vapor lynxes avoid civilization, fearing organized reprisal. Instead, they haunt marshes and swamps, where natural fog makes hunting easier. If an intelligent humanoid passes their way, they are happy for a change in diet." + ] + }, + { + "type": "entries", + "name": "Chatty with Dinner", + "entries": [ + "Although reclusive, vapor lynxes are intelligent, speaking both Common and Sylvan. They are particularly prideful and take joy in bantering with potential meals to belittle and frighten them. Survivors of vapor lynx encounters invariably mention their needling and self-aggrandizement." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vapor Lynx.webp" + } + } + ] + }, + { + "name": "Venomous Mummy", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This shambling corpse warrior is draped in stained linen wrappings. Green liquid drips from rents in the fabric.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servant of the Scorpion Goddess", + "entries": [ + "These mummies are crafted by the faithful of a goddess of poison and scorpions to guard holy sites and tombs and to serve as agents of the goddess's retribution. Should the goddess's faithful feel themselves slighted by an individual or a community, they perform dangerous rituals to awaken these creatures from the crypts of her temples. Venomous mummies delight in wreaking deadly vengeance against those who disrespect the goddess." + ] + }, + { + "type": "entries", + "name": "Death to Blasphemers", + "entries": [ + "In most cases, retribution is limited to people who actually undertook acts of blasphemy. However, if the priests determine that an entire community has grown heretical, they may set mummies loose against the entire populace." + ] + }, + { + "type": "entries", + "name": "Deadly Smoke", + "entries": [ + "Though fire destroys many undead, burning a venomous mummy releases a toxic smoke." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Venomous Mummy.webp" + } + } + ] + }, + { + "name": "Vesiculosa", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A glittering pool stands among lush and verdant fruiting plants.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Underground Oasis", + "entries": [ + "A vesiculosa is a huge, burrowing pitcher plant that dwells in deserts and oases, spurring nearby growth and luring in prey with soporific scents and tainted water. A vesiculosa's body is buried in the ground, with only its roots in the open in ropy tangles. It leaves the mouth of its water-filled central pitcher open on the surface of the ground, looking like a small oasis. When creatures fall to its sleep-inducing water, the vesiculosa uses its roots to pull them into the soil, waiting for them to die before feasting on the nutrients left by the decaying flesh." + ] + }, + { + "type": "entries", + "name": "Rich Sapphire Heartvine", + "entries": [ + "A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists. It can be reached with an hour or two of hard digging once the plant has been killed." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vesiculosa.webp" + } + } + ] + }, + { + "name": "Vila", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A woman with hair the color of spring grass, skin like polished wood, and eyes as gray as a storm rides through the forest on the back of a large deer.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dryad Cousins", + "entries": [ + "The vila are kin to the dryads, and like their cousins, they serve as protectors of the deepest forests." + ] + }, + { + "type": "entries", + "name": "Demand Oaths", + "entries": [ + "Where dryads beguile to accomplish their goals, the vila coerce and threaten. They demand oaths from interlopers and enforce the oaths fiercely. Vila delight in testing the virtue of travelers and in tormenting the uncharitable and cruel with misfortune." + ] + }, + { + "type": "entries", + "name": "Hunt with a Pack", + "entries": [ + "Vila rarely travel or fight alone; they are often seen in the company of alseid, wolves, wampus cats, or deer. In combat, they sometimes ride fleet-footed deer, the better to harry opponents or escape if events turn against them." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vila.webp" + } + } + ] + }, + { + "name": "Vile Barber", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A pale, scrawny fellow clad in a black leather apron and slender ebon gloves grins from the shadows. A maw of needle-sharp teeth and a wicked straight razor at his side are clear warnings that his enemies should hasten their footsteps.}", + "Vile barbers are sadistic fey who move through the shadows to execute their bloody, malevolent wills. Known as barbers for both the use of wicked blades and their proclivity for slashing the necks of their victims, these insidious fey are found lurking in dark and harrowed places like back-alley streets or abandoned, deep-shaded cemeteries.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Fey Punishers", + "entries": [ + "Called the siabhra (pronounced she-uvh-ra) among the fey courts, vile barbers are fickle creatures. They are sent to punish those who have offended the fey lords and ladies (see Tome of Beasts), and their cruelty and cunning help them write messages in blood and skin. They scar those who have spoken ill of the fey, and they slowly bleed out those who have harmed or murdered the fey. Some of these deaths are made quite public to reinforce the power of the barber's lord." + ] + }, + { + "type": "entries", + "name": "Slippery Fighters", + "entries": [ + "Vile barbers can slip through shadows, catching foes off guard or escaping a foe that has the upper hand. They delight in close combat and in inflicting wounds that terrify onlookers." + ] + }, + { + "type": "entries", + "name": "Assassins and Envoys", + "entries": [ + "Vile barbers frequently consort with hags and prowl the places these wicked crones cannot go as emissaries and assassins. Information on the vile barbers is scant; most adventurers who meet them don't live to share the findings or to see the vile barber lick its bloody blade clean." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vile Barber.webp" + } + } + ] + }, + { + "name": "Vine Lord", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Covered with dark green bark and twining tendrils, this longlimbed humanoid exudes a palpable aura of horror.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Melding of Flesh and Vine", + "entries": [ + "Vine lords are formed from the union of a vine-infested humanoid and the force-grown descendants of plantfolk. Their servants include most plant creatures, including the tendril puppets the vine lord creates." + ] + }, + { + "type": "entries", + "name": "Walking Forests", + "entries": [ + "Vine lords seek to expand and empower forests and jungles in the service of their patron gods and demons or simply to expand their own power. In many cases, they compel trees to walk into grasslands or plowed fields on moonless nights, claiming that territory for the trees." + ] + }, + { + "type": "entries", + "name": "Plant Servants", + "entries": [ + "Over time, a vine lord eventually commands a small army of plant creatures, fey, and even plant-based undead, such as vine troll skeletons, to enact its will. When no other allies present themselves, vine lords turn to creating tendril puppets by planting vine roots into humanoids. The vines eventually kill and animate the humanoids, which become mindless servants and expendable scouts. The puppets are connected to each other and the vine lord through a magical \"root mind\" that relays information almost instantaneously." + ] + }, + { + "type": "inset", + "name": "Vine Lords in Midgard", + "entries": [ + "Vine lords owe much of their parentage to the Kijani, the original inhabitants of Kush. They are agents of the Green Walker, working to spread the Living Jungle beyond its current borders. Vine lords marshal jungle denizens to fight for them as tendril puppets, and they often entice druid circles with promises of great power." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vine Lord.webp" + } + } + ] + }, + { + "name": "Vine Troll Skeleton", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Moss and flowering vines cover the hulking skeleton.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Corrupted Earth Magic", + "entries": [ + "Vine troll skeletons guard duskthorn dryad glades and the sacred circles of druids; others serve the vila or even moss lurker colonies as guardians. In each case, they were created by corrupted earth magic for a purpose, and that energy empowers great strength and endurance\u2014but little in the way of wits." + ] + }, + { + "type": "entries", + "name": "Constant Regrowth", + "entries": [ + "The vines holding the skeleton together regenerate quickly. This powerful magic allows vine troll skeletons to reattach severed limbs. Just like with their living cousins, only fire or acid can destroy vine troll skeletons, rendering the living vines harmless." + ] + }, + { + "type": "entries", + "name": "Bound to a Tree's Heart", + "entries": [ + "Vine troll skeletons are direct offshoots of the main vine wrapped around a duskthorn dryad 's tree, a treant, or a weeping treant. They are created by enchanting a dead troll's heart and fusing that heart with the vines of a duskthorn dryad or with the heartwood of a tree or treant, calling on magic similar to that involved in binding a dryad to her tree. Killing the duskthorn dryad or destroying the heart at the center of the parent tree kills the skeleton bound to that heart. Because of this, vine troll skeletons are single-minded defenders of their parent tree or duskthorn dryad." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vine Troll Skeleton.webp" + } + } + ] + }, + { + "name": "Void Dragon Wyrmling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Children of the Stars", + "entries": [ + "Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves." + ] + }, + { + "type": "entries", + "name": "Witnesses to the Void", + "entries": [ + "Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage." + ] + }, + { + "type": "entries", + "name": "Voracious Scholars", + "entries": [ + "Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Voidling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Writhing black tendrils stretch from this indistinct orb of pure shadow. The faintest flicker of something green, like an eye, appears for a moment in the center of the globe and then fades to black again.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Called from Darkness", + "entries": [ + "Voidlings are creatures of the darkest part of the Void, the cold space between the stars. They are drawn to mortal realms by practitioners of foul, corrupting magic known to break the minds of those who wield it. They frequently are summoned servants to Void dragons, and they have been seen as wardens of the temples on the Plateau of Leng." + ] + }, + { + "type": "entries", + "name": "Sustained by Darkness", + "entries": [ + "Voidlings are said to devour life and knowledge, and they subsist on darkness. The places they inhabit are known for their dank chill and obscurity. Voidlings are summoned by those hungry for power at any cost, and\u2014despite their dark reputation\u2014 they serve well for years or even decades, until one day they turn on their summoners. If they slay their summoner, they grow in strength and return to the Void. Exactly what voidlings seek when they have not been summoned\u2014and what triggers their betrayals\u2014is a mystery." + ] + }, + { + "type": "entries", + "name": "Cold Tendrils", + "entries": [ + "Creatures of utter darkness, they can barely be said to have a shape. They consist largely of lashing tendrils of solid shadow. The tendrils meet at a central point and form a rough sphere in which something like an eye appears intermittently. Though their tentacles stretch ten feet long, the core of a voiding is no more than four feet across, and it weighs nothing, darting through either air or Void with impressive speed." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Voidling.webp" + } + } + ] + }, + { + "name": "Volguloth", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i What at first appears to be a humanoid wearing voluminous robes is a thin, fiendish figure whose skin drapes about its form like a wet shroud.}", + "These minor fiends are often found in the service of more powerful fiends or, occasionally, powerful mortals. Volguloths are quiet, efficient killers and often act as assassins. They are sadistic and cruel, reveling in the deaths they cause, and are loathe to turn their stealthy skills to less violent tasks, such as theft or reconnaissance.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Skin Shroud", + "entries": [ + "A volguloth's skin behaves more like a sinuous sheet of muscle, contracting and expanding as the volguloth requires. Typically, it drapes the fiend's form like a robe. However, the volguloth can tighten it to a rumpled but close-fitting hide or extend it into long sheets. This allows it to glide short distances or enwrap and smother victims, engulfing them in the folds of its skin and squeezing them until they run out of air." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Volguloth.webp" + } + } + ] + }, + { + "name": "Vættir", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The creature's blue-black skin is stretched taut over its bones, and its lips are drawn back in a cruel grimace. It holds a bronze axe high over its head, and its eyes glow an icy blue.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Servants of the Land", + "entries": [ + "Servants of the land, vættir haunt those who disrespect the wild or ancient laws and traditions. Regardless of where they're found, vættir always wear ancient mail and carry bronze axes." + ] + }, + { + "type": "entries", + "name": "Jealous and Wrathful", + "entries": [ + "A wrathful vættir rises from its burial mound when its grave goods are stolen or when it is disrespected. Vættir jealously guard both honor and treasures, and they may be relentless enemies over matters as small as an accidental word or a single coin." + ] + }, + { + "type": "entries", + "name": "Dangerous Helpers", + "entries": [ + "Vættirs will answer a summons for aid by descendants or nearby villages. Summoned vættir wander into longhouses or taverns and sit down beside those who call them, ready to serve. However, there's always a price, and a vættir's help is often more than bargained for." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Vættir.webp" + } + } + ] + }, + { + "name": "Wampus Cat", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A raven-haired young woman rises to the surface of the water as she swims, singing softly to herself. Her lower body is revealed to be that of a mountain lion, and her sweet song suddenly turns to a yowl of rage.}", + "Wampus cats are all born from an ancient shaman's curse. Trollkin, orc, goblin, and human shamans alike all claim to be able to transform those who practice forbidden magic into wampus cats.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Forest Streams", + "entries": [ + "The wampus cat stalks the shores of woodland waterways, using her magic to disguise her true form and lure unsuspecting victims to the water's edge. She is particularly fond of attacking bathers or those pulling water from a stream." + ] + }, + { + "type": "entries", + "name": "Hatred of the Holy", + "entries": [ + "While she prefers to feast on intelligent male humanoids, she holds special animosity toward holy men of any kind. Unless near starvation or if provoked, however, she will not kill women. Indeed, a wampus cat may strike up a temporary friendship with any woman who is having difficulties with men, though these friendships typically last only as long as their mutual enemies live. Some witches are said to gain their trust and keep them as companions." + ] + }, + { + "type": "entries", + "name": "Swamp Team Ups", + "entries": [ + "Will-o'-wisps and miremals enjoy working in tandem with wampus cats; the wisps alter their light to mimic the flicker of a torch or candle and illuminate the disguised cat, the better to lure in victims, then assist the cat in the ensuing battle. Miremals use a tall story to lure travelers into a swamp when the hour grows late, then abandon them." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Wampus Cat.webp" + } + } + ] + }, + { + "name": "War Ostrich", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The large, flightless bird dove in and out of battle, screeching defiantly as its rider drove a spear into its foes.}", + "In the wild, war ostriches are dangerous and skittish, prone to lashing out with punishing kicks while sprinting around the battlefield. Humanoids in grasslands use them to create chaos by driving a flock of fast-moving war ostriches into a caravan or enemy troop formations.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Faster than Horses", + "entries": [ + "War ostriches have been domesticated for centuries. They are a fearsome sight on the field of combat when bearing warriors into battle. War ostriches are heavily employed in regions where horses are rare or impractical or where their leaping ability enables cavalry to charge over broken ground. Stubborn and willful, these creatures are difficult to train. Once trained though, they are loyal and fierce mounts, fighting to the death in battle alongside their riders." + ] + }, + { + "type": "inset", + "name": "War Ostriches in Midgard", + "entries": [ + "War ostriches are commonly found throughout the Southlands both as wild and domestic animals. The people of Nuria Natal, in particular, use war ostriches as beasts of burden and mounts along the River Nuria, switching to camels for long treks across the Crescent or Sarklan Deserts. Further south, gnolls and nkosi both hunt and domesticate war ostriches, and many warriors decorate their armor, clothing, or hair with the feathers of favored mounts who helped the warrior achieve greatness in battle." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/War Ostrich.webp" + } + } + ] + }, + { + "name": "Water Leaper", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The frogheaded, legless creature with wide, batlike wings opens its gaping maw and shrieks. Its long, sinuous tail whips around it, tipped in a barb dripping with poison.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Gliding Wings", + "entries": [ + "The creature has no legs or arms, but it sports a pair of wide, membranous wings. It uses its wings to glide beneath the water and to soar through the air." + ] + }, + { + "type": "entries", + "name": "Scourge of Waterways", + "entries": [ + "Water leapers plague fresh lakes and rivers. They prey on animals that come to the water's edge to drink, as well as on fishermen that ply their trade in the water leaper's territory. Stories circulate among fishers of waterways known for broken lines and missing bait. Fishers give these areas a wide berth for fear of water leapers. Desperate or unwary fishers who ignore the warnings are never seen again; drifting, empty boats are the signs of their passing." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Water Leaper.webp" + } + } + ] + }, + { + "name": "Weeping Treant", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This twisted tree's face is made of cracked, black bark knotted into vaguely humanoid features, and thick tears of sap run down its face.}", + "Weeping treants clearly are related to other treants, but they are smaller than the normal variety. Their gnarled trunks are twisted, and their wood often groans when they move.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Forest Wardens", + "entries": [ + "Weeping treants are protectors of dark, shadowy forests\u2014particularly forests in the Plane of Shadow\u2014and they are as long-lived as the trees themselves. They act as guardians for an entire forest or for something specific within the forest, and they have no pity for those carrying axes or fire." + ] + }, + { + "type": "entries", + "name": "Skeptical Mein", + "entries": [ + "Weeping treants are terrifying and relentless when fighting in defense of their charge. They are inherently distrustful, particularly of anything not of the natural or shadow world, and they're notoriously difficult to fool or deceive." + ] + }, + { + "type": "entries", + "name": "Enchanted Bitter Tears", + "entries": [ + "Sages and scholars debate why these creatures weep, but no one has come forward with a compelling reason beyond \"it's what trees do.\" The weeping treants themselves refuse to speak on the matter. Their tears are occasionally components in druidic spells or items." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Weeping Treant.webp" + } + } + ] + }, + { + "name": "Wharfling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The hairless canine scurries along the pier, dripping with water and carrying a fish in its jaws. Its finned claws click on the planks as a fishmonger yells from behind it.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Waterborne Packs", + "entries": [ + "Wharflings are hairless, aquatic canines with large, webbed feet and oversized mouths. Adept fish catchers, wharflings establish dens near the shores of oceans, lakes, and rivers, and they often move in family groups of three or more." + ] + }, + { + "type": "entries", + "name": "Thieving Gits", + "entries": [ + "Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Their lairs are filled with stolen metal trinkets." + ] + }, + { + "type": "entries", + "name": "Beach Swarms", + "entries": [ + "Periodically, wharflings congregate in huge numbers and tear along the shoreline for miles before returning to their dens. Why they gather this way is unknown, but most locals know to avoid the shore on these nights." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Wharfling.webp" + } + } + ] + }, + { + "name": "White Ape", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This hulking primate looms over others of its kind. Its filthy white fur is matted and yellowed, and a deranged look haunts its blood-red eyes.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Awakened by Sorcery", + "entries": [ + "White apes were once docile, gentle giants that roamed forested hills and savannah lands. Two thousand years ago, a kingdom of mages awakened the apes and employed them as soldiers and servants, protecting and replacing the mages who were slowly dying of an unknown disease. When the mages died out, the apes remained." + ] + }, + { + "type": "entries", + "name": "Arcane Wasting", + "entries": [ + "The enchantment that imbued the apes with intelligence also bleached their fur white and made them carriers of the arcane wasting disease that hastened their creators' demise. The apes are immune to the wasting's effects, but they can pass it to humanoids. Among spellcasters, the wasting spreads like a plague." + ] + }, + { + "type": "entries", + "name": "Driven Away", + "entries": [ + "Their long relationship with the ancient mages built in the white apes a culture of communal knowledge and protection. This drives many white ape tribes to seek partnerships and companionship with nearby humanoid settlements. Unfortunately, their carrying of the arcane wasting disease leaves many humanoids terrified of them, viciously driving away the apes. They are acutely aware of the injustice that was done to them, and generations of exile have turned their desire for companionship to animosity, especially toward the spellcasters that are so susceptible to the disease they carry." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/White Ape.webp" + } + } + ] + }, + { + "name": "Wind Dragon Wyrmling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Braggarts and Bullies", + "entries": [ + "Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place." + ] + }, + { + "type": "entries", + "name": "Lords of the Far Horizons", + "entries": [ + "Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule." + ] + }, + { + "type": "entries", + "name": "Perpetual Infighting", + "entries": [ + "These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled." + ] + }, + { + "type": "entries", + "name": "Portable Hoards", + "entries": [ + "Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Wind Dragon Wyrmling.webp" + } + } + ] + }, + { + "name": "Witchlight", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This tiny ball of bright light seems to emanate from a crystalline center.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Wizard Servants", + "entries": [ + "Also called a \"spooklight,\" a witchlight is a wizard's servant created from a tiny piece of quartz. It appears as a floating ball of flickering light similar to a will-o'-wisp. The hue of quartz used during the creature's creation determines the color of each witchlight's illumination. After the quartz is prepared, it is animated through an extended magical ritual cast under a full moon and a clear, starry sky. Consequently, they are extremely rare." + ] + }, + { + "type": "entries", + "name": "Flashing Light Code", + "entries": [ + "A witchlight always shares the same alignment as its creator. Although it cannot speak, a witchlight understands the languages of its creator, and many spellcasters have taught their witchlights a coded cipher, allowing it to spell out words by flaring and dimming its light. When necessary, a witchlight can spell words in the air by flying so quickly that its trail of light forms letters." + ] + }, + { + "type": "entries", + "name": "Free Roaming", + "entries": [ + "If the witchlight's master dies within one mile of the witchlight, it explodes in a brilliant but harmless flash of light. If it loses its master under any other circumstance, it becomes masterless. While masterless, it's free to do as it pleases. Evil masterless witchlights can be surprisingly cruel, not unlike will-o'-wisps. They seek to lure lost travelers into swamps or traps by using their glow to imitate the light of a safe haven. Conversely, good masterless witchlights guide travelers to places of safety or along safe paths, and they are prized by pilots and guides. Neutral witchlights exhibit a playful nature\u2014sometimes mingling inside the cavities of weapons, gems, or other curiosities, causing them to be mistaken for magic items. More than one \"wizard's staff \" is just an impressive-looking stick with a witchlight perched on top." + ] + }, + { + "type": "inset", + "name": "Witchlight Familiars", + "entries": [ + "Some witchlights are willing to serve spellcasters as a familiar. Such witchlights have the following trait.", + { + "type": "entries", + "name": "Familiar", + "entries": [ + "The witchlight can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the witchlight senses as long as they are within 1 mile of each other. While the witchlight is within 10 feet of its companion, the companion can't be blinded. At any time and for any reason, the witchlight can end its service as a familiar, ending the telepathic bond." + ] + } + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Witchlight.webp" + } + } + ] + }, + { + "name": "Wolf Reaver Dwarf", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "Like his totem, the wolf reaver dwarf travels in a pack with its brothers in arms, looking for worthy challenges to prove its combat prowess. Rushing into battle beside its allies for glory as much as plunder, the wolf reaver dwarf throws caution to the wind and fights without care for its own safety." + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Wolf Reaver Dwarf.webp" + } + } + ] + }, + { + "name": "Wormhearted Suffragan", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Robes cover the rotting flesh and lifeless gray hair of this humanoid. Fine, arm-length worms wriggle through abscesses in its flesh and its empty eye-sockets, and it moves with a stooped, shuffling gait.}", + "Wormhearted suffragans are devoted followers of [Tooltip Not Found], Demon Lord of Worms, who they believe is the servant and forerunner of a dark goddess of worms and decay.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dark Worm Hearts", + "entries": [ + "Formerly, the suffragans were priests or holy officers of other faiths, but their hearts were corrupted by their fear and loathing. Once pledged to the service of the devouring worm, Qorgeth replaced their hearts with a bulbous, writhing conglomeration of worms, which permits them to carry on with an undead mockery of life." + ] + }, + { + "type": "entries", + "name": "Prey on the Wounded", + "entries": [ + "Suffragans frequently follow armies, visiting battlefields shortly after the fighting is over. In the guise of gravediggers, nurses, or chirurgeons, they select their targets from among the dead and dying for as long as they can remain undetected, spreading their worms to create new servants for their demon lord." + ] + }, + { + "type": "entries", + "name": "Fear Light and Radiance", + "entries": [ + "Wormhearted suffragans are especially susceptible to the flesh-searing power of light. For this reason, they avoid priests of the sun god or gods of light. At night, however, they are a walking contagion, infesting enemies with parasitic worms that devour victims from within." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Wormhearted Suffragan.webp" + } + } + ] + }, + { + "name": "Xanka", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This small metallic globe skitters about on many-jointed legs.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Cleaning Constructs", + "entries": [ + "Created by gnomish tinkerers, xanka are constructs whose purpose is cleaning up their masters' messy workshops. Most xanka are built from copper, brass, or bronze, but gold, silver, and platinum varieties have been seen in the houses of nobles and rich merchants. Xanka are not built for fighting\u2014their instinct tells them to skitter for cover when danger threatens\u2014but they defend themselves when cornered." + ] + }, + { + "type": "entries", + "name": "Follow Commands", + "entries": [ + "These constructs understand and obey simple commands that relate to the removal of garbage. They can communicate with each other through whirs, clicks, and flashing lights, but those who have studied this communication find it is rarely more than a relaying of commands from the master between xanka to more efficiently carry out the master's wishes." + ] + }, + { + "type": "entries", + "name": "Absorb Matter", + "entries": [ + "When a xanka touches material to its globular body, it absorbs that material into itself, quickly breaking the material down into magical energy. They can use this energy to power themselves for further tasks or to protect themselves from danger by expelling the energy in a burst. Tinkerers use xanka to keep their homes and cities clear of refuse." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Xanka.webp" + } + } + ] + }, + { + "name": "Xhkarsh", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Dimensional Travelers", + "entries": [ + "The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible\u2014possibly even incompatible with\u2014 creatures of this reality." + ] + }, + { + "type": "entries", + "name": "Tamper with Fate", + "entries": [ + "The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends\u2014but what those ends might be, only the xhkarsh know." + ] + }, + { + "type": "entries", + "name": "Foes of Skein Witches", + "entries": [ + "Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Xhkarsh.webp" + } + } + ] + }, + { + "name": "Ychen Bannog", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The massive oxen shakes its head, sending a flock of birds flying. It groans out a yawn that sets nearby trees rattling.}", + "Ychen bannogs are massive, ox-like beasts with thick, wooly coats and great horns like the gods' battering rams. They stand over forty feet tall at the shoulder and weigh hundreds of tons. Despite their awe-inspiring size, these towering creatures are peaceful wanderers in the wilderness, where their calls echo for miles.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Strongest Beasts in the World", + "entries": [ + "Legends are built on the sturdy backs of ychen bannog. They are the strongest beasts of burden in the known world. Tamed ychen bannogs can haul entire communities, or even small castles, and a clever dwarf with a ychen bannog at its disposal can carve out enormous riverbeds, haul enormous stones, or reshape entire valleys with ease." + ] + }, + { + "type": "entries", + "name": "Ychen Warships", + "entries": [ + "Giants have a particular affinity with the ychen bannogs. In times of war, giants sometimes build complex siege platforms atop these beasts, making effective transport for small armies of giants. Thankfully, ychen bannogs are rare enough that even seeing one in an army is a tale to be told for generations." + ] + }, + { + "type": "entries", + "name": "Louder Than Thunder", + "entries": [ + "When riled, an ychen bannog can bellow loudly enough to shatter stones and knock down walls." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Ychen Bannog.webp" + } + } + ] + }, + { + "name": "Young Cave Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Covered in black spikes, the dragon's eyeless head swings from side to side. Darkness creeps from its strange, eel-like hide, spreading like ink in water.}", + "Apex predators of the underworld, cave dragons are the stuff of nightmare for creatures with little else to fear. They can speak, but they value silence, speaking rarely except when bargaining for food.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Born to Darkness", + "entries": [ + "Eyeless, these dragons have long, thin spikes that help them navigate tunnels or seal passages around them, preventing foes from outflanking them. Their stunted wings are little more than feelers, useful in rushing down tunnels. Their narrow snouts poke into tight passages, which their tongues scour free of bats and vermin. Young cave dragons and wyrmlings can fly, poorly, but older specimens lose the gift of flight. Cave dragon hide is more like eel skin than reptilian scales, and it grows mottled with brown and black as it ages." + ] + }, + { + "type": "entries", + "name": "Ravenous Marauders", + "entries": [ + "Cave dragons are always hungry and ready to eat everything. They devour undead, plant creatures, or anything organic. When feeding, they treat all nearby creatures as both a threat and the next course. Alliances they make only last so long as their allies make themselves scarce when the dragon feeds. They can be bribed with food as easily as with gold, but other attempts at diplomacy typically fail. Cave dragons do form alliances with peoples of the underworld, joining them in battle against enemies, but there is always a price to be paid in flesh, bone, and marrow. Wise allies keep a cave dragon well fed." + ] + }, + { + "type": "entries", + "name": "A Hard Life", + "entries": [ + "Limited food underground makes truly ancient cave dragons almost unheard of. The eldest tend to die of starvation after stripping their territory bare of prey. Their nigh-endless hunger leaves the ancients the most likely of cave dragons to form alliances, especially with allies that promise\u2014 and deliver\u2014food. On occasion, cave dragons climb to the surface to feed, but their earthbound, plodding pace leaves them outcompeted by other predators or unable to keep up with swift or flying prey. They prefer tight tunnels where they can ambush and outmaneuver prey." + ] + }, + { + "type": "entries", + "name": "Edible Hoards and Vertical Lairs", + "entries": [ + "Due to the scarcity of food in their subterranean world, a cave dragon's hoard may consist largely of food sources: bat colonies, enormous beetles, carcasses in states of decay, a cavern infested with shriekers, and whatever else the dragon doesn't immediately devour. Cave dragons are fond of bones and items with strong taste or smell. Vast collections of bones, teeth, ivory, and the shells of huge insects litter their lairs, arranged like artful ossuaries. Large vertical chimneys serve as nesting sites for eggs and are popular resting places when a cave dragon sleeps within its lair. Chimneys just wide enough to hold young cave dragons make preferred ambush sites, as the dragons' tough spikes help hold them in position until prey passes beneath. The oldest cave dragons also retreat to vertical chimneys near nesting sites or within their lairs to die in peace. Stories claim that enormous treasures are heaped up in these ledges, abysses, and other inaccessible locations." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Young Cave Dragon.webp" + } + } + ] + }, + { + "name": "Young Flame Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i The dragon bears black scales, more charred than naturally colored. Cracks between the scales glow a dull red, until the dragon rears its head and roars. Red embers become bright orange flames as the creature lights up from tail to maw}.Flame dragons are capricious creatures, fascinated by dark emotions and destructive passions. The dragons of eternal fire are proud and jealous, quick to anger, and utterly unforgiving. They bring total ruin to entire civilizations for trivial reasons, but their true motivation is the fun to be had. These burning serpents treat rage, deceit, and despair as toys for their amusement. \"May you be the fire's plaything\" is a curse often used by the foolish.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Taunting Others", + "entries": [ + "The hot-blooded creatures tease their victims like cats, seeing the world and all within it as their rightful prey. Young flame dragons are less subtle than their elders. Wyrmlings may force a woman to watch her family die or ruin a beautiful face for pleasure\u2014direct and evil. As the dragon matures, this natural sadism develops into a desire for more complicated sport. Aging dragons of fire use politics, murder, and magic in elaborate schemes only their ilk can appreciate. Many create plots so intricate and layered that they lack a true resolution, creating only endless manipulation. A hero might foil an assassination only to see the king thus saved become a despot. She might defeat the vizier whispering lies in the ruler's ear only to discover he was a pawn in a vast conspiracy. Dark ambitions, poisoned daggers, and old vendettas build such momentum that one scheme begins each time another ends. Often, even killing the draconic mastermind cannot extinguish the fires it started." + ] + }, + { + "type": "entries", + "name": "Malevolent Purpose", + "entries": [ + "The results of a flame dragon's schemes are secondary to the enjoyment it derives from pursuing a nebulous and ever-changing goal. Some flame dragons spend centuries torturing a family line for nothing more than trespassing on the dragon's land. Others plot eternal curses after twisting poorly chosen words into dire insults. The vengeance itself is secondary to an excuse for hate, plot, and ruin. Flame dragons relish such opportunities for revenge. Each is a delightful hobby. Any disruption in their game kindles a terrible rage, and in these rare moments of defeat, their anger can be catastrophic. Entire cities burn." + ] + }, + { + "type": "entries", + "name": "Fond of Souvenirs", + "entries": [ + "Flame dragons are as materialistic and territorial as other true dragons. Each pursues an individual obsession it fixates upon with mad devotion to fill its hoard. Some corrupt innocence, others push nations to war, but they always collect a memento for each victory, petty or grand. One might collect scorched skulls, while another saves the melted treasures of toppled empires. When not out sowing discord, the ancient flame dragons enjoy contemplating their hoards. Every piece reminds them of their own majesty and genius." + ] + }, + { + "type": "entries", + "name": "Vengeful Brethren", + "entries": [ + "Nothing is safe from a flame dragon's scheming and narcissism. They crave absolute attention and constant reassurance. Anyone who humiliates a flame dragon would be wiser to kill it. Its survival ensures the dragon's undivided attention for generations. Wiser still, is to remove all trace of involvement in a flame dragon's death. All burning serpents see the murder of one of their kin as the gravest insult." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Young Flame Dragon.webp" + } + } + ] + }, + { + "name": "Young Mithral Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Light glints off the dragon's glossy scales, shining silver-white. Its tiny wings folded flush against its body open like a fan and expose shimmering, diaphanous membranes. Its narrow head, with bare slits for its eyes and nostrils, sits at the end of a slender neck atop an impossibly thin frame}.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Rage in Youth", + "entries": [ + "Younger mithral dragons raid and pillage as heavily as any chromatic dragon, driven largely by greed to acquire a worthy hoard, though they are less likely to kill for sport or out of cruelty. In adulthood and old age, however, mithral dragons are less concerned with material wealth and more inclined to value friendship, knowledge, and a peaceful life pursuing interesting goals." + ] + }, + { + "type": "entries", + "name": "Peacemakers", + "entries": [ + "Adult and older mithral dragons are diplomats and arbitrators by temperament (some dragons cynically call them referees). They enjoy bringing some peace to warring factions. Among all dragons, their strict neutrality and ability to negate magic make them well suited to these vital roles." + ] + }, + { + "type": "inset", + "name": "Mithral Dragons in Midgard", + "entries": [ + "Mithral dragons are rebellious dragons who once sought to make peace between chromatic and metallic dragons. Having failed in that, they declared themselves neutral and now seek opportunities to make peace elsewhere. They are the only dragons that advocate against the perpetual war of the Dragon Empire, and occasionally serve as mercenaries against the Mharoti." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Young Mithral Dragon.webp" + } + } + ] + }, + { + "name": "Young Sea Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This aquamarine dragon has a shark's head that tapers off into a sleek eel-like body. Its large fins double as wings.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Divine Dragons", + "entries": [ + "Sea dragons are the children of the ocean and believe they are semi-divine beings, worthy of worship. Given their size and power, they might be right; certainly, they are often companions or steeds to gods of the sea. Despite the solemn duties the sea dragons invoke thanks to their lineage, they are extremely whimsical. While these immense creatures are playful, their games can shatter hulls and drown sailors. The sea dragons course through the waves with tangible joy as they hunt whales and entire schools of tuna." + ] + }, + { + "type": "entries", + "name": "Shipwreck Art", + "entries": [ + "Sea dragons love collecting treasure. They especially prize the sunken, treasure-filled hulls of ships lost to storm, battle, or their own handiwork. While they appreciate all wealth, they prefer hardy items that stand up to long exposure to sea water. Precious metals and gemstones add a dramatic luster to the dragon's lair when they catch stray beams of light. Sea dragons take more perishable treasures and place them on a reef-altar, to dissolve in the sea as a tithe to the sea gods." + ] + }, + { + "type": "entries", + "name": "Sunken Memorials", + "entries": [ + "A sea dragon's lair is littered with meticulously arranged ships consigned to the deeps. These wrecks are often artfully smashed to allow the treasures in the hold to spill out onto the sea floor. It may seem haphazard, but it displays a complex aesthetic that only other sea dragons can truly appreciate. Because they arrange these wrecks so carefully, a dragon notices immediately if its hoard is disturbed." + ] + }, + { + "type": "inset", + "name": "Priests of Seggotan", + "entries": [ + "Every sea dragon is devoted to the dragon god of the sea. As a result, many sea dragons use the innate spellcasting variant. Sea dragons favor spells that manipulate water or the weather, emulate storms, deal lightning or cold damage, divine the future, or conjure sea creatures to fight alongside the dragon." + ] + }, + { + "type": "inset", + "name": "Sea Dragons in Midgard", + "entries": [ + "Sea dragons are the offspring of Seggotan, the dragon god of time and the sea. A sea dragon shares its god's idea that everything in the sea is the property of Seggotan, and they expect lesser beings to respect that truth. The sea dragons are among the most powerful allies of the Mharoti Empire, securing seaways and acting as a communion point for the tidal priests. Thankfully for the Empire's enemies, the most ancient sea dragons are too consumed with contemplation of time and their inscrutable duties in the depths of the ocean to make war." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Young Sea Dragon.webp" + } + } + ] + }, + { + "name": "Young Spinosaurus Dinosaur", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This massive, blue-skinned saurian lumbers out of the river, depositing a platoon of armed lizardfolk on the bank before releasing a terrifying roar.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Friend to Lizardfolk", + "entries": [ + "The spinosaurus is a special saurian bred for size and loyalty by lizardfolk. Lizardfolk prize them like prime warhorses, and lavish them with food and care. As spinosauruses age slowly, most large lizardfolk tribes have several young spinosauruses and one adult spinosaurus in their care, reserving the massive adult for major engagements or when the entire tribe must move at once." + ] + }, + { + "type": "entries", + "name": "Enormous Size and Color", + "entries": [ + "This immense saurian has a long, tooth-filled maw, powerful claws, and colorful spines running the length of its back. An adult spinosaurus is 70 feet long and weighs 35,000 pounds or more, while a young spinosaurus is a mere 20 feet long, weighing 6,000 pounds or more." + ] + }, + { + "type": "entries", + "name": "Swift Predator", + "entries": [ + "A spinosaurus is at home on both land and water, chasing prey from one to the other when necessary. Though they are carnivores, they have an affinity for lizardfolk and other reptilian humanoids, eating such creatures only if the creatures horribly mistreat them or if they experience extreme starvation with such creatures as the only option for food." + ] + }, + { + "type": "inset", + "name": "Spinosauruses in the Southlands", + "entries": [ + "The lizardfolk of Veles-Sa in the Southlands use spinosauruses as a mode of transportation. The creatures are large enough to pull barges or to carry a crew of raiders anywhere on the rivers, and they are swift overland. Lizardfolk scouts are especially fond of these enormous reptiles, as they are powerful combatants and can carry a dozen lizardfolk warriors.", + "In addition to their role as trained raiders in Veles-Sa, some spinosauruses live in or along most of the major river systems of the Southlands\u2014including the River Nuria. There they are also called \"river dragons\" or sometimes \"river walkers,\" and they are frequently associated with the worship of Baal-Hotep and Set. They are kept as sacred animals in several river temples, where they are fed regular meals and have been known to grow to enormous size and strength.", + "Finally, along the Spice Coast, spinosauruses carry high-value spice cargoes along the coast when banditry is rife or when a lizardfolk mercenary company is available to guard materials going north toward Mhalmet, Nuria, or Ishadia. These Spice Coast beasts are often especially bred for gaudy coloration: green-andorange, blue\u2011and-gold, and even red-and-black bloodlines have been spotted in the Spice Coast harbors." + ] + }, + { + "type": "inset", + "name": "Spinosauruses as Mounts", + "entries": [ + "Spinosauruses mate each year in the winter. A male spinosaurus brings food and helps build an enormous nest of reeds, sticks, and mud. Then the male departs, leaving the female to lay and care for the eggs. Spinosaurus eggs are typically found in nests along riversides or deep in marshes. They are sometimes stolen and sold, generally to lizardfolk and sometimes to daring humans with a knack for training animals. These eggs are worth as much as 2,000 gp apiece; live young are worth twice that. Characters eager for spinosaurus mounts, however, should note that buying or domesticating such an enormous carnivore requires vast quantities of food and patience. They do not take easily to domestication.", + "Before it can be ridden in combat, a spinosaurus must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.", + "An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Young Void Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i A dragon seemingly formed of the night sky has bright white stars for eyes. Lesser stars twinkle in the firmament of the dragon's body.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Children of the Stars", + "entries": [ + "Void dragons drift through the empty spaces beyond the boundaries of the mortal world and wander between the stars. They are aloof, mingling only with the otherworldly beings that live above and beyond the earth, including the incarnate forms of the stars themselves." + ] + }, + { + "type": "entries", + "name": "Witnesses to the Void", + "entries": [ + "Void dragons are intensely knowledgeable creatures, but they have seen too much, lingering at the edge of the Void itself. They carry a piece of that nothing with them, and it flows out of them to break the minds of lesser beings when the dragons fly into a rage." + ] + }, + { + "type": "entries", + "name": "Voracious Scholars", + "entries": [ + "Despite their removed existence and strange quirks, Void dragons still hoard treasure. Gems that glitter like the stars of their home are particularly prized. Their crowning piece, however, is knowledge. Void dragons jealously hoard scraps of forbidden and forgotten lore of any kind and spend most of their time at home poring over these treasures." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Young Void Dragon.webp" + } + } + ] + }, + { + "name": "Young Wind Dragon", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Howling wind encircles the dragon, filling and pushing its wings without the need for them to beat.}Wind dragons view anywhere touched by air as their property, and mortals point to them as the epitome of arrogance. Their narcissism is not without reason, for awe\u2011inspiring power supports their claims of rightful control. To the dragons of the shifting gales, strength is the ultimate arbiter.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Braggarts and Bullies", + "entries": [ + "Wind dragons number among the greatest bullies and worst tyrants of mortal creatures. The sometimes-foolhardy creatures take offense at any perceived challenge and pleasure in humiliating rivals. They claim great swathes of territory but care little for its governance\u2014they perceive mortals in that territory as possessions. Vassals receive only dubious protection in exchange for their loyalty. A wind dragon might seek bloody vengeance for the murder of a follower, but it's unlikely to go to any length to prevent the loss of that life in the first place." + ] + }, + { + "type": "entries", + "name": "Lords of the Far Horizons", + "entries": [ + "Some believe that the dragons of the winds claim much more than they are capable of controlling or patrolling. Because they so love altitude, they prefer to rule and meet with earth-bound supplicants at the highest point available: the summit of a great mountain or atop a towering monument erected by fearful slaves. But these dragons are also driven by wanderlust and roam far from their thrones. They return eventually, ready to subjugate new generations and press a tyrannical claw on the neck of anyone who questions their right to rule." + ] + }, + { + "type": "entries", + "name": "Perpetual Infighting", + "entries": [ + "These wandering tyrants are even more territorial among their own kind than they are among groundlings. Simple trespass by one wind dragon into the territory of another can lead to a battle to the death. Thus, their numbers never grow large, and the weakest among them are frequently culled." + ] + }, + { + "type": "entries", + "name": "Portable Hoards", + "entries": [ + "Wind dragons' hoards typically consist of only a few truly valuable relics. Other dragons might sleep on a bed of coins, but common things bore wind dragons. While all true dragons desire and display great wealth, wind dragons concentrate their riches in a small number of notable trophies or unique historic items\u2014often quite portable." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Zanskaran Viper", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Greenish liquid drips from the dagger-length fangs of this monstrously large snake.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Human Hunters", + "entries": [ + "This giant venomous snake is known as one of the most lethal serpents, and one of the few that will attack an adult human. One bite from the Zanskaran viper can kill a healthy human in seconds, and its tough hide makes it difficult to dispatch quickly." + ] + }, + { + "type": "entries", + "name": "Jungle Bred", + "entries": [ + "A Zanskaran viper grows quickly in its jungle home, and some even venture into the savannah to terrorize antelopes and young giraffes. A full-grown Zanskaran viper is up to 30 feet long and weighs up to 400 pounds." + ] + }, + { + "type": "entries", + "name": "Famous but Rare Venom", + "entries": [ + "A dose of its viscous green venom is known to fetch as much as 2,500 gp in some markets." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Zanskaran Viper.webp" + } + } + ] + }, + { + "name": "Zimwi", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i This swift-moving, lanky humanoid has long arms ending in wicked claws and jaws that open impossibly wide.}", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Swift as Horses", + "entries": [ + "Distantly related to trolls, the swift and nimble zimwi are a plague upon grasslands. They are constantly hungry, ill-tempered and capable of running down horses, leading many zimwi to attack large caravans for food." + ] + }, + { + "type": "entries", + "name": "Always Starving", + "entries": [ + "Most zimwi attacks are driven by hunger. The stomach of a zimwi is larger than its body, extending extra-dimensionally and driving the zimwi nearly insane with constant hunger, leaving the zimwi always feeling as if it is starving to death. Because of their endless hunger and low intelligence, zimwi have little awareness of the course of a battle. Losing means only that they have not eaten. As long as they continue to feast, they fight on, feeling victorious until death comes to them or all of their prey." + ] + }, + { + "type": "entries", + "name": "Stomachs of Holding", + "entries": [ + "The extradimensional pouch within a zimwi's stomach makes the stomach serviceable as a bag of holding if treated and enchanted properly. The harder part is relieving the zimwi of its prize." + ] + } + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Zimwi.webp" + } + } + ] + }, + { + "name": "Zmey", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks.}", + "Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles\u2014vicious terror and nature's protector.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Claws of the Forest", + "entries": [ + "Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles." + ] + }, + { + "type": "entries", + "name": "Voracious Headlings", + "entries": [ + "A zmey's head doesn't die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth." + ] + } + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "A Zmey's Lair", + "entries": [ + "Zmeys make their lairs in the deepest parts of the forest. They plant and grow trees into \"caves\" with satellite \"rooms\" within their lair." + ] + } + ] + } + ], + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "bestiary/ToB1-2023/Zmey.webp" + } + } + ] + }, + { + "name": "Zmey Headling", + "source": "ToB1-2023", + "entries": [ + { + "type": "entries", + "entries": [ + "{@i Crashing through the forest, this three-headed dragon stands upright, its long tail thrashing from side to side as it walks.}", + "Hunting beneath the canopy of the forest, lurking below the surfaces of lakes, and guarding caves concealing great treasure and mystery, the zmey has two roles\u2014vicious terror and nature's protector.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Claws of the Forest", + "entries": [ + "Single-mindedly destructive, the zmey keeps the heart of the forest free from interlopers. Rumors suggest the heart of an ancient forest itself can control the actions of these lesser dragons, while others believe zmeys have pacts with certain druid circles." + ] + }, + { + "type": "entries", + "name": "Voracious Headlings", + "entries": [ + "A zmey's head doesn't die when severed from its body. Within days, it becomes a miniature zmey, developing into a full-grown zmey after two months. Voracious appetite fuels this growth. Coating the head or headling in the first month of life prevents this growth." + ] + } + ] + } + ] + } + ] + } + ] +} diff --git a/data/bestiary/fluff-bestiary-vgm.json b/data/bestiary/fluff-bestiary-vgm.json index 7817caa..f79f010 100644 --- a/data/bestiary/fluff-bestiary-vgm.json +++ b/data/bestiary/fluff-bestiary-vgm.json @@ -1,13 +1,13 @@ { "_meta": { - "internalCopies": [ - "monsterFluff" - ], "dependencies": { "monsterFluff": [ "MM" ] - } + }, + "internalCopies": [ + "monsterFluff" + ] }, "monsterFluff": [ { diff --git a/data/bestiary/fluff-index.json b/data/bestiary/fluff-index.json index 7b0e69d..30b5a2c 100644 --- a/data/bestiary/fluff-index.json +++ b/data/bestiary/fluff-index.json @@ -74,6 +74,7 @@ "TTP": "fluff-bestiary-ttp.json", "TftYP": "fluff-bestiary-tftyp.json", "ToA": "fluff-bestiary-toa.json", + "ToB1-2023": "fluff-bestiary-tob1-2023.json", "ToFW": "fluff-bestiary-tofw.json", "VD": "fluff-bestiary-vd.json", "VGM": "fluff-bestiary-vgm.json", diff --git a/data/bestiary/foundry.json b/data/bestiary/foundry.json index fc6e21f..298ed44 100644 --- a/data/bestiary/foundry.json +++ b/data/bestiary/foundry.json @@ -3,6 +3,9 @@ { "name": "Beast of the Land", "source": "TCE", + "prototypeToken": { + "actorLink": true + }, "effects": [ { "name": "Ranger's Leadership", @@ -19,6 +22,9 @@ { "name": "Beast of the Sea", "source": "TCE", + "prototypeToken": { + "actorLink": true + }, "effects": [ { "name": "Ranger's Leadership", @@ -35,6 +41,9 @@ { "name": "Beast of the Sky", "source": "TCE", + "prototypeToken": { + "actorLink": true + }, "effects": [ { "name": "Ranger's Leadership", @@ -72,6 +81,9 @@ { "name": "Drake Companion", "source": "FTD", + "prototypeToken": { + "actorLink": true + }, "effects": [ { "name": "Ranger's Leadership", @@ -108,6 +120,9 @@ { "name": "Homunculus Servant", "source": "TCE", + "prototypeToken": { + "actorLink": true + }, "effects": [ { "name": "Artificer's Leadership", @@ -139,6 +154,9 @@ { "name": "Steel Defender", "source": "TCE", + "prototypeToken": { + "actorLink": true + }, "effects": [ { "name": "Artificer's Leadership", diff --git a/data/bestiary/index.json b/data/bestiary/index.json index 9994dda..3e2ba46 100644 --- a/data/bestiary/index.json +++ b/data/bestiary/index.json @@ -87,6 +87,7 @@ "TTP": "bestiary-ttp.json", "TftYP": "bestiary-tftyp.json", "ToA": "bestiary-toa.json", + "ToB1-2023": "bestiary-tob1-2023.json", "ToFW": "bestiary-tofw.json", "VD": "bestiary-vd.json", "VGM": "bestiary-vgm.json", diff --git a/data/bestiary/legendarygroups.json b/data/bestiary/legendarygroups.json index 0ee90c7..6338fd3 100644 --- a/data/bestiary/legendarygroups.json +++ b/data/bestiary/legendarygroups.json @@ -913,6 +913,69 @@ } ] }, + { + "name": "Bear King", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Quake", + "entries": [ + "A minor quake starts on a point the Bear King can see within 120 feet of him. Each creature within 20 feet of that point must succeed on a DC 17 Strength saving throw or take 7 ({@dice 2d6}) bludgeoning damage and fall prone." + ] + }, + { + "type": "item", + "name": "Summon Bees", + "entries": [ + "The lair's denizens rise up to defend their king, causing {@dice 2d4} giant bees (use the statistics of a giant wasp) to appear in unoccupied spaces of the Bear King's choice within 60 feet of him. The bees act on initiative count 20, are allies of the Bear King, and obey his spoken commands. The bees remain until the Bear King dies or until he dismisses them as a bonus action. The Bear King can have no more than eight giant bees under his control at one time." + ] + }, + { + "type": "item", + "name": "Ursine Transformation", + "entries": [ + "One creature the Bear King can see within 30 feet of him must succeed on a DC 17 Constitution saving throw or transform into a brown bear as if the creature had failed a saving throw against the polymorph spell. While transformed, the creature must move to and attack a target chosen by the Bear King on each of its turns. The transformation lasts until the Bear King dies or until he uses this lair action again. The transformed creature can repeat the saving throw at the end of each of its turns, ending the transformation on itself on a success." + ] + } + ] + } + ], + "regionalEffects": [ + "The region surrounding the Bear King's lair is warped by his magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Angry Bees", + "entries": [ + "Bees within 10 miles of the Bear King's lair are easily agitated and quick to attack Humanoids that aren't bearfolk or werebears." + ] + }, + { + "type": "item", + "name": "Call of the Bear King", + "entries": [ + "Within 5 miles of the Bear King's lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear." + ] + }, + { + "type": "item", + "name": "Heightened Passions", + "entries": [ + "Emotions within 10 miles of the Bear King's lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing." + ] + } + ] + }, + "If the Bear King dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Beholder", "source": "MM", @@ -1485,6 +1548,69 @@ } ] }, + { + "name": "Cave Dragon", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Cave-In", + "entries": [ + "The ceiling collapses above one creature the dragon can see within 120 feet of it. The creature must make a DC 15 Dexterity saving throw. On a failure, a creature takes 10 ({@dice 3d6}) bludgeoning damage and is knocked prone and buried. On a success, a creature takes half the damage and isn't knocked prone or buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check." + ] + }, + { + "type": "item", + "name": "Release the Vermin", + "entries": [ + "A 20-foot radius sphere of insects appears centered on a point the dragon can see within 120 feet of it. When a creature enters the cloud of insects for the first time on a turn or starts its turn there, that creature must make a DC 15 Constitution saving throw, taking 11 ({@dice 2d10}) piercing damage on a failed save, or half as much damage on a successful one. The cloud of insects lasts until initiative count 20 on the next round." + ] + }, + { + "type": "item", + "name": "Split the Earth", + "entries": [ + "A crack appears in the ground within 120 feet of the dragon that is 10 feet long, 10 feet wide, and 20 feet deep. Each creature standing on a spot where the crack opens must succeed on a DC 15 Dexterity saving throw or fall in, taking falling damage. A creature that successfully saves moves with the crack's edge as it opens. The crack remains open for 1 minute, until the dragon uses this lair action again, or until the dragon dies" + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a legendary cave dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Flight of the Beetles", + "entries": [ + "Swarms of vermin within 1 mile of the lair increase in both size and number as their populations try to survive the dragon's undiscriminating hunger." + ] + }, + { + "type": "item", + "name": "Toxic Air", + "entries": [ + "Once each hour, poisonous and odorless gases fill random passages and caverns for 1 minute, and just as quickly disperse, within 6 miles of the dragon's lair." + ] + }, + { + "type": "item", + "name": "Water Underground", + "entries": [ + "Each time the dragon's temper flares, but no more often than once every 30 days, flash flooding turns tunnels into death traps as tremors create fissures in the stone within 6 miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood." + ] + } + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Copper Dragon", "source": "MM", @@ -1922,6 +2048,139 @@ } ] }, + { + "name": "Demon Lord Mechuiti", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects; Mechuiti can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Searing Torment", + "entries": [ + "The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, each time a creature within 120 feet of Mechuiti takes damage, it must succeed on a DC 24 Constitution saving throw or be stunned until the end of its next turn." + ] + }, + { + "type": "item", + "name": "Split the Earth", + "entries": [ + "A small fissure of lava opens beneath one creature Mechuiti can see within 120 feet of him. The target must make a DC 24 Dexterity saving throw, taking 28 ({@dice 8d6}) fire damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "item", + "name": "Toxic Gases", + "entries": [ + "Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of him. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 24 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated." + ] + }, + { + "type": "item", + "name": "Tremor", + "entries": [ + "The whole volcano trembles and shakes. Each creature that isn't a demon and that is on a solid surface must succeed on a DC 24 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures that aren't demons until initiative count 20 on the next round." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing Mechuiti's lair is warped by his presence, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Dream Calling", + "entries": [ + "When a creature with an Intelligence score of 10 or higher sleeps within 3 miles of the lair, it dreams of Mechuiti. The creature must succeed on a DC 15 Wisdom saving throw when it wakes or be compelled to seek out Mechuiti's cult." + ] + }, + { + "type": "item", + "name": "Pyroclastic Venting", + "entries": [ + "Mechuiti can make the volcano erupt no more than every 7 days. When he does, a cloud of hot ashes and smoke covers the area within 6 miles of the volcano, and magma flows from the volcano's cone." + ] + }, + { + "type": "item", + "name": "Unpotable Water", + "entries": [ + "Water within 1 mile of the lair carries disease. A creature that isn't a demon or behtu that drinks the water must succeed on a DC 15 Constitution saving throw or become infected with a disease and be poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hp maximum by 5 ({@dice 2d4}) on a failure. The disease is cured on a success. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hp maximum to 0." + ] + } + ] + }, + "If Mechuiti dies, these effects fade immediately." + ] + }, + { + "name": "Demon Lord Qorgeth", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Collapse Passage", + "entries": [ + "A section of ceiling in the lair collapses, raining debris onto a point Qorgeth can see within 120 feet of it. Each creature within 20 feet of that point must succeed on a DC 21 Dexterity saving throw or take 18 ({@dice 4d8}) bludgeoning damage and be restrained by the debris. A creature, including the restrained creature, can use an action to free the restrained creature by succeeding on a DC 21 Strength check." + ] + }, + { + "type": "item", + "name": "Warp Reality", + "entries": [ + "Until initiative count 20 on the next round, Qorgeth twists space through the tunnels of its lair. A creature that isn't a demon that tries to move must succeed on a DC 21 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants." + ] + }, + { + "type": "item", + "name": "Worm Infestation", + "entries": [ + "Thick tangles of demonic worms erupt from the floor, wall, or ceiling near up to three creatures Qorgeth can see within 60 feet of it. Qorgeth commands the tangles to make one melee attack roll (+11 to hit) against each target before disappearing. On a hit, the target takes 14 ({@dice 4d6}) piercing damage." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing Qorgeth's lair is warped by the demon lord's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Rapid Rot", + "entries": [ + "Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for 1 day but no longer." + ] + }, + { + "type": "item", + "name": "Spoiled Supplies", + "entries": [ + "Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day's worth of food carried by creatures spoils every 24 hours the creature remains in the area. Creatures can't forage for food in this area." + ] + }, + { + "type": "item", + "name": "Wormhome", + "entries": [ + "Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent." + ] + } + ] + }, + "If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of {@dice 1d10} days." + ] + }, { "name": "Dispater", "source": "CoA", @@ -2342,6 +2601,69 @@ "If Fierna dies, the effects fade over the course of {@dice 1d10} days." ] }, + { + "name": "Flame Dragon", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Blinding Smoke", + "entries": [ + "A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners, and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "item", + "name": "Curtain of Fire", + "entries": [ + "A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and is opaque. When the wall appears, each creature in its area must succeed on a DC 15 Dexterity saving throw or take 21 ({@dice 6d6}) fire damage. Each creature that enters the wall for the first time on a turn or ends its turn there takes 21 ({@dice 6d6}) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies." + ] + }, + { + "type": "item", + "name": "Volcanic Debris", + "entries": [ + "The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make succeed on a DC 15 Dexterity saving throw or be knocked prone and buried under rock and debris. The buried creature is restrained and can't breathe or stand up. A creature, including the buried creature, can take an action to free the buried creature by succeeding on a DC 15 Strength check." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a legendary flame dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Extreme Heat", + "entries": [ + "Temperatures rise within 6 miles of the lair, causing most water sources to dry up and all but the hardiest plants to wither." + ] + }, + { + "type": "item", + "name": "Fiery Tempers", + "entries": [ + "Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common." + ] + }, + { + "type": "item", + "name": "Superheated Fumaroles", + "entries": [ + "Sulfur geysers dot the landscape within 1 mile of the dragon's lair, making the area inhospitable for most plants and creatures." + ] + } + ] + }, + "If the dragon dies, Fiery Tempers disappears immediately, and temperatures return to normal within {@dice 1d10} days. Any geysers remain where they are." + ] + }, { "name": "Fraz-Urb'luu", "source": "MPMM", @@ -3231,6 +3553,69 @@ "If the medusa dies, these effects fade over the course of {@dice 1d10} days." ] }, + { + "name": "Hraesvelgr", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Pillar of Wind", + "entries": [ + "One creature within 60 feet that Hraesvelgr can see must succeed on a DC 19 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. A creature can take an action to free the restrained creature by succeeding on a DC 19 Strength check. If the restrained creature has a way to pull itself out of the air, it can free itself in the same way. If the restrained creature has a flying speed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, this effect lasts until Hraesvelgr uses this lair action again or until he dies." + ] + }, + { + "type": "item", + "name": "Powerful Exhale", + "entries": [ + "Hraesvelgr unleashes a blast of wind in a 60-foot cone. Each creature in the area must succeed on a DC 19 Dexterity saving throw or be knocked prone." + ] + }, + { + "type": "item", + "name": "Terrifying Utterance", + "entries": [ + "Hraesvelgr lets out a thunderous bellow. Each creature within 30 feet of him and that can hear him must succeed on a DC 19 Constitution saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing Hraesvelgr's lair is warped by his magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Active Weather", + "entries": [ + "Strong windstorms are common within 6 miles of the lair." + ] + }, + { + "type": "item", + "name": "Roosting Rocs", + "entries": [ + "Within 3 miles of the lair, giant avian Beasts are more populous and fiercely defend the area against intruders." + ] + }, + { + "type": "item", + "name": "Stench of Decay", + "entries": [ + "The wind within 10 miles of the lair bears a pungent carrion stench." + ] + } + ] + }, + "If Hraesvelgr dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Hythonia", "source": "MOT", @@ -3701,6 +4086,69 @@ } ] }, + { + "name": "Lord of the Hunt", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Cry Havoc", + "entries": [ + "The Wild Hunt echoes with an otherworldly war cry. One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success." + ] + }, + { + "type": "item", + "name": "Encourage Undergrowth", + "entries": [ + "Plants erupt from a point on the ground the Lord of the Hunt can see within 120 feet of him. The area within 20 feet of that point is difficult terrain. A creature that enters the difficult terrain for the first time on a turn or starts its turn there must succeed on a DC 19 Dexterity saving throw or take 9 ({@dice 2d8}) poison damage and be restrained by vines. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 19 Strength check. The plants remain until the Lord of the Hunt uses this lair action again or until he dies." + ] + }, + { + "type": "item", + "name": "Mark Prey", + "entries": [ + "One creature the Lord of the Hunt can see within 120 feet of him must succeed on a DC 19 Wisdom saving throw or be magically marked until initiative count 20 on the next round. The Lord has advantage on attack rolls against the marked target." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the Lord of the Hunt's encampment is warped by his magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Game Preserve", + "entries": [ + "Game animals become plentiful within 3 miles of the lair. Wisdom ({@skill Survival}) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don't take kindly to poachers." + ] + }, + { + "type": "item", + "name": "Hunting Grounds", + "entries": [ + "Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness." + ] + }, + { + "type": "item", + "name": "Spooked Animals", + "entries": [ + "Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices." + ] + } + ] + }, + "When the Lord of the Hunt breaks camp or dies, these effects end immediately." + ] + }, { "name": "Lunar Dragon", "source": "BAM", @@ -4005,6 +4453,132 @@ "If the merrenoloth dies, these effects fade over the course of {@dice 1d6} hours." ] }, + { + "name": "Mithral Dragon", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Impaling Spikes", + "entries": [ + "Metallic spikes sprout from the ground beneath one creature the dragon can see within 120 feet of it. The target must make a DC 15 Dexterity saving throw. On a failure, the creature takes 10 ({@dice 3d6}) piercing damage and is restrained as it is impaled on the magical spikes. On a success, a creature takes half the damage and isn't restrained. A creature, including the restrained target, can take its action to free the restrained target by succeeding on a DC 15 Strength check to break the spikes." + ] + }, + { + "type": "item", + "name": "Shimmering Scales", + "entries": [ + "Light within the lair bends toward the dragon, reflecting brilliantly off its scales. Each creature within 30 feet of the dragon and that can see it must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn." + ] + }, + { + "type": "item", + "name": "Wave of Peace", + "entries": [ + "A pulse of calming energy washes over the lair. Each hostile creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or become indifferent about creatures of the dragon's choice that it is hostile toward for 1 minute. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the effect ends, the creature can choose to become hostile again." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Calming Air", + "entries": [ + "Humanoids within 6 miles of the lair experience feelings of peace and are less prone to mood swings. Dragons within 6 miles of the lair experience the opposite effect, becoming plagued by anxiety and irritability." + ] + }, + { + "type": "item", + "name": "Peaceful Realm", + "entries": [ + "When a Dragon or Humanoid within 3 miles of the lair attempts to commit an act of violence against a Dragon or Humanoid and that act of violence isn't in self-defense, that creature must succeed on a DC 13 Wisdom saving throw or be unable to commit acts of violence, other than self-defense, for 1 minute. The dragon can choose to suppress this effect for any creature." + ] + }, + { + "type": "item", + "name": "Shining Mithral", + "entries": [ + "Objects made from metals other than mithril appear dull and feel heavy while within 1 mile of the dragon's lair." + ] + } + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, + { + "name": "Moonlit King", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Frightful Whispers", + "entries": [ + "Disembodied whispers speaking of despair and failure erupt from a point the Moonlit King can see within 120 feet of him. Each non-Fiend creature within 15 feet of that point must succeed on a DC 19 Wisdom saving throw or be frightened until the end of its next turn." + ] + }, + { + "type": "item", + "name": "Maddening Hallucinations", + "entries": [ + "Shadows and moonlight dance around up to three creatures the Moonlit King can see within 60 feet of him. Each target must succeed on a DC 19 Wisdom saving throw or be incapacitated until the end of its next turn as hallucinations fill its mind. If the saving throw fails by 5 or more, the target suffers short-term madness." + ] + }, + { + "type": "item", + "name": "Moonlit Illumination", + "entries": [ + "Four beams of moonlight appear on points the Moonlit King can see within 120 feet of him. Each beam sheds dim light in a 10-foot radius centered on a point. The moon beams last until the Moonlit King uses this lair action again or until he dies." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the Moonlit King's lair is warped by his magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Constant Moonlight", + "entries": [ + "Weather conditions don't inhibit moonlight shining within 10 miles of the lair\u2014clouds part, rain seems to channel moonbeams, and snow takes on a luminous silver glow." + ] + }, + { + "type": "item", + "name": "Stryx Network", + "entries": [ + "The area within 5 miles of the Moonlit King's lair attracts hundreds of stryxes and owls. The King can choose to see or hear through the senses of any stryx or owl in this area." + ] + }, + { + "type": "item", + "name": "Waking Dreams", + "entries": [ + "Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 3 miles of the lair." + ] + } + ] + }, + "If the Moonlit King dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Moonstone Dragon", "source": "FTD", @@ -4248,6 +4822,61 @@ } } }, + { + "name": "Nihileth Aboleth", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the nihileth can take a lair action to cause one of the following effects; the nihileth can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Open the Void", + "entries": [ + "Up to three points in water the nihileth can see within 90 feet of it become conduits to the Void. Each creature within 10 feet of a point must succeed on a DC 15 Wisdom saving throw or take 7 ({@dice 2d6}) necrotic damage." + ] + }, + { + "type": "item", + "name": "Void Absorbance", + "entries": [ + "The nihileth can pull the life force from nearby nihilethic zombies and dominators to replenish its own life. Nihilethic dominators and zombies within 30 feet of the nihileth take a total of 21 ({@dice 6d6}) psychic damage, divided evenly between them, and the nihileth regains hp equal to that amount. If a zombie or dominator is reduced to 0 hp from this damage, it is destroyed." + ] + }, + { + "type": "item", + "name": "Void Shuffle", + "entries": [ + "The nihileth calls on the power of the Void within its lair to rearrange its servitors. The nihileth can teleport each nihilethic dominator and zombie it can see within 60 feet of it to an unoccupied space within 15 feet of the target's starting location." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a nihileth's lair is corrupted by its presence, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Befouled Water", + "entries": [ + "Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the nihileth's disease. A creature that drinks such water must succeed on a DC 11 Constitution saving throw or become infected with the{@i nihilethic rot}disease (see the Nihilethic Rot trait)." + ] + }, + { + "type": "item", + "name": "Thinned Veil", + "entries": [ + "The veil between the Material Plane and the Void is thinner within 1 mile of the nihileth's lair. Beasts born or hatched in the area often have additional vestigial limbs, protoeyes, black or sludge-like blood, or similar signs of the corrupting influence of the Void." + ] + } + ] + } + ] + }, { "name": "Nintra Siotta", "source": "CM", @@ -4449,6 +5078,40 @@ } ] }, + { + "name": "Pact Vampire", + "source": "ToB1-2023", + "regionalEffects": [ + "The region containing a pact vampire's lair is warped by its presence, which creates one or more of the following effects.", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hemophilia", + "entries": [ + "Creatures bleed more easily within 3 miles of the lair, causing even the slightest scratch to bleed a little longer than usual." + ] + }, + { + "type": "item", + "name": "Overcast Skies", + "entries": [ + "The area within 6 miles of the lair is perpetually overcast with bits of moonlight peeking through the thick clouds on nights important to the vampire or its patron." + ] + }, + { + "type": "item", + "name": "Thinned Veil", + "entries": [ + "The veil between the Material Plane within 1 mile of the lair and the vampire's patron's home plane is thinned. Conjuration spells that pull from the patron's home plane are more potent and last longer, and planar travel between the Material Plane and the patron's home plane is easier." + ] + } + ] + }, + "If the pact vampire dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Pazrodine", "source": "BMT", @@ -4505,6 +5168,132 @@ "If Pazuzu dies, the effects fade over the course of {@dice 1d10} days." ] }, + { + "name": "Queen of Night and Magic", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Demoralizing Assault", + "entries": [ + "Visions of hopelessness and despair assail the mind of one creature the Queen can see within 60 feet of her. The creature must succeed on a DC 23 Wisdom saving throw or be stunned until initiative count 20 on the next round." + ] + }, + { + "type": "item", + "name": "Extinguish Light", + "entries": [ + "Each source of magical or nonmagical bright light within 60 feet of the Queen becomes dim light, and each source of magical or nonmagical dim light within 60 feet of her becomes darkness. This effect lasts until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies." + ] + }, + { + "type": "item", + "name": "Wall of Shadow", + "entries": [ + "An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 23 Dexterity saving throw or take 18 ({@dice 4d8}) necrotic damage. Creatures in the wall's space are pushed 5 feet out of the wall's space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semi-material shadow resists intrusion. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall's space for the first time on a turn must make a DC 23 Constitution saving throw, taking 18 ({@dice 4d8}) necrotic damage on a failed save, or half as much damage on a successful one. The wall dissipates when the Queen uses this lair action again or when she dies." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the Queen of Night and Magic's lair is warped by her magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Constant Surveillance", + "entries": [ + "The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair. This effect works like the clairvoyance spell, except its range is 6 miles." + ] + }, + { + "type": "item", + "name": "Living Shadow", + "entries": [ + "Shadows come to life within 6 miles of the Queen's lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause the creature to have disadvantage on ability checks made to act against her interests." + ] + }, + { + "type": "item", + "name": "Magically Active", + "entries": [ + "Magic saturates the area within 6 miles of the lair, causing temporary, minor, and harmless magical effects, like random aromas wafting through the air, sudden chills, spontaneous motes of light dancing in the sky, and similar." + ] + } + ] + }, + "If the Queen of Night and Magic dies, these effects fade over the course of {@dice 1d10} days." + ] + }, + { + "name": "Queen of Witches", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Queen of Witches takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Conjure Crystal Wall", + "entries": [ + "A wall of softly glowing crystal springs up from a solid surface the Queen can see within 120 feet of her. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light in a 10-foot radius. When the wall appears, each creature within its area is pushed out of the wall's space, appearing on whichever side of the wall it wants, and must succeed on a DC 20 Dexterity saving throw or take 14 ({@dice 4d6}) radiant damage. Each 10-foot section of the wall has AC 15, 10 hp, vulnerability to thunder damage, resistance to fire, slashing, and piercing damage, and immunity to poison and psychic damage. The wall remains until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies." + ] + }, + { + "type": "item", + "name": "Disrupt Spellcasting", + "entries": [ + "Until initiative count 20 on the next round, each creature, other than fey, that casts a spell while within 60 feet of the Queen must succeed on a DC 20 Constitution saving throw or the spell fails, expending the spell slot." + ] + }, + { + "type": "item", + "name": "Moonlight Blast", + "entries": [ + "A searing flare of moonlight bursts from a point the Queen can see within 120 feet of her. Each creature within 15 feet of that point must succeed on a DC 20 Dexterity saving throw, taking 13 ({@dice 3d8}) radiant damage on a failed save, or half as much damage on a successful one. A creature not in its true form has disadvantage on the saving throw, and if it fails, it reverts to its true form." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the Queen of Witches's lair is warped by the queen's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Lunar Constancy", + "entries": [ + "Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon's light sharply penetrates the clouds." + ] + }, + { + "type": "item", + "name": "Moonlit Audience", + "entries": [ + "Calling the Queen of Witches's name under the light of the moon within 3 miles of her lair draws her attention. She can choose to teleport to the supplicant and hear their request. For 24 hours after the invocation, even if the Queen never teleported to the supplicant, she has a connection to the area where the supplicant called for her and can teleport to an unoccupied space within 30 feet of it or back to her lair as an action." + ] + }, + { + "type": "item", + "name": "Susurrating Fog", + "entries": [ + "Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist." + ] + } + ] + }, + "If the Queen of Witches dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Red Dragon", "source": "MM", @@ -4591,6 +5380,69 @@ } ] }, + { + "name": "River King", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Flash Flooding", + "entries": [ + "The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. A 60-foot line of water that is 10 feet wide rushes from a point on a wall the River King can see within 60 feet of him. Each creature in the line must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet away from the point on the wall, in the direction of the water's flow, and take 9 ({@dice 2d8}) bludgeoning damage." + ] + }, + { + "type": "item", + "name": "Invoke Drowning", + "entries": [ + "River water fills the mouth and throat of one creature the River King can see within 60 feet of him. The target must succeed on a DC 18 Constitution saving throw or begin suffocating. A suffocating but conscious target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any creature can take an action to force the water from the target's lungs by succeeding on a DC 15 Wisdom ({@skill Medicine}) check, ending the effect. Otherwise, the effect lasts until the River King uses this lair action again or until the River King dies." + ] + }, + { + "type": "item", + "name": "Imperial Impression", + "entries": [ + "The River King's commanding and elegant presence in his magnificent lair overwhelms one creature he can see within 120 feet. The target must succeed on a DC 18 Charisma saving throw or be charmed by the River King until initiative count 20 on the next round." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the River King's lair is warped by his magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Rushing Rapids", + "entries": [ + "The currents of rivers and streams within 3 miles of the lair become strong and erratic. Each creature swimming in these rivers and streams has disadvantage on Strength ({@skill Athletics}) checks to swim, unless it has a swimming speed." + ] + }, + { + "type": "item", + "name": "Stormy Weather", + "entries": [ + "Rain and thunderstorms are common within 6 miles of the lair, and they often build to torrential downpours that obscure vision and cause waterways to overflow their banks." + ] + }, + { + "type": "item", + "name": "Well-Stocked Waterways", + "entries": [ + "Lakes, ponds, rivers, and streams within 10 miles of the lair teem with fish and other wildlife." + ] + } + ] + }, + "If the River King dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Riverine", "source": "JttRC", @@ -4915,6 +5767,69 @@ "If the scion dies, these effects end immediately." ] }, + { + "name": "Sea Dragon", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Create Coral Wall", + "entries": [ + "The dragon creates an opaque wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space on whichever side of the wall it wants, and it must make a DC 15 Dexterity saving throw, taking 18 ({@dice 4d8}) slashing damage on a failed save, or half as much damage on a successful one. While the wall remains, any creature that touches the wall must also make the saving throw. Each 10-foot section of the wall has AC 5, 30 hp, resistance to fire damage, and immunity to poison damage and psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies." + ] + }, + { + "type": "item", + "name": "Invoke the Sea's Calm", + "entries": [ + "The currents around up to four creatures in the water and that the dragon can see within 120 feet of it work against the creatures. Each target must succeed on a DC 15 Strength saving throw or it can't use reactions, its speed is halved, and it can't make more than one attack on its turn until initiative count 20 on the next round." + ] + }, + { + "type": "item", + "name": "Whirlpools", + "entries": [ + "Four vortexes of water appear centered on points underwater or on the water's surface that the dragon can see within 120 feet of it. Each vortex takes the shape of a cylinder that is 30 feet tall with a 5-foot radius. Each creature that enters a vortex for the first time on a turn or starts its turn there must make a DC 15 Strength saving throw or be restrained. A creature, including a restrained creature, can take its action to free the restrained creature by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a legendary sea dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Chill of the Deeps", + "entries": [ + "Water temperatures drop within 1 mile of the dragon's lair, turning the water frigid and endangering swimming creatures not accustomed to arctic waters." + ] + }, + { + "type": "item", + "name": "Tempestuous Weather", + "entries": [ + "Storms and rough water are more common within 6 miles of the lair." + ] + }, + { + "type": "item", + "name": "Thriving Waterways", + "entries": [ + "Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area." + ] + } + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Sea Fury", "source": "EGW", @@ -5081,6 +5996,69 @@ "If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in {@dice 1d10} days." ] }, + { + "name": "Snow Queen", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Induce Snow Blindness", + "entries": [ + "The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen's foes. Each hostile creature within 30 feet of the Snow Queen has disadvantage on attack rolls against her until initiative count 20 on the next round." + ] + }, + { + "type": "item", + "name": "Isolated Blizzard", + "entries": [ + "A blast of wintry weather and heavy snow falls in a 30-foot radius centered on a point on the ground that the Snow Queen can see within 120 feet of her. The area becomes difficult terrain, and each creature that enters the area for the first time on a turn must succeed on a DC 18 Strength saving throw or be restrained by the snow. A creature, including the restrained creature, can take an action to free the restrained creature by succeeding on a DC 18 Strength check. The snow melts away when the Queen uses this lair action again or when the Queen dies." + ] + }, + { + "type": "item", + "name": "Snow Wall", + "entries": [ + "A wall of dense snow erupts on a solid surface within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must succeed on a DC 18 Dexterity saving throw or take 14 ({@dice 4d6}) cold damage and be pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, though the wall is filled with freezing snow. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. A creature that starts its turn in the wall or enters the wall's space for the first time on a turn must make a DC 18 Constitution saving throw, taking 14 ({@dice 4d6}) cold damage on a failed save, or half as much damage on a successful one. Each 10-foot section of the wall has AC 5, 15 hp, vulnerability to fire damage, resistance to bludgeoning damage, and immunity to cold, poison, and psychic damage. The wall melts when the Queen uses this lair action again or when she dies." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the Snow Queen's lair is warped by her magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Concealing Flurries", + "entries": [ + "Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair." + ] + }, + { + "type": "item", + "name": "Permafrost", + "entries": [ + "Within 10 miles of the lair, snow and ice resist melting, doing so only after prolonged contact with fire or other major source of heat." + ] + }, + { + "type": "item", + "name": "Snow-Covered Land", + "entries": [ + "Deep snow and frequent snowfall make the area within 3 miles of the lair difficult terrain for Medium and smaller creatures." + ] + } + ] + }, + "If the Snow Queen dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Solar Dragon", "source": "BAM", @@ -5383,6 +6361,69 @@ "If the dragon dies, the population of giant squid in the region returns to normal levels over the course of {@dice 1d10} days. The existing abundance of crystals and topazes remains, but new ones form at a normal rate." ] }, + { + "name": "Tosculi Hive Queen", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the hive queen takes a lair action to cause one of the following effects; the hive queen can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Biting Brood", + "entries": [ + "Hundreds of biting and stinging insects erupt from a point on the ground the hive queen can see within 120 feet of her. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 10 ({@dice 4d4}) piercing damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "item", + "name": "Healing Pheromones", + "entries": [ + "Each tosculi within 60 feet of the hive queen (including the hive queen) regains 10 {@dice 3d6} hp." + ] + }, + { + "type": "item", + "name": "Restraining Resin", + "entries": [ + "The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must succeed on a DC 17 Dexterity saving throw or be restrained by rapidly-hardening resin. A creature, including the target, can take its action to free the restrained target by succeeding on a DC 17 Strength check. If the creature is still restrained by the resin on initiative count 20 of the next round, the resin fully hardens, and the target is petrified in amber until freed or until the hive queen uses this lair action again. The resin can be attacked and destroyed (AC 15; 20 hp; vulnerability to bludgeoning damage; immunity to piercing, poison, and psychic damage), freeing the target." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a tosculi hive queen's lair is warped by her presence, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Aggressive Wildlife", + "entries": [ + "Beasts within 6 miles of the lair are more violent than usual and prone to acts of aggression." + ] + }, + { + "type": "item", + "name": "Buzzing Migraine", + "entries": [ + "Creatures with an Intelligence of 5 or higher within 3 miles of the lair frequently suffer headaches brought on by an insectile buzzing in their minds." + ] + }, + { + "type": "item", + "name": "Eyes and Ears Everywhere", + "entries": [ + "The hive queen can choose to see or hear through the senses of any tosculi within 10 miles of her lair, provided the tosculi is a member of her hive." + ] + } + ] + }, + "If the tosculi hive-queen dies, the buzzing disappears immediately, but other effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Tromokratis", "source": "MOT", @@ -5520,6 +6561,69 @@ "If the villain dies, these effects fade over the course of {@dice 1d10} days." ] }, + { + "name": "Void Dragon", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Orb of the Void", + "entries": [ + "The Void briefly overlaps the dragon's lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The sphere spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 ({@dice 3d6}) cold damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn in the sphere takes 10 ({@dice 3d6}) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies." + ] + }, + { + "type": "item", + "name": "Spatial Anomaly", + "entries": [ + "The lair's connection to the Void briefly rips the fabric of space, forcing two creatures the dragon can see within 120 feet of it to suddenly exist at the same point in space and time. The laws of reality repel the creatures back to their original positions as reality resets. The targets aren't actually moved, but reality's reset forces each target to make a DC 15 Strength saving throw. On a failure, the creature takes 16 ({@dice 3d10}) force damage and is knocked prone. On a success, the creature takes half the damage and isn't knocked prone." + ] + }, + { + "type": "item", + "name": "Zero Gravity", + "entries": [ + "Gravity stops working in a 50-foot radius, 100-foot-high cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that cylinder drifts 10 feet away from the ground and must succeed on a DC 15 Strength saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts until initiative count 20 on the next round." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing a legendary Void dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Dark of the Void", + "entries": [ + "Nonmagical illumination, including sunlight, can't create bright light within 6 miles of the lair." + ] + }, + { + "type": "item", + "name": "Torn Veil", + "entries": [ + "Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa." + ] + }, + { + "type": "item", + "name": "Uncovered Knowledge", + "entries": [ + "Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge." + ] + } + ] + }, + "If the dragon dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "White Dragon", "source": "MM", @@ -5602,6 +6706,39 @@ } ] }, + { + "name": "Wind Dragon", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Air Blast", + "entries": [ + "A torrent of wind blasts outward in a 60-foot\u2011radius sphere centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Strength saving throw or be knocked prone and stunned until the end of its next turn. Flying creatures, other than wind dragons, have disadvantage on the saving throw." + ] + }, + { + "type": "item", + "name": "Blinding Wind", + "entries": [ + "Sand and dust swirls up from the ground in a cylinder that is 30 feet tall with a 20-foot radius, centered on a point the dragon can see within 120 feet of it. The area within the cylinder is difficult terrain. A creature that enters the cylinder for the first time on a turn or starts its turn there must succeed on a DC 15 Dexterity saving throw or be blinded until the end of its next turn. The cylinder of sand and dust lasts until the dragon uses this lair action again or until the dragon dies." + ] + }, + { + "type": "item", + "name": "Gale Force Smash", + "entries": [ + "A blast of wind slams into a surface of the lair and sends fragments of ice and stone flying out from a point on the ground, wall, or ceiling the dragon can see within 120 feet of it. Each creature within 15 feet of that point must make a DC 15 Dexterity saving throw, taking 18 ({@dice 4d8}) bludgeoning damage on a failed save, or half as much damage on a successful one." + ] + } + ] + } + ] + }, { "name": "Yan-C-Bin", "source": "PotA", @@ -5908,6 +7045,69 @@ } ] }, + { + "name": "Zmey", + "source": "ToB1-2023", + "lairActions": [ + "On initiative count 20 (losing initiative ties), the zmey takes a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Hinder Movement", + "entries": [ + "One hostile creature the zmey can see within 120 feet of it has its speed halved until initiative count 20 on the next round, as roots trip up walking and hanging branches and vines dangle in the way of flight." + ] + }, + { + "type": "item", + "name": "Invigorate Headlings", + "entries": [ + "One severed zmey head the zmey can see within 120 feet of it immediately grows into a zmey headling, or one slain zmey headling the zmey can see within 120 feet of it regains 10 hp and becomes active again. A severed head or zmey headling smeared in a pound of salt can't be affected by this lair action." + ] + }, + { + "type": "item", + "name": "Spread Forest's Gloom", + "entries": [ + "Light reduces in a 30-foot-radius sphere centered on a point the zmey can see within 120 feet of it. Bright light becomes dim light, dim light becomes darkness, and darkness becomes magical darkness in the sphere. The sphere lasts until the zmey dismisses it as an action, uses this lair action again, or dies." + ] + } + ] + } + ], + "regionalEffects": [ + "The region containing the zmey's lair is warped by the link between the creature and its forest home, which creates one or more of the following effects:", + { + "type": "list", + "items": [ + { + "type": "item", + "name": "Fear and Rage", + "entries": [ + "Creatures within 1 mile of the lair feel constantly on the verge of an overwhelming fight-or-flight response, keeping them on edge and making their sleep fitful." + ] + }, + { + "type": "item", + "name": "Unfriendly Forest", + "entries": [ + "The forest within 6 miles of the lair is as uninviting as possible to those not native to it: unattended fires tend to go out mysteriously and new fires are hard to start, flora and fauna slain or foraged spoil almost immediately, and similar." + ] + }, + { + "type": "item", + "name": "Unnerving Presence", + "entries": [ + "Creatures within 3 miles of the lair are unsettled by the forest and frequently distracted by phantom chattering, tricks of the light, and other sensations." + ] + } + ] + }, + "If the zmey dies, these effects fade over the course of {@dice 1d10} days." + ] + }, { "name": "Zuggtmoy", "source": "MPMM", diff --git a/data/book/book-tob1-2023.json b/data/book/book-tob1-2023.json new file mode 100644 index 0000000..55e8a60 --- /dev/null +++ b/data/book/book-tob1-2023.json @@ -0,0 +1,904 @@ +{ + "data": [ + { + "type": "section", + "name": "Introduction", + "id": "000", + "entries": [ + "Written primarily for game masters, this book features over 400 new creatures to use in your games. For players, this book features a handful of new familiars and beasts perfect for characters seeking companions or druids seeking new beasts for Wild Shape. If you are a player reading this book, be sure to check with your game master before selecting any of these creatures as familiars or companions or for Wild Shape.", + { + "type": "section", + "name": "Using this Book", + "id": "001", + "entries": [ + "To use the creatures in this book, you'll need the core rulebooks of the 5th edition of the world's greatest roleplaying game or the {@i System Reference Document 5.1}. Spell, disease, and magic item names that appear in {@i italics} without a page or book reference can be found in those rulebooks or in the {@i System Reference Document 5.1}. Some creatures in this book contain references to the Midgard Campaign Setting, but that setting isn't required to use the creatures in this book. The extra setting information exists simply to bring additional flavor or lore to the creatures.", + { + "type": "entries", + "name": "Alignment and Creature Behavior", + "id": "002", + "entries": [ + "Each creature in this book lists an alignment to provide a general guideline for that creature's typical behaviors, often based on its preferred prey or its most commonly observed interactions with other sentient creatures. A creature whose alignment is listed as \"unaligned\" is either created or controlled by another, such as a construct, or operates on more primal or instinctive behavior, such as a rat or tiger. Not every example of a particular creature exhibits behaviors consistent with the creature's listed alignment. If you want an evil {@creature valkyrie|ToB1-2023} or a lawful {@creature kikimora|ToB1-2023} in your world, go for it! Some of the best stories revolve around creatures who break the preconceptions surrounding them, and we encourage you to use the creatures in this book in whatever ways best fit your worlds and the stories you want to tell in them." + ] + }, + { + "type": "entries", + "name": "Languages", + "id": "003", + "entries": [ + "Several creatures in this book know or speak the Umbral or Void Speech languages, which can be substituted for other languages if these languages don't fit in your world.", + { + "type": "entries", + "id": "004", + "entries": [ + { + "type": "entries", + "name": "Umbral", + "id": "005", + "entries": [ + "This is the language of the {@creature shadow fey|ToB1-2023} and other denizens of planes of shadow and darkness. It is a corrupted dialect of Elvish, and those who speak it gain a +1 bonus to one Dexterity ({@skill Stealth}) check each day. If Umbral isn't a language in your world, you can substitute Umbral with Elvish or Undercommon." + ] + }, + { + "type": "entries", + "name": "Void Speech", + "id": "006", + "entries": [ + "This is the language of the Outer Darkness in the Midgard Campaign Setting. It is spoken by vile things that are malevolent toward humanoids and their allies and by those who seek to bring about the ruinous apocalypse of the dark gods. If Void Speech isn't a language in your world, you can substitute Void Speech with any ancient language with an evil reputation or with Deep Speech." + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Touch of Iron", + "id": "007", + "entries": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "book/ToB1-2023/000-00-001.feral-hunter-fey.webp" + }, + "width": 850, + "height": 1153 + }, + "Several fey creatures in this book have resistance or immunity to attacks from weapons that aren't made with cold iron. This design choice comes from folklore, where cold-wrought iron was believed to be capable of repelling or harming fairies, {@creature Ghost||ghosts}, witches, and other supernatural creatures. In this book, lords and ladies of the fey courts are timeless creatures, inured to many of the world's threats\u2014except weapons of cold-wrought iron. This metal undoes the very fabric of a fey creature's life as it blights their ageless flesh.", + { + "type": "entries", + "id": "008", + "entries": [ + { + "type": "entries", + "name": "Cold Iron Weaponry", + "id": "009", + "entries": [ + "A cold iron weapon is treated as magical when used against any fey creature, and it is the only weapon with any hope of harming the most powerful fey lords and ladies. However, cold iron weapons are difficult to construct. The skill and material required to produce such a weapon doubles its price or adds 100 gp to the cost, whichever is more. Finding a smith with the skill to make a durable weapon without the aid of fire is always difficult\u2014and finding one with the courage to anger the fey courts may be even harder." + ] + }, + { + "type": "entries", + "name": "Substitutions for Cold Iron", + "id": "00a", + "entries": [ + "If cold iron doesn't exist in your world, you can substitute this resistance or immunity with silver or adamantine, whichever you feel is most appropriate for that creature in your world." + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Refreshing a Classic", + "id": "00b", + "entries": [ + { + "type": "quote", + "entries": [ + "The world is full of monsters, and tabletop games teach us to face them\u2014and defeat them. There's a huge satisfaction in cutting a giant down to size or sending a malevolent dragon into a final dive from the heights. But what happens when we run out of monsters and the fear of them leaves us? What happens when the everyday {@creature Goblin||goblins} and dragons of our early years become overly familiar? Well, if you are Kobold Press, that's precisely the time to dream up new monsters.", + "This new printing of our very first hardcover monster book for 5th Edition provides dungeon vermin and world-shaking villains, and it does so with a small refresh of these monsters and improvement of the volume as a whole. The wisdom of years of play shows we could tighten here and errata there. In some cases, our understanding of both monster rules and monster stats has evolved over time. It was time to address that.", + "This 2023 edition also adds significant new art to strengthen the look and feel of these creatures, and it corrects several early errors and omissions, including the omission of reference tables of the monsters by Terrain and by Type. The Kobold Press team has also made lore changes; a {@creature Mithral Dragon Wyrmling|ToB1-2023|wyrmling version} of the mithral dragon is now available, along with an {@creature Ancient Cave Dragon|ToB1-2023|ancient version} of the cave dragon. Other new creatures include the {@creature planewatcher|ToB1-2023}, the {@creature Beheaded Vengeful Spirit|ToB1-2023|vengeful spirit}, and a couple others for you to discover. To make the makeover complete, we included rules material, like each monster's proficiency bonus, and we streamlined rules and game mechanics to improve the playability of many creatures.", + "How did we find room in this compendium for new dragon stats, new tables, and new art? Well, several monsters are in-game gods or demi-gods, and they really don't belong here as dungeon foes (Boreas and Mammon, for instance). Others that we created in 2016 have since gotten rules and stats from Wizards of the Coast (the Zaratan and Titivullus, for instance). And some simply belong in a very particular world (for instance, the Emperor of the Ghouls is central to the Midgard setting). To avoid confusion, we dropped these creatures. Finally, a few monsters were simply not getting much play, and they have been released back into the wilds. In all cases, the changes strengthen an already powerful volume of monsters, cementing its status as a legendary reference book for 5th Edition games.", + "Thanks to the continued play of tens of thousands of tabletop gamers, {@i Tome of Beasts} is back\u2014and fiercer than ever. So have at thee, beasts. This tome is ready to fuel great games and bring you true horrors and mayhem!" + ], + "by": "Wolfgang Baur Kirkland, WA December, 2022" + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "book/ToB1-2023/001-00-002.mordovermis-aberration.webp" + }, + "width": 1700, + "height": 1325 + } + ] + } + ] + }, + { + "type": "section", + "name": "Monsters", + "id": "00c", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@creature Abominable Beauty|ToB1-2023}", + "{@creature Accursed Defiler|ToB1-2023}", + "{@creature Adult Cave Dragon|ToB1-2023}", + "{@creature Adult Flame Dragon|ToB1-2023}", + "{@creature Adult Mithral Dragon|ToB1-2023}", + "{@creature Adult Sea Dragon|ToB1-2023}", + "{@creature Adult Void Dragon|ToB1-2023}", + "{@creature Adult Wind Dragon|ToB1-2023}", + "{@creature Al-Aeshma Genie|ToB1-2023}", + "{@creature Ala|ToB1-2023}", + "{@creature Alehouse Drake|ToB1-2023}", + "{@creature Algorith|ToB1-2023}", + "{@creature Alseid|ToB1-2023}", + "{@creature Amphiptere|ToB1-2023}", + "{@creature Ancient Cave Dragon|ToB1-2023}", + "{@creature Ancient Flame Dragon|ToB1-2023}", + "{@creature Ancient Mithral Dragon|ToB1-2023}", + "{@creature Ancient Sea Dragon|ToB1-2023}", + "{@creature Ancient Titan|ToB1-2023}", + "{@creature Ancient Void Dragon|ToB1-2023}", + "{@creature Ancient Wind Dragon|ToB1-2023}", + "{@creature Angatra|ToB1-2023}", + "{@creature Angler Worm|ToB1-2023}", + "{@creature Annelidast|ToB1-2023}", + "{@creature Anubian|ToB1-2023}", + "{@creature Apau Perape Demon|ToB1-2023}", + "{@creature Arboreal Grappler|ToB1-2023}", + "{@creature Arcane Guardian|ToB1-2023}", + "{@creature Arch-Devil Ia'Affrat|ToB1-2023}", + "{@creature Aridni|ToB1-2023}", + "{@creature Arx|ToB1-2023}", + "{@creature Asanbosam|ToB1-2023}", + "{@creature Ash Drake|ToB1-2023}", + "{@creature Ashwalker|ToB1-2023}", + "{@creature Automata Devil|ToB1-2023}", + "{@creature Azza Gremlin|ToB1-2023}", + "{@creature Baba Yaga's Horsemen|ToB1-2023}", + "{@creature Bagiennik|ToB1-2023}", + "{@creature Bandit Lord|ToB1-2023}", + "{@creature Bastet Temple Cat|ToB1-2023}", + "{@creature Bear King|ToB1-2023}", + "{@creature Bearfolk|ToB1-2023}", + "{@creature Beggar Ghoul|ToB1-2023}", + "{@creature Beheaded Vengeful Spirit|ToB1-2023}", + "{@creature Behtu|ToB1-2023}", + "{@creature Beli|ToB1-2023}", + "{@creature Bereginyas|ToB1-2023}", + "{@creature Berstuc Demon|ToB1-2023}", + "{@creature Black Knight Commander|ToB1-2023}", + "{@creature Blemmyes|ToB1-2023}", + "{@creature Blood Hag|ToB1-2023}", + "{@creature Boloti|ToB1-2023}", + "{@creature Bone Collective|ToB1-2023}", + "{@creature Bone Crab|ToB1-2023}", + "{@creature Bone Swarm|ToB1-2023}", + "{@creature Bonepowder Ghoul|ToB1-2023}", + "{@creature Bouda|ToB1-2023}", + "{@creature Broodiken|ToB1-2023}", + "{@creature Bucca|ToB1-2023}", + "{@creature Bukavac|ToB1-2023}", + "{@creature Buraq|ToB1-2023}", + "{@creature Burrowling|ToB1-2023}", + "{@creature Cactid|ToB1-2023}", + "{@creature Cambium|ToB1-2023}", + "{@creature Carrion Beetle|ToB1-2023}", + "{@creature Caustic Charger|ToB1-2023}", + "{@creature Cave Dragon Wyrmling|ToB1-2023}", + "{@creature Cavelight Moss|ToB1-2023}", + "{@creature Chained Angel|ToB1-2023}", + "{@creature Chelicerae|ToB1-2023}", + "{@creature Chernomoi|ToB1-2023}", + "{@creature Child of the Briar|ToB1-2023}", + "{@creature Chort Devil|ToB1-2023}", + "{@creature Chronalmental|ToB1-2023}", + "{@creature Cikavak|ToB1-2023}", + "{@creature Citrullus|ToB1-2023}", + "{@creature City Watch Captain|ToB1-2023}", + "{@creature Clockwork Abomination|ToB1-2023}", + "{@creature Clockwork Beetle|ToB1-2023}", + "{@creature Clockwork Beetle Swarm|ToB1-2023}", + "{@creature Clockwork Hound|ToB1-2023}", + "{@creature Clockwork Huntsman|ToB1-2023}", + "{@creature Clockwork Myrmidon|ToB1-2023}", + "{@creature Clockwork Watchman|ToB1-2023}", + "{@creature Clockwork Weaving Spider|ToB1-2023}", + "{@creature Clurichaun|ToB1-2023}", + "{@creature Cobbleswarm|ToB1-2023}", + "{@creature Coral Drake|ToB1-2023}", + "{@creature Corpse Mound|ToB1-2023}", + "{@creature Corrupted Ushabti|ToB1-2023}", + "{@creature Corrupting Ooze|ToB1-2023}", + "{@creature Crimson Drake|ToB1-2023}", + "{@creature Crystalline Devil|ToB1-2023}", + "{@creature Darakhul|ToB1-2023}", + "{@creature Dau|ToB1-2023}", + "{@creature Death Butterfly Swarm|ToB1-2023}", + "{@creature Deathcap Myconid|ToB1-2023}", + "{@creature Deathwisp|ToB1-2023}", + "{@creature Deep Drake|ToB1-2023}", + "{@creature Deep One|ToB1-2023}", + "{@creature Deep One Archimandrite|ToB1-2023}", + "{@creature Deep One Priest|ToB1-2023}", + "{@creature Degenerate Titan|ToB1-2023}", + "{@creature Demon Lord Akyishigal|ToB1-2023}", + "{@creature Demon Lord Camazotz|ToB1-2023}", + "{@creature Demon Lord Mechuiti|ToB1-2023}", + "{@creature Demon Lord Qorgeth|ToB1-2023}", + "{@creature Derro Fetal Savant|ToB1-2023}", + "{@creature Derro Shadow Antipaladin|ToB1-2023}", + "{@creature Desert Giant|ToB1-2023}", + "{@creature Devilbound Gnome|ToB1-2023}", + "{@creature Dipsa|ToB1-2023}", + "{@creature Dissimortuum|ToB1-2023}", + "{@creature Dogmole|ToB1-2023}", + "{@creature Dogmole Juggernaut|ToB1-2023}", + "{@creature Domovoi|ToB1-2023}", + "{@creature Doppelrat|ToB1-2023}", + "{@creature Dorreq|ToB1-2023}", + "{@creature Dragon Eel|ToB1-2023}", + "{@creature Dragonleaf Tree|ToB1-2023}", + "{@creature Drakon|ToB1-2023}", + "{@creature Dream Eater|ToB1-2023}", + "{@creature Drowned Maiden|ToB1-2023}", + "{@creature Dullahan|ToB1-2023}", + "{@creature Dune Mimic|ToB1-2023}", + "{@creature Duskthorn Dryad|ToB1-2023}", + "{@creature Dust Goblin|ToB1-2023}", + "{@creature Dwarven Ringmage|ToB1-2023}", + "{@creature Eala|ToB1-2023}", + "{@creature Eater of Dust|ToB1-2023}", + "{@creature Edimmu|ToB1-2023}", + "{@creature Eel Hound|ToB1-2023}", + "{@creature Einherjar|ToB1-2023}", + "{@creature Elder Shadow Drake|ToB1-2023}", + "{@creature Elemental Locus|ToB1-2023}", + "{@creature Elvish Veteran Archer|ToB1-2023}", + "{@creature Emerald Eye|ToB1-2023}", + "{@creature Emerald Order Cult Leader|ToB1-2023}", + "{@creature Empty Cloak|ToB1-2023}", + "{@creature Eonic Drifter|ToB1-2023}", + "{@creature Erina|ToB1-2023}", + "{@creature Erina Defender|ToB1-2023}", + "{@creature Eye Golem|ToB1-2023}", + "{@creature Far Darrig|ToB1-2023}", + "{@creature Fate Eater|ToB1-2023}", + "{@creature Fear Smith|ToB1-2023}", + "{@creature Fellforged|ToB1-2023}", + "{@creature Fext|ToB1-2023}", + "{@creature Feyward Tree|ToB1-2023}", + "{@creature Fidele Angel|ToB1-2023}", + "{@creature Firebird|ToB1-2023}", + "{@creature Firegeist|ToB1-2023}", + "{@creature Flab Giant|ToB1-2023}", + "{@creature Flame Dragon Wyrmling|ToB1-2023}", + "{@creature Flutterflesh|ToB1-2023}", + "{@creature Folk of Leng|ToB1-2023}", + "{@creature Forest Marauder|ToB1-2023}", + "{@creature Fraughashar|ToB1-2023}", + "{@creature Frostveil|ToB1-2023}", + "{@creature Garroter Crab|ToB1-2023}", + "{@creature Gbahali|ToB1-2023}", + "{@creature Gearforged Templar|ToB1-2023}", + "{@creature Gerridae|ToB1-2023}", + "{@creature Ghost Knight|ToB1-2023}", + "{@creature Ghostwalk Spider|ToB1-2023}", + "{@creature Giant Ant|ToB1-2023}", + "{@creature Giant Ant Queen|ToB1-2023}", + "{@creature Gilded Devil|ToB1-2023}", + "{@creature Glass Gator|ToB1-2023}", + "{@creature Gnarljak|ToB1-2023}", + "{@creature Gnoll Havoc Runner|ToB1-2023}", + "{@creature Goat-Man|ToB1-2023}", + "{@creature Gray Thirster|ToB1-2023}", + "{@creature Greater Death Butterfly Swarm|ToB1-2023}", + "{@creature Greyfur|ToB1-2023}", + "{@creature Grim Jester|ToB1-2023}", + "{@creature Gug|ToB1-2023}", + "{@creature Gypsosphinx|ToB1-2023}", + "{@creature Haugbui|ToB1-2023}", + "{@creature Herald of Blood|ToB1-2023}", + "{@creature Herald of Darkness|ToB1-2023}", + "{@creature Hoard Golem|ToB1-2023}", + "{@creature Horakh|ToB1-2023}", + "{@creature Hound of the Night|ToB1-2023}", + "{@creature Hraesvelgr|ToB1-2023}", + "{@creature Hulking Whelp|ToB1-2023}", + "{@creature Hundun|ToB1-2023}", + "{@creature Ice Maiden|ToB1-2023}", + "{@creature Idolic Deity|ToB1-2023}", + "{@creature Imperial Ghoul|ToB1-2023}", + "{@creature Ink Devil|ToB1-2023}", + "{@creature Iron Ghoul|ToB1-2023}", + "{@creature Isonade|ToB1-2023}", + "{@creature J'ba Fofi Spider|ToB1-2023}", + "{@creature Jaculus|ToB1-2023}", + "{@creature Jotun|ToB1-2023}", + "{@creature Kalke|ToB1-2023}", + "{@creature Kikimora|ToB1-2023}", + "{@creature Kishi Demon|ToB1-2023}", + "{@creature Kobold Alchemist|ToB1-2023}", + "{@creature Kobold Chieftain|ToB1-2023}", + "{@creature Kobold Trapsmith|ToB1-2023}", + "{@creature Kongamato|ToB1-2023}", + "{@creature Koralk Devil|ToB1-2023}", + "{@creature Kot Bayun|ToB1-2023}", + "{@creature Krake Spawn|ToB1-2023}", + "{@creature Lake Troll|ToB1-2023}", + "{@creature Lantern Dragonette|ToB1-2023}", + "{@creature Lemurfolk|ToB1-2023}", + "{@creature Leshy|ToB1-2023}", + "{@creature Library Automaton|ToB1-2023}", + "{@creature Lich Hound|ToB1-2023}", + "{@creature Likho|ToB1-2023}", + "{@creature Lindwurm|ToB1-2023}", + "{@creature Liosalfar|ToB1-2023}", + "{@creature Living Wick|ToB1-2023}", + "{@creature Lord of the Hunt|ToB1-2023}", + "{@creature Lorelei|ToB1-2023}", + "{@creature Loxoda|ToB1-2023}", + "{@creature Lunar Devil|ToB1-2023}", + "{@creature Mahoru|ToB1-2023}", + "{@creature Malakbel Demon|ToB1-2023}", + "{@creature Mallqui|ToB1-2023}", + "{@creature Malphas|ToB1-2023}", + "{@creature Mamura|ToB1-2023}", + "{@creature Map Mimic|ToB1-2023}", + "{@creature Mask Wight|ToB1-2023}", + "{@creature Mavka|ToB1-2023}", + "{@creature Mbielu Dinosaur|ToB1-2023}", + "{@creature Mi-go|ToB1-2023}", + "{@creature Millitaur|ToB1-2023}", + "{@creature Mindrot Thrall|ToB1-2023}", + "{@creature Mirager|ToB1-2023}", + "{@creature Miremal|ToB1-2023}", + "{@creature Mirror Hag|ToB1-2023}", + "{@creature Mithral Dragon Wyrmling|ToB1-2023}", + "{@creature Mngwa|ToB1-2023}", + "{@creature Monolith Champion|ToB1-2023}", + "{@creature Monolith Footman|ToB1-2023}", + "{@creature Moonlit King|ToB1-2023}", + "{@creature Mordant Snare|ToB1-2023}", + "{@creature Morphoi|ToB1-2023}", + "{@creature Moss Lurker|ToB1-2023}", + "{@creature Myling|ToB1-2023}", + "{@creature Naina|ToB1-2023}", + "{@creature Necrohydra|ToB1-2023}", + "{@creature Ngobou Dinosaur|ToB1-2023}", + "{@creature Nichny|ToB1-2023}", + "{@creature Night Scorpion|ToB1-2023}", + "{@creature Nightgarm|ToB1-2023}", + "{@creature Nihileth Aboleth|ToB1-2023}", + "{@creature Nihilethic Dominator|ToB1-2023}", + "{@creature Nihilethic Zombie|ToB1-2023}", + "{@creature Nkosi|ToB1-2023}", + "{@creature Nkosi Pridelord|ToB1-2023}", + "{@creature Noctiny|ToB1-2023}", + "{@creature Oculo Swarm|ToB1-2023}", + "{@creature Ogre Corrupted Chieftain|ToB1-2023}", + "{@creature Oozasis|ToB1-2023}", + "{@creature Orobas Devil|ToB1-2023}", + "{@creature Ostinato|ToB1-2023}", + "{@creature Owl Harpy|ToB1-2023}", + "{@creature Pact Vampire|ToB1-2023}", + "{@creature Paper Drake|ToB1-2023}", + "{@creature Planewatcher|ToB1-2023}", + "{@creature Pombero|ToB1-2023}", + "{@creature Possessed Pillar|ToB1-2023}", + "{@creature Psoglav Demon|ToB1-2023}", + "{@creature Putrid Haunt|ToB1-2023}", + "{@creature Queen of Night and Magic|ToB1-2023}", + "{@creature Queen of Witches|ToB1-2023}", + "{@creature Quicksilver Siege Orb|ToB1-2023}", + "{@creature Qwyllion|ToB1-2023}", + "{@creature Ramag|ToB1-2023}", + "{@creature Rat King|ToB1-2023}", + "{@creature Ratatosk|ToB1-2023}", + "{@creature Ratfolk|ToB1-2023}", + "{@creature Ratfolk Rogue|ToB1-2023}", + "{@creature Ravenala|ToB1-2023}", + "{@creature Ravenfolk Doom Croaker|ToB1-2023}", + "{@creature Ravenfolk Scout|ToB1-2023}", + "{@creature Ravenfolk Warrior|ToB1-2023}", + "{@creature Red Hag|ToB1-2023}", + "{@creature Red-Banded Line Spider|ToB1-2023}", + "{@creature Redcap|ToB1-2023}", + "{@creature Rift Swine|ToB1-2023}", + "{@creature Rime Worm|ToB1-2023}", + "{@creature Rime Worm Grub|ToB1-2023}", + "{@creature Risen Reaver|ToB1-2023}", + "{@creature River King|ToB1-2023}", + "{@creature Roachling Lord|ToB1-2023}", + "{@creature Roachling Skirmisher|ToB1-2023}", + "{@creature Rotting Wind|ToB1-2023}", + "{@creature Rubezahl Demon|ToB1-2023}", + "{@creature Rum Gremlin|ToB1-2023}", + "{@creature Rust Drake|ToB1-2023}", + "{@creature Salt Devil|ToB1-2023}", + "{@creature Salt Golem|ToB1-2023}", + "{@creature Sand Hag|ToB1-2023}", + "{@creature Sand Silhouette|ToB1-2023}", + "{@creature Sand Spider|ToB1-2023}", + "{@creature Sandman|ToB1-2023}", + "{@creature Sandwyrm|ToB1-2023}", + "{@creature Sap Demon|ToB1-2023}", + "{@creature Sarcophagus Slime|ToB1-2023}", + "{@creature Sathaq Worm|ToB1-2023}", + "{@creature Savager|ToB1-2023}", + "{@creature Scheznyki|ToB1-2023}", + "{@creature Scorpion Cultist|ToB1-2023}", + "{@creature Sea Dragon Wyrmling|ToB1-2023}", + "{@creature Selang|ToB1-2023}", + "{@creature Serpopard|ToB1-2023}", + "{@creature Shadhavar|ToB1-2023}", + "{@creature Shadow Beast|ToB1-2023}", + "{@creature Shadow Fey|ToB1-2023}", + "{@creature Shadow Fey Duelist|ToB1-2023}", + "{@creature Shadow Fey Enchantress|ToB1-2023}", + "{@creature Shadow Fey Forest Hunter|ToB1-2023}", + "{@creature Shadow Fey Guardian|ToB1-2023}", + "{@creature Shambling Pile|ToB1-2023}", + "{@creature Sharkjaw Skeleton|ToB1-2023}", + "{@creature Shellycoat|ToB1-2023}", + "{@creature Shoggoth|ToB1-2023}", + "{@creature Shroud|ToB1-2023}", + "{@creature Skein Witch|ToB1-2023}", + "{@creature Skin Bat|ToB1-2023}", + "{@creature Skitterhaunt|ToB1-2023}", + "{@creature Slow Storm|ToB1-2023}", + "{@creature Smaragdine Golem|ToB1-2023}", + "{@creature Snow Queen|ToB1-2023}", + "{@creature Son of Fenris|ToB1-2023}", + "{@creature Soul Eater|ToB1-2023}", + "{@creature Spark|ToB1-2023}", + "{@creature Spawn of Akyishigal|ToB1-2023}", + "{@creature Spawn of Arbeyach|ToB1-2023}", + "{@creature Spectral Guardian|ToB1-2023}", + "{@creature Spider of Leng|ToB1-2023}", + "{@creature Spider Thief|ToB1-2023}", + "{@creature Spinosaurus Dinosaur|ToB1-2023}", + "{@creature Spire Walker|ToB1-2023}", + "{@creature Star Drake|ToB1-2023}", + "{@creature Star-Spawn of Cthulhu|ToB1-2023}", + "{@creature Steam Golem|ToB1-2023}", + "{@creature Strife|ToB1-2023}", + "{@creature Stryx|ToB1-2023}", + "{@creature Stuhac|ToB1-2023}", + "{@creature Stygian Fat-Tailed Scorpion|ToB1-2023}", + "{@creature Subek|ToB1-2023}", + "{@creature Suturefly|ToB1-2023}", + "{@creature Swamp Adder|ToB1-2023}", + "{@creature Swarm of Fire Dancers|ToB1-2023}", + "{@creature Swarm of Manabane Scarabs|ToB1-2023}", + "{@creature Swarm of Prismatic Beetles|ToB1-2023}", + "{@creature Swarm of Sluaghs|ToB1-2023}", + "{@creature Swarm of Wharflings|ToB1-2023}", + "{@creature Swarm of Wolf Spirits|ToB1-2023}", + "{@creature Temple Dog|ToB1-2023}", + "{@creature Tendril Puppet|ToB1-2023}", + "{@creature Thuellai|ToB1-2023}", + "{@creature Thursir|ToB1-2023}", + "{@creature Titanoboa|ToB1-2023}", + "{@creature Tophet|ToB1-2023}", + "{@creature Tosculi Drone|ToB1-2023}", + "{@creature Tosculi Elite Bow Raider|ToB1-2023}", + "{@creature Tosculi Hive Queen|ToB1-2023}", + "{@creature Tosculi Warrior|ToB1-2023}", + "{@creature Treacle|ToB1-2023}", + "{@creature Trollkin Reaver|ToB1-2023}", + "{@creature Tusked Skyfish|ToB1-2023}", + "{@creature Umbral Vampire|ToB1-2023}", + "{@creature Uraeus|ToB1-2023}", + "{@creature Urochar|ToB1-2023}", + "{@creature Ushabti|ToB1-2023}", + "{@creature Ushabti Royal Guard|ToB1-2023}", + "{@creature Valkyrie|ToB1-2023}", + "{@creature Vapor Lynx|ToB1-2023}", + "{@creature Venomous Mummy|ToB1-2023}", + "{@creature Vesiculosa|ToB1-2023}", + "{@creature Vila|ToB1-2023}", + "{@creature Vile Barber|ToB1-2023}", + "{@creature Vine Lord|ToB1-2023}", + "{@creature Vine Troll Skeleton|ToB1-2023}", + "{@creature Void Dragon Wyrmling|ToB1-2023}", + "{@creature Voidling|ToB1-2023}", + "{@creature Volguloth|ToB1-2023}", + "{@creature Vættir|ToB1-2023}", + "{@creature Wampus Cat|ToB1-2023}", + "{@creature War Ostrich|ToB1-2023}", + "{@creature Water Leaper|ToB1-2023}", + "{@creature Weeping Treant|ToB1-2023}", + "{@creature Wharfling|ToB1-2023}", + "{@creature White Ape|ToB1-2023}", + "{@creature Wind Dragon Wyrmling|ToB1-2023}", + "{@creature Witchlight|ToB1-2023}", + "{@creature Wolf Reaver Dwarf|ToB1-2023}", + "{@creature Wormhearted Suffragan|ToB1-2023}", + "{@creature Xanka|ToB1-2023}", + "{@creature Xhkarsh|ToB1-2023}", + "{@creature Ychen Bannog|ToB1-2023}", + "{@creature Young Cave Dragon|ToB1-2023}", + "{@creature Young Flame Dragon|ToB1-2023}", + "{@creature Young Mithral Dragon|ToB1-2023}", + "{@creature Young Sea Dragon|ToB1-2023}", + "{@creature Young Spinosaurus Dinosaur|ToB1-2023}", + "{@creature Young Void Dragon|ToB1-2023}", + "{@creature Young Wind Dragon|ToB1-2023}", + "{@creature Zanskaran Viper|ToB1-2023}", + "{@creature Zimwi|ToB1-2023}", + "{@creature Zmey|ToB1-2023}", + "{@creature Zmey Headling|ToB1-2023}" + ] + } + ] + }, + { + "type": "section", + "name": "Appendix: NPCs", + "id": "1e3", + "entries": [ + "This appendix contains statistics for various humanoids. From dastardly bandit lords to city watch captains to fiend-powered devilbound gnomes, these NPCs can be found across the world, breathing new life into the places they appear. This appendix also includes a table for using these statistics, and other similar, general-use humanoid statistics, such as the {@creature knight} or {@creature thug}, with the various humanoids found in this book.", + { + "type": "section", + "name": "NPC Features Table", + "id": "1e4", + "entries": [ + "When an NPC's statistics include the note \"Humanoid (Any Race)\" as the creature type, you can adjust those statistics as described in the NPC Features table to create an NPC of the humanoid race detailed in the table. In this way, you can fill a city, town, or village with a particular humanoid type while still using variable statistics and differing challenges.", + "To use the table, choose a set of NPC statistics, such as the {@creature bandit lord|ToB1-2023}, and reference the Race column for the humanoid you want to rework as that NPC. The Ability Modifiers column details how to change the ability scores in the NPC statistics, and the Features column lists which features from the chosen race you should add to the chosen NPC statistics. For example, a group of bandits might be led by a noctiny bandit lord seeking to build a small empire in honor of its patron. To create a noctiny bandit lord, use the statistics of the {@creature bandit lord|ToB1-2023} as the starting point. Increase the Charisma by 2 and the Strength by 1 and give it immunity to the {@condition frightened} condition. In addition, the bandit lord gains the Eldritch Fury attack and the Eldritch Weapons and Magic Resistance traits of the {@creature noctiny|ToB1-2023}.", + "{@b NPC Features and CR}. Adding new traits and features to a creature's statistics can increase the creature's Challenge Rating. When adjusting statistics by using the NPC Features table, use the higher of the two CRs between the statistics you are adjusting and the lowest-CR version of the humanoid you are using. In the above example, the noctiny bandit lord's Challenge Rating is 4 (1,100 XP), as the {@creature bandit lord|ToB1-2023}'s CR is higher than the {@creature noctiny|ToB1-2023}'s CR.", + { + "type": "table", + "caption": "NPC Features", + "colStyles": [ + "col-2", + "col-2", + "col-8" + ], + "rows": [ + [ + "{@creature Behtu|ToB1-2023}", + "+2 Str, +1 Dex", + "Fire Breath action; Bite attack; resistance to cold, fire, and lightning damage; {@sense darkvision} 60 ft.; walking speed of 20 feet, climbing speed of 20 feet; knows the Infernal and Behtu languages" + ], + [ + "{@creature Burrowling|ToB1-2023}", + "+2 Dex", + "Burrow Awareness and Pack Tactics traits; Bite and Claw attacks; {@sense darkvision} 60 ft.; burrowing speed of 10 feet" + ], + [ + "{@creature Deep One|ToB1-2023}", + "+2 Str, +1 Con", + "Amphibious and Frenzied Rage traits; Claw attack; resistance to cold damage and vulnerability to fire damage; {@sense darkvision} 120 ft.; swimming speed of 30 feet; knows the Void Speech language" + ], + [ + "{@creature Eonic Drifter|ToB1-2023}", + "+2 Int, +1 Dex", + "Drift Forward action; Call to the Future bonus action; proficiency in the {@skill History} skill; knows the Eonic, Giant, and Sylvan languages" + ], + [ + "{@creature Lemurfolk|ToB1-2023}", + "+2 Dex", + "Glide trait; Small size; {@sense darkvision} 60 ft.; walking speed of 30 feet, climbing speed of 20 feet; knows the Lemurfolk language" + ], + [ + "{@creature Noctiny|ToB1-2023}", + "+2 Cha, +1 Str", + "Eldritch Weapons and Magic Resistance traits; Eldritch Fury attack; immunity to the {@condition frightened} condition" + ], + [ + "{@creature Roachling Skirmisher|ToB1-2023|Roachling}", + "+2 Dex", + "Hardy and Unpleasant Scent traits; Small size; AC equals 11 + its Dexterity modifier; {@sense darkvision} 60 ft., {@sense tremorsense|MM} 10 ft.; walking speed of 25 feet" + ] + ] + } + ] + }, + { + "type": "section", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@creature Bandit Lord|ToB1-2023}", + "{@creature Black Knight Commander|ToB1-2023}", + "{@creature City Watch Captain|ToB1-2023}", + "{@creature Devilbound Gnome|ToB1-2023}", + "{@creature Dwarven Ringmage|ToB1-2023}", + "{@creature Elvish Veteran Archer|ToB1-2023}", + "{@creature Emerald Order Cult Leader|ToB1-2023}", + "{@creature Scorpion Cultist|ToB1-2023}", + "{@creature Wolf Reaver Dwarf|ToB1-2023}" + ] + } + ] + } + ] + }, + { + "type": "section", + "name": "Credits", + "id": "1ff", + "entries": [ + { + "type": "entries", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "columns": 2, + "items": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Designers", + "entries": [ + "Dan Dillon, Chris Harris, Rodrigo Garcia Carmona, Wolfgang Baur" + ] + }, + { + "type": "item", + "name": "Backer Designers", + "entries": [ + "William Ryan Carden, Christopher Carlson, Christopher Delvo, Matthew F. Dowd, Timothy Eagon, Robert Fairbanks, David Gibson, John Henzel, Michael Holland, Ben Iglauer, James Introcaso, Dan Layman-Kennedy, Christopher Lockey, Maximilian Maier, Richard Pratt, Ryan Shatford, Troy E. Taylor, Andrew Teheran, Jorge A. Torres, Darius Uknuis" + ] + }, + { + "type": "item", + "name": "Developer", + "entries": [ + "Steve Winter" + ] + }, + { + "type": "item", + "name": "Editors", + "entries": [ + "Dan Dillon, Peter Hogan, Wade Rockett, Wolfgang Baur" + ] + }, + { + "type": "item", + "name": "Playtest Coordinator (2016)", + "entries": [ + "Ben McFarland" + ] + }, + { + "type": "item", + "name": "Cover Artist", + "entries": [ + "Marcel Mercado" + ] + }, + { + "type": "item", + "name": "Interior Artists", + "entries": [ + "Darren Calvert, Ivan Lee Dixon, Micah Epstein, Frank Garza, Felipe Gaona, Josh Hass, Ambrose H. Hoilman, Michael Jaecks, Eoghan Kerrigan, Guido Kuip, Pat Loboyko, Shawncee McCoy, Dio Mahesa, Justin Mayhew, Marcel Mercado, Aaron Miller, Johnny Morrow, William O'Brien, Roberto Pitturru, Jason Rainville, Lance Red, Felipe Gaona Reydet, Kathryn Steele, Florian Stitz, Nakarin Sukontakorn, Kiki Moch Rizki, Ørjan Ruttenborg Svendsen, Byran Syme, Egil Thompson, Cory Trego-Erdner, Eva Widermann, and Keiran Yanner" + ] + } + ] + }, + { + "type": "entries", + "name": "2023 Edition", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Designers", + "entries": [ + "Daniel Kahn, Jeff Lee, Mike Welham" + ] + }, + { + "type": "item", + "name": "Developers", + "entries": [ + "Jeff Lee, Meagan Maricle, Mike Welham" + ] + }, + { + "type": "item", + "name": "Editor", + "entries": [ + "Meagan Maricle" + ] + }, + { + "type": "item", + "name": "Proofreader", + "entries": [ + "Jeff Quick" + ] + }, + { + "type": "item", + "name": "Cover Artist", + "entries": [ + "Craig J Spearing" + ] + }, + { + "type": "item", + "name": "Limited Edition Cover Artist", + "entries": [ + "Addison Rankin" + ] + }, + { + "type": "item", + "name": "Graphic Designers", + "entries": [ + "Marc Radle, Amber Seger" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Kobold Warrens", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Publisher", + "entries": [ + "Wolfgang Baur" + ] + }, + { + "type": "item", + "name": "Chief Operations Officer", + "entries": [ + "T. Alexander Stangroom" + ] + }, + { + "type": "item", + "name": "Director of Digital Growth", + "entries": [ + "Blaine M****t" + ] + }, + { + "type": "item", + "name": "Art Director", + "entries": [ + "Marc Radle" + ] + }, + { + "type": "item", + "name": "Art Department", + "entries": [ + "Marc Radle, Amber Seger" + ] + }, + { + "type": "item", + "name": "Editorial Director", + "entries": [ + "Thomas M. Reid" + ] + }, + { + "type": "item", + "name": "Editorial Department", + "entries": [ + "Scott Gable, Meagan Maricle, Jeff Quick, Thomas M. Reid" + ] + }, + { + "type": "item", + "name": "Senior Game Designer", + "entries": [ + "Celeste Conowitch" + ] + }, + { + "type": "item", + "name": "Marketing Director", + "entries": [ + "Chelsea \"Dot\" Steverson" + ] + }, + { + "type": "item", + "name": "Community Manager", + "entries": [ + "Zachery Newbill" + ] + }, + { + "type": "item", + "name": "Sales Manager", + "entries": [ + "Kym Weiler" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Special Thanks", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + "To the 2,312 backers who made the 2016 volume possible and the dozens of playtesters who helped refine it!", + "An extra special thanks to the designers and contributors to earlier versions of the monsters that appear in this book, such as the versions that appeared in the 2016 Tome of Beasts, the Southlands Bestiary, the Midgard Bestiary, and many others. These designers and contributors include but are not limited to: Lou Anders, Jobe Bittman, Michael John Conard, Ryan Costello Jr., James L. Crawford, Adam Daigle, Matthew Eyman, Crystal Frasier, Christopher Gilliford, Andrew Hind, Jeremy Hochhalter, Brandon Hodge, Michael Lane, Phillip Larwood, Jeff Lee, Greg Marks, Mike McArtor, Ben McFarland, Dave Olson, Carlos Ovalle, Richard Pett, James Pratt, Marc Radle, Adam Roy, Jon Sawatsky, Christina Stiles, Brian Suskind, Sersa Victory, Dan Voyce, Mike Welham, Ben Wertz" + ] + } + ] + } + ] + } + ] + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "book/ToB1-2023/384-31-003.kobold.wizard.webp" + }, + "maxWidth": 300, + "width": 850, + "height": 1233 + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "internal", + "path": "book/ToB1-2023/385-31-002.cover-regular.webp" + }, + "title": "On the Cover: An adult wind dragon snaps at the tail and wings of a griffon, driving the smaller creature from its territory in this art by Craig Spearing.", + "width": 850, + "height": 1086 + }, + { + "type": "image", + "href": { + "type": "internal", + "path": "book/ToB1-2023/386-31-003.cover-alt.webp" + }, + "title": "On the Limited Edition Cover: A wind dragon grins mischievously from among swirls of clouds in this art by Addison Rankin.", + "width": 850, + "height": 1088 + } + ] + } + ] + } + ] +} diff --git a/data/books.json b/data/books.json index 0d60ca0..e21e3bf 100644 --- a/data/books.json +++ b/data/books.json @@ -4453,6 +4453,35 @@ } ] }, + { + "name": "Tome of Beasts 1 (2023 Edition)", + "id": "ToB1-2023", + "source": "ToB1-2023", + "group": "supplement-alt", + "coverUrl": "img/covers/ToB1-2023.webp", + "published": "2023-05-31", + "contents": [ + { + "name": "Introduction", + "headers": [ + "Using this Book", + "Refreshing a Classic" + ] + }, + { + "name": "Monsters" + }, + { + "name": "Appendix: NPCs", + "headers": [ + "NPC Features Table" + ] + }, + { + "name": "Credits" + } + ] + }, { "name": "Bigby Presents: Glory of the Giants", "id": "BGG", diff --git a/data/changelog.json b/data/changelog.json index 0467559..8a12c05 100644 --- a/data/changelog.json +++ b/data/changelog.json @@ -2667,5 +2667,11 @@ "date": "2024-03-10", "title": "Page of Wisdom", "txt": "- Added \"The Dungeons & Dragons Tarot Deck\" as partnered content (thanks @ Lyra for the data entry and conversion)\n- Added page numbers to: Grim Hollow: Lairs of Etharis adventure content; Phandelver and Below: The Shattered Obelisk adventure content\n- Added remaining page numbers to entries from: Dungeons of Drakkenheim; Planescape: Adventures in the Multiverse; Grim Hollow: Lairs of Etharis; Phandelver and Below: The Shattered Obelisk\n- Added credits sections to all adventures/books\n- Omnisearch results (and other links) can now be directly dropped onto DM Screen panels, without first opening a permanent hover window\n- The DM Screen \"fullscreen\" mode can now be exited by pressing `ESC`\n- Fixed various hover window bugs; temporary windows should now more reliably auto-close, and clicking any element now correctly triggers a fallback cleanup\n- Fixed display of Filter \"Select by Date\" slider\n- (Brew) Added support for `@tag`s in immunity/resistance/vulnerability notes\n- (Brew) Added `+`/`-` keybinds to the Text Converter to increment/decrement page number\n- (Brew) Improved Creature Text Converter handling of homebrew spellcasting spell level formats\n- (Brew) Added support for `mailto:` in `@link` tags\n- (Brew) Fixed crash when adding homebrew from file when offline\n- (Fixed typos/added tags)" + }, + { + "ver": "1.202.0", + "date": "2024-03-24", + "title": "Old 'Bold", + "txt": "- Added Tome of Beast 1 (2023 Edition) content _[for now; as with all \"partnered\" content, to be moved to the homebrew repo at a later date]_\n- (Brew) Improved Creature Text Converter\n - SRD spell names in `\"spellcasting\"` are now mapped to their expected full names\n - Improved parsing of conditional resistances/immunities/vulnerabilities\n - Fixed rare case where creature type could be misinterpreted as size\n- (Brew) Added Vehicles support for vulnerabilities/resistances\n- (Brew) Updated source editor to better match schema/requirements\n - Added version input\n - Empty optional fields are no longer included in output\n - Output `\"color\"`s are now schema-valid\n- (Fixed typos/added tags)" } ] diff --git a/data/class/class-sorcerer.json b/data/class/class-sorcerer.json index 560d627..b0679f5 100644 --- a/data/class/class-sorcerer.json +++ b/data/class/class-sorcerer.json @@ -3537,7 +3537,7 @@ "amount": 3 }, "entries": [ - "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:", + "At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a {@creature hound of ill omen|XGE} to target one creature you can see within 120 feet of you. The hound uses the {@creature dire wolf}'s statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:", { "type": "list", "items": [ diff --git a/data/class/foundry.json b/data/class/foundry.json index 5c1cb68..601a238 100644 --- a/data/class/foundry.json +++ b/data/class/foundry.json @@ -638,6 +638,14 @@ ] } }, + { + "name": "Fighting Style", + "source": "PHB", + "className": "Ranger", + "classSource": "PHB", + "level": 2, + "isIgnored": true + }, { "name": "Favored Enemy and Natural Explorer improvements", "source": "PHB", @@ -666,14 +674,6 @@ ] } }, - { - "name": "Fighting Style", - "source": "PHB", - "className": "Ranger", - "classSource": "PHB", - "level": 2, - "isIgnored": true - }, { "name": "Expertise", "source": "PHB", @@ -867,6 +867,11 @@ "classSource": "TCE", "level": 1, "entryData": { + "skillProficiencies": [ + { + "any": 5 + } + ], "armorProficiencies": [ { "light": true @@ -883,11 +888,6 @@ "count": 1 } } - ], - "skillProficiencies": [ - { - "any": 5 - } ] } }, @@ -926,23 +926,6 @@ "classSource": "TCE", "level": 1, "entryData": { - "armorProficiencies": [ - { - "light": true - } - ], - "savingThrowProficiencies": [ - { - "choose": { - "from": [ - "wis", - "int", - "cha" - ], - "count": 1 - } - } - ], "skillProficiencies": [ { "choose": { @@ -959,6 +942,23 @@ "count": 2 } } + ], + "armorProficiencies": [ + { + "light": true + } + ], + "savingThrowProficiencies": [ + { + "choose": { + "from": [ + "wis", + "int", + "cha" + ], + "count": 1 + } + } ] } }, @@ -969,6 +969,22 @@ "classSource": "TCE", "level": 1, "entryData": { + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "animal handling", + "athletics", + "intimidation", + "nature", + "perception", + "survival" + ], + "count": 2 + } + } + ], "armorProficiencies": [ { "light": true, @@ -987,22 +1003,6 @@ "count": 1 } } - ], - "skillProficiencies": [ - { - "choose": { - "from": [ - "acrobatics", - "animal handling", - "athletics", - "intimidation", - "nature", - "perception", - "survival" - ], - "count": 2 - } - } ] } } @@ -1055,7 +1055,6 @@ "subclassShortName": "Zealot", "subclassSource": "XGE", "level": 3, - "isChooseSystemRenderEntries": true, "system": { "activation.type": "special", "activation.condition": "While you're raging, the first creature you hit on each of your turns with a weapon attack" @@ -1083,7 +1082,8 @@ ] } } - ] + ], + "isChooseSystemRenderEntries": true }, { "name": "Bonus Proficiencies", @@ -1110,16 +1110,16 @@ "subclassSource": "PHB", "level": 3, "entryData": { + "weaponProficiencies": [ + { + "martial": true + } + ], "armorProficiencies": [ { "medium": true, "shield|phb": true } - ], - "weaponProficiencies": [ - { - "martial": true - } ] } }, @@ -1150,7 +1150,8 @@ "target.value": 1, "target.type": "object", "range.value": 30, - "range.units": "ft" + "range.units": "ft", + "actionType": "summ" } }, { @@ -1237,15 +1238,15 @@ "subclassSource": "XGE", "level": 3, "entryData": { - "armorProficiencies": [ - { - "medium": true - } - ], "weaponProficiencies": [ { "scimitar|phb": true } + ], + "armorProficiencies": [ + { + "medium": true + } ] } }, @@ -1366,6 +1367,11 @@ "subclassSource": "PHB", "level": 1, "entryData": { + "languageProficiencies": [ + { + "any": 2 + } + ], "skillProficiencies": [ { "choose": { @@ -1378,11 +1384,6 @@ "count": 2 } } - ], - "languageProficiencies": [ - { - "any": 2 - } ] } }, @@ -1592,15 +1593,15 @@ "subclassSource": "PHB", "level": 1, "entryData": { - "armorProficiencies": [ - { - "heavy": true - } - ], "weaponProficiencies": [ { "martial": true } + ], + "armorProficiencies": [ + { + "heavy": true + } ] } }, @@ -1645,15 +1646,15 @@ "subclassSource": "PHB", "level": 1, "entryData": { - "armorProficiencies": [ - { - "heavy": true - } - ], "weaponProficiencies": [ { "martial": true } + ], + "armorProficiencies": [ + { + "heavy": true + } ] } }, @@ -1813,15 +1814,15 @@ "subclassSource": "TCE", "level": 1, "entryData": { - "armorProficiencies": [ - { - "heavy": true - } - ], "weaponProficiencies": [ { "martial": true } + ], + "armorProficiencies": [ + { + "heavy": true + } ] } }, @@ -1833,6 +1834,11 @@ "subclassShortName": "Twilight", "subclassSource": "TCE", "level": 1, + "system": { + "target.type": "creature", + "range.value": 10, + "range.units": "ft" + }, "actorTokenMod": { "dimSight": [ { @@ -1840,11 +1846,6 @@ "value": 300 } ] - }, - "system": { - "target.type": "creature", - "range.value": 10, - "range.units": "ft" } }, { @@ -1993,6 +1994,18 @@ "range.units": "self" } }, + { + "name": "Fungal Infestation", + "source": "TCE", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spores", + "subclassSource": "TCE", + "level": 6, + "system": { + "actionType": "summ" + } + }, { "name": "Spreading Spores", "source": "TCE", @@ -2039,7 +2052,20 @@ "system": { "target.type": "space", "range.value": 30, - "range.units": "ft" + "range.units": "ft", + "actionType": "summ" + } + }, + { + "name": "Call of the Shadowseeds", + "source": "TDCSR", + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Blighted", + "subclassSource": "TDCSR", + "level": 6, + "system": { + "actionType": "summ" } }, { @@ -2159,6 +2185,11 @@ "subclassShortName": "Battle Master", "subclassSource": "PHB", "level": 3, + "system": { + "activation.type": null, + "uses.value": null, + "uses.max": null + }, "entryData": { "resources": [ { @@ -2170,11 +2201,6 @@ "faces": "8 + (sign(ceil((<$level$> - 2) / 8) - 1) * 2)" } ] - }, - "system": { - "activation.type": null, - "uses.value": null, - "uses.max": null } }, { @@ -2467,15 +2493,15 @@ "subclassSource": "TCE", "level": 3, "entryData": { - "toolProficiencies": [ - { - "smith's tools": true - } - ], "languageProficiencies": [ { "giant": true } + ], + "toolProficiencies": [ + { + "smith's tools": true + } ] } }, @@ -2943,6 +2969,11 @@ "subclassSource": "TDCSR", "level": 6, "entryData": { + "languageProficiencies": [ + { + "any": 1 + } + ], "skillProficiencies": [ { "choose": { @@ -2956,11 +2987,6 @@ "count": 1 } } - ], - "languageProficiencies": [ - { - "any": 1 - } ] } }, @@ -2973,6 +2999,11 @@ "subclassSource": "TDCSR", "level": 11, "entryData": { + "languageProficiencies": [ + { + "any": 1 + } + ], "skillProficiencies": [ { "choose": { @@ -2986,11 +3017,6 @@ "count": 1 } } - ], - "languageProficiencies": [ - { - "any": 1 - } ] } }, @@ -3003,6 +3029,11 @@ "subclassSource": "TDCSR", "level": 17, "entryData": { + "languageProficiencies": [ + { + "any": 1 + } + ], "skillProficiencies": [ { "choose": { @@ -3016,11 +3047,6 @@ "count": 1 } } - ], - "languageProficiencies": [ - { - "any": 1 - } ] } }, @@ -3370,6 +3396,42 @@ ] } }, + { + "name": "Drake Companion", + "source": "FTD", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Drakewarden", + "subclassSource": "FTD", + "level": 3, + "system": { + "actionType": "summ" + } + }, + { + "name": "Primal Companion", + "source": "TCE", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 3, + "system": { + "actionType": "summ" + } + }, + { + "name": "Ranger's Companion", + "source": "PHB", + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Beast Master", + "subclassSource": "PHB", + "level": 3, + "system": { + "actionType": "summ" + } + }, { "name": "Otherworldly Glamour", "source": "TCE", @@ -3571,17 +3633,17 @@ "subclassSource": "XGE", "level": 3, "entryData": { + "languageProficiencies": [ + { + "any": 2 + } + ], "toolProficiencies": [ { "disguise kit": true, "forgery kit": true, "gaming set": true } - ], - "languageProficiencies": [ - { - "any": 2 - } ] } }, @@ -3805,6 +3867,7 @@ "subclassSource": "XGE", "level": 6, "system": { + "actionType": "summ", "target.value": 1, "target.type": "creature", "range.value": 120, @@ -3850,16 +3913,16 @@ "subclassShortName": "Storm", "subclassSource": "XGE", "level": 6, + "system": { + "target.value": 10, + "target.units": "ft", + "target.type": "sphere" + }, "entryData": { "resist": [ "lightning", "thunder" ] - }, - "system": { - "target.value": 10, - "target.units": "ft", - "target.type": "sphere" } }, { @@ -4053,15 +4116,15 @@ "subclassShortName": "Undead", "subclassSource": "VRGR", "level": 10, - "entryData": { - "resist": [ - "necrotic" - ] - }, "system": { "target.value": 30, "target.units": "ft", "target.type": "radius" + }, + "entryData": { + "resist": [ + "necrotic" + ] } }, { @@ -4114,6 +4177,18 @@ ] } }, + { + "name": "Accursed Specter", + "source": "XGE", + "className": "Warlock", + "classSource": "PHB", + "subclassShortName": "Hexblade", + "subclassSource": "XGE", + "level": 6, + "system": { + "actionType": "summ" + } + }, { "name": "Chronal Shift", "source": "EGW", @@ -4335,17 +4410,17 @@ "performance": true } ], - "armorProficiencies": [ - { - "light": true - } - ], "weaponProficiencies": [ { "choose": { "fromFilter": "type=melee weapon|property=!two-handed|rarity=none" } } + ], + "armorProficiencies": [ + { + "light": true + } ] } }, @@ -4650,6 +4725,18 @@ ] } }, + { + "name": "Steel Defender", + "source": "TCE", + "className": "Artificer", + "classSource": "TCE", + "subclassShortName": "Battle Smith", + "subclassSource": "TCE", + "level": 3, + "system": { + "actionType": "summ" + } + }, { "name": "Tool Proficiency", "source": "TCE", diff --git a/data/foundry-feats.json b/data/foundry-feats.json index 85005ea..f307923 100644 --- a/data/foundry-feats.json +++ b/data/foundry-feats.json @@ -144,6 +144,22 @@ ] } ] + }, + { + "name": "War Caster", + "source": "PHB", + "effects": [ + { + "transfer": true, + "changes": [ + { + "key": "system.attributes.concentration.roll.mode", + "mode": "OVERRIDE", + "value": "1" + } + ] + } + ] } ] } diff --git a/data/foundry-items.json b/data/foundry-items.json index 241af63..e767e36 100644 --- a/data/foundry-items.json +++ b/data/foundry-items.json @@ -106,7 +106,7 @@ "name": "Hazirawn", "source": "HotDQ", "system": { - "attackBonus": "+1 + floor(@item.attunement / 2)", + "attack.bonus": "+1 + floor(@item.attunement / 2)", "damage.parts": [ [ "2d6+1+floor(@item.attunement / 2)", diff --git a/data/foundry-optionalfeatures.json b/data/foundry-optionalfeatures.json index cbc1d6c..41dd3bb 100644 --- a/data/foundry-optionalfeatures.json +++ b/data/foundry-optionalfeatures.json @@ -95,6 +95,22 @@ "activation.cost": null } }, + { + "name": "Eldritch Mind", + "source": "TCE", + "effects": [ + { + "transfer": true, + "changes": [ + { + "key": "system.attributes.concentration.roll.mode", + "mode": "OVERRIDE", + "value": "1" + } + ] + } + ] + }, { "name": "Eldritch Sight", "source": "PHB", diff --git a/data/foundry-races.json b/data/foundry-races.json index 466ce2b..3fe86d2 100644 --- a/data/foundry-races.json +++ b/data/foundry-races.json @@ -18,204 +18,6 @@ } ], "raceFeature": [ - { - "name": "Radiant Soul", - "source": "VGM", - "raceName": "Aasimar (Protector)", - "raceSource": "VGM", - "system": { - "activation.type": "action", - "activation.cost": 1 - } - }, - { - "name": "Hooves", - "source": "GGR", - "raceName": "Centaur", - "raceSource": "GGR", - "system": { - "activation.type": "action", - "activation.cost": 1 - } - }, - { - "name": "Dwarven Toughness", - "source": "PHB", - "raceName": "Dwarf (Hill)", - "raceSource": "PHB", - "effects": [ - { - "name": "HP Increase", - "transfer": true, - "changes": [ - { - "key": "data.attributes.hp.bonuses.level", - "mode": "ADD", - "value": "+ 1" - } - ] - } - ] - }, - { - "name": "Grit", - "source": "PSZ", - "raceName": "Goblin (Zendikar; Grotag Tribe)", - "raceSource": "PSZ", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.calc", - "mode": "OVERRIDE", - "value": "custom" - }, - { - "key": "data.attributes.ac.formula", - "mode": "OVERRIDE", - "value": "11 + @abilities.dex.mod" - } - ] - } - ] - }, - { - "name": "Grit", - "source": "PSZ", - "raceName": "Goblin (Zendikar; Lavastep Tribe)", - "raceSource": "PSZ", - "_copy": { - "name": "Grit", - "source": "PSZ", - "raceName": "Goblin (Zendikar; Grotag Tribe)", - "raceSource": "PSZ" - } - }, - { - "name": "Grit", - "source": "PSZ", - "raceName": "Goblin (Zendikar; Tuktuk Tribe)", - "raceSource": "PSZ", - "_copy": { - "name": "Grit", - "source": "PSZ", - "raceName": "Goblin (Zendikar; Grotag Tribe)", - "raceSource": "PSZ" - } - }, - { - "name": "Natural Armor", - "source": "DMG", - "raceName": "Lizardfolk", - "raceSource": "DMG", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.bonus", - "mode": "ADD", - "value": "+ 3" - } - ] - } - ] - }, - { - "name": "Natural Armor", - "source": "VGM", - "raceName": "Lizardfolk", - "raceSource": "VGM", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.calc", - "mode": "OVERRIDE", - "value": "custom" - }, - { - "key": "data.attributes.ac.formula", - "mode": "OVERRIDE", - "value": "13 + @abilities.dex.mod" - } - ] - } - ] - }, - { - "name": "Natural Armor", - "source": "LR", - "raceName": "Locathah", - "raceSource": "LR", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.calc", - "mode": "OVERRIDE", - "value": "custom" - }, - { - "key": "data.attributes.ac.formula", - "mode": "OVERRIDE", - "value": "12 + @abilities.dex.mod" - } - ] - } - ] - }, - { - "name": "Natural Armor", - "source": "GGR", - "raceName": "Loxodon", - "raceSource": "GGR", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.calc", - "mode": "OVERRIDE", - "value": "custom" - }, - { - "key": "data.attributes.ac.formula", - "mode": "OVERRIDE", - "value": "12 + @abilities.con.mod" - } - ] - } - ] - }, - { - "name": "Shifting Feature", - "source": "ERLW", - "raceName": "Shifter (Beasthide)", - "raceSource": "ERLW", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.bonus", - "mode": "ADD", - "value": "+ 1" - } - ], - "disabled": true - } - ] - }, { "name": "Animal Enhancement", "source": "GGR", @@ -237,13 +39,13 @@ ] }, { - "name": "Natural Armor", - "source": "TTP", - "raceName": "Tortle", - "raceSource": "TTP", + "name": "Armored Casing", + "source": "AAG", + "raceName": "Autognome", + "raceSource": "AAG", "effects": [ { - "name": "Natural Armor", + "name": "Armored Casing", "transfer": true, "changes": [ { @@ -254,240 +56,12 @@ { "key": "data.attributes.ac.formula", "mode": "OVERRIDE", - "value": "17" + "value": "13 + @abilities.dex.mod" } ] } ] }, - { - "name": "Shell Defense", - "source": "TTP", - "raceName": "Tortle", - "raceSource": "TTP", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.bonus", - "mode": "ADD", - "value": "+ 4" - } - ], - "disabled": true - } - ] - }, - { - "name": "Natural Armor", - "source": "DMG", - "raceName": "Troglodyte", - "raceSource": "DMG", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.bonus", - "mode": "ADD", - "value": "+ 1" - } - ] - } - ] - }, - { - "name": "Integrated Protection", - "source": "ERLW", - "raceName": "Warforged", - "raceSource": "ERLW", - "effects": [ - { - "name": "Natural Armor", - "transfer": true, - "changes": [ - { - "key": "data.attributes.ac.bonus", - "mode": "ADD", - "value": "+ 1" - } - ] - } - ] - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Black)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 30, - "target.units": "ft", - "target.type": "line", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Blue)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 30, - "target.units": "ft", - "target.type": "line", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Brass)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 30, - "target.units": "ft", - "target.type": "line", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Bronze)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 30, - "target.units": "ft", - "target.type": "line", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Copper)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 30, - "target.units": "ft", - "target.type": "line", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Gold)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 15, - "target.units": "ft", - "target.type": "cone", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Green)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 15, - "target.units": "ft", - "target.type": "cone", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "con", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Red)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 15, - "target.units": "ft", - "target.type": "cone", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "dex", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (Silver)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 15, - "target.units": "ft", - "target.type": "cone", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "con", - "save.scaling": "con" - } - }, - { - "name": "Breath Weapon", - "source": "PHB", - "raceName": "Dragonborn (White)", - "raceSource": "PHB", - "system": { - "activation.type": "action", - "activation.cost": 1, - "target.value": 15, - "target.units": "ft", - "target.type": "cone", - "range.units": "self", - "duration.units": "instantaneous", - "save.ability": "con", - "save.scaling": "con" - } - }, { "name": "Breath Weapon", "source": "EGW", @@ -1068,6 +642,262 @@ "save.scaling": "con" } }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Black)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 30, + "target.units": "ft", + "target.type": "line", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Blue)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 30, + "target.units": "ft", + "target.type": "line", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Brass)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 30, + "target.units": "ft", + "target.type": "line", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Bronze)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 30, + "target.units": "ft", + "target.type": "line", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Copper)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 30, + "target.units": "ft", + "target.type": "line", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Gold)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 15, + "target.units": "ft", + "target.type": "cone", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Green)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 15, + "target.units": "ft", + "target.type": "cone", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "con", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Red)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 15, + "target.units": "ft", + "target.type": "cone", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "dex", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (Silver)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 15, + "target.units": "ft", + "target.type": "cone", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "con", + "save.scaling": "con" + } + }, + { + "name": "Breath Weapon", + "source": "PHB", + "raceName": "Dragonborn (White)", + "raceSource": "PHB", + "system": { + "activation.type": "action", + "activation.cost": 1, + "target.value": 15, + "target.units": "ft", + "target.type": "cone", + "range.units": "self", + "duration.units": "instantaneous", + "save.ability": "con", + "save.scaling": "con" + } + }, + { + "name": "Dwarven Toughness", + "source": "PHB", + "raceName": "Dwarf (Hill)", + "raceSource": "PHB", + "effects": [ + { + "name": "HP Increase", + "transfer": true, + "changes": [ + { + "key": "data.attributes.hp.bonuses.level", + "mode": "ADD", + "value": "+ 1" + } + ] + } + ] + }, + { + "name": "Grit", + "source": "PSZ", + "raceName": "Goblin (Zendikar; Grotag Tribe)", + "raceSource": "PSZ", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + }, + { + "key": "data.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "11 + @abilities.dex.mod" + } + ] + } + ] + }, + { + "name": "Grit", + "source": "PSZ", + "raceName": "Goblin (Zendikar; Lavastep Tribe)", + "raceSource": "PSZ", + "_copy": { + "name": "Grit", + "source": "PSZ", + "raceName": "Goblin (Zendikar; Grotag Tribe)", + "raceSource": "PSZ" + } + }, + { + "name": "Grit", + "source": "PSZ", + "raceName": "Goblin (Zendikar; Tuktuk Tribe)", + "raceSource": "PSZ", + "_copy": { + "name": "Grit", + "source": "PSZ", + "raceName": "Goblin (Zendikar; Grotag Tribe)", + "raceSource": "PSZ" + } + }, + { + "name": "Hare-Trigger", + "source": "MPMM", + "raceName": "Harengon", + "raceSource": "MPMM", + "effects": [ + { + "name": "Bonus Initiative", + "transfer": true, + "changes": [ + { + "key": "data.attributes.init.total", + "mode": "ADD", + "value": "+ @attributes.prof" + } + ] + } + ] + }, { "name": "Healing Hands", "source": "MPMM", @@ -1097,13 +927,152 @@ } }, { - "name": "Armored Casing", - "source": "AAG", - "raceName": "Autognome", - "raceSource": "AAG", + "name": "Hooves", + "source": "GGR", + "raceName": "Centaur", + "raceSource": "GGR", + "system": { + "activation.type": "action", + "activation.cost": 1 + } + }, + { + "name": "Integrated Protection", + "source": "ERLW", + "raceName": "Warforged", + "raceSource": "ERLW", "effects": [ { - "name": "Armored Casing", + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.bonus", + "mode": "ADD", + "value": "+ 1" + } + ] + } + ] + }, + { + "name": "Natural Armor", + "source": "DMG", + "raceName": "Lizardfolk", + "raceSource": "DMG", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.bonus", + "mode": "ADD", + "value": "+ 3" + } + ] + } + ] + }, + { + "name": "Natural Armor", + "source": "DMG", + "raceName": "Troglodyte", + "raceSource": "DMG", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.bonus", + "mode": "ADD", + "value": "+ 1" + } + ] + } + ] + }, + { + "name": "Natural Armor", + "source": "GGR", + "raceName": "Loxodon", + "raceSource": "GGR", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + }, + { + "key": "data.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "12 + @abilities.con.mod" + } + ] + } + ] + }, + { + "name": "Natural Armor", + "source": "LR", + "raceName": "Locathah", + "raceSource": "LR", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + }, + { + "key": "data.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "12 + @abilities.dex.mod" + } + ] + } + ] + }, + { + "name": "Natural Armor", + "source": "TTP", + "raceName": "Tortle", + "raceSource": "TTP", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.calc", + "mode": "OVERRIDE", + "value": "custom" + }, + { + "key": "data.attributes.ac.formula", + "mode": "OVERRIDE", + "value": "17" + } + ] + } + ] + }, + { + "name": "Natural Armor", + "source": "VGM", + "raceName": "Lizardfolk", + "raceSource": "VGM", + "effects": [ + { + "name": "Natural Armor", "transfer": true, "changes": [ { @@ -1121,21 +1090,52 @@ ] }, { - "name": "Hare-Trigger", - "source": "MPMM", - "raceName": "Harengon", - "raceSource": "MPMM", + "name": "Radiant Soul", + "source": "VGM", + "raceName": "Aasimar (Protector)", + "raceSource": "VGM", + "system": { + "activation.type": "action", + "activation.cost": 1 + } + }, + { + "name": "Shell Defense", + "source": "TTP", + "raceName": "Tortle", + "raceSource": "TTP", "effects": [ { - "name": "Bonus Initiative", + "name": "Natural Armor", "transfer": true, "changes": [ { - "key": "data.attributes.init.total", + "key": "data.attributes.ac.bonus", "mode": "ADD", - "value": "+ @attributes.prof" + "value": "+ 4" } - ] + ], + "disabled": true + } + ] + }, + { + "name": "Shifting Feature", + "source": "ERLW", + "raceName": "Shifter (Beasthide)", + "raceSource": "ERLW", + "effects": [ + { + "name": "Natural Armor", + "transfer": true, + "changes": [ + { + "key": "data.attributes.ac.bonus", + "mode": "ADD", + "value": "+ 1" + } + ], + "disabled": true } ] } diff --git a/data/generated/bookref-dmscreen.json b/data/generated/bookref-dmscreen.json index 26f1900..15410b0 100644 --- a/data/generated/bookref-dmscreen.json +++ b/data/generated/bookref-dmscreen.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]},"bookref-dmscreen":{"name":"DM Reference","id":"bookref-dmscreen","contents":[{"name":"Running the Game","headers":["Ability Checks","Exploration","Madness","Objects","Poisons","Social Interaction"]},{"name":"Combat","headers":["Adjudicating Areas of Effect","Adjudicating Reaction Timing","Areas of Effect","Chases","Combining Game Effects","Cover","Creature Size on Squares and Hexes","Handling Mobs","Improvising Damage","Line of Sight","Optional Rule: Diagonals","Optional Rule: Facing","Optional Rule: Flanking"]},{"name":"Factions","headers":["Apprentice and Mentor Activities","Emerald Enclave","Faction Advancement and Benefits","Harpers","Lords' Alliance","Order of the Gauntlet","Zhentarim"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.","If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}],"bookref-dmscreen":[{"type":"entries","entries":[{"type":"section","name":"Ability Checks","page":237,"data":{"dmref":1},"entries":["An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player's Handbook includes examples of what each ability score is used for. The Ability Checks table summarizes that material for easy reference.",{"type":"entries","name":"Multiple Ability Checks","page":237,"entries":["Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.","In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma ({@skill Deception}) against the guard's Wisdom ({@skill Insight}), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.",{"type":"table","caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]]}],"source":"DMG"},{"type":"entries","name":"Contests","page":238,"entries":["A contest is a kind of ability check that matches two creatures against each other. Use a contest if a character attempts something that either directly foils or is directly opposed by another creature's efforts. In a contest, the ability checks are compared to each other, rather than to a target number.","When you call for a contest, you pick the ability that each side must use, deciding whether both sides use the same ability or whether different abilities should counter each other. For example, when a creature tries to hide, it engages in a contest of Dexterity against Wisdom. But if two creatures arm wrestle, or if one creature is holding a door closed against another's attempt to push it open, both use Strength.",{"type":"inset","name":"Intelligence Check vs. Wisdom Check","page":238,"entries":["If you have trouble deciding whether to call for an Intelligence or a Wisdom check to determine whether a character notices something, think of it in terms of what a very high or low score in those two abilities might mean.","A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he or she wouldn't necessarily make the deduction that a secret door is there.","In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean.","Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intelligence checks answer why things are that way (there's probably a secret door)."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Exploration","page":242,"data":{"dmref":1},"entries":["This section provides guidance for running exploration, especially travel, tracking, and visibility.",{"type":"entries","name":"Using a Map","page":242,"entries":["Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets you describe the branching passages, doors, chambers, and other features the adventurers encounter as they go, and gives the players the opportunity to choose their own path. Similarly, a wilderness map can show roads, rivers, terrain, and other features that might guide the characters on their travels-or lead them astray.","The Map Travel Pace table helps you track travel on maps of different scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces-slow, normal, and fast-described in the Player's Handbook. Characters moving at a normal pace can walk about 24 miles in a day.",{"type":"table","caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]]}],"source":"DMG"},{"type":"entries","name":"Special Travel Pace","page":242,"entries":["The rules on travel pace in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.","A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:",{"type":"list","items":["In 1 minute, you can move a number of feet equal to your speed times 10.","In 1 hour, you can move a number of miles equal to your speed divided by 10.","For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).","For a fast pace, increase the rate of travel by one-third.","For a slow pace, multiply the rate by two-thirds."]},"For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.","The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.","Similarly, a phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, the character can travel 7, 10, or 13 miles."],"source":"DMG"},{"type":"entries","name":"Visibility Outdoors","page":243,"entries":["When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise able to look down on the area around them from a height."],"source":"DMG"},{"type":"entries","name":"Noticing Other Creatures","page":243,"entries":["While exploring, characters might encounter other creatures. An important question in such a situation is who notices whom.","Indoors, whether the sides can see one another usually depends on the configuration of rooms and passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by terrain, weather, and time of day. Creatures can be more likely to hear one another before they see anything.","If neither side is being stealthy, creatures automatically notice each other once they are within sight or hearing range of one another. Otherwise, compare the Dexterity ({@skill Stealth}) check results of the creatures in the group that is hiding with the passive Wisdom ({@skill Perception}) scores of the other group, as explained in the {@i Player's Handbook}."],"source":"DMG"},{"type":"entries","name":"Tracking","page":244,"entries":["Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom ({@skill Survival}) check. You might require trackers to make a new check in any of the following circumstances:",{"type":"list","items":["They stop tracking and resume after finishing a short or long rest.","The trail crosses an obstacle, such as a river, that shows no tracks.","The weather conditions or terrain changes in a way that makes tracking harder."]},"The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible. The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.","On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.",{"type":"table","caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]]}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Madness","page":258,"data":{"dmref":1},"entries":["In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.",{"type":"entries","name":"Going Mad","page":259,"entries":["Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as {@spell contact other plane} and {@spell symbol}, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.","Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the {@variantrule New Ability Scores: Honor and Sanity||Sanity score} (see chapter 9, \"Dungeon Master's Workshop\"), a creature makes a Sanity saving throw instead."],"source":"DMG"},{"type":"entries","name":"Madness Effects","page":259,"entries":["Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.","A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.","A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.","A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.",{"type":"table","caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]]},{"type":"table","caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]]},{"type":"table","caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know\u2014adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]]}],"source":"DMG"},{"type":"entries","name":"Curing Madness","page":260,"entries":["A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Objects","page":246,"data":{"dmref":1},"entries":["When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.","For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.",{"type":"entries","name":"Statistics for Objects","page":246,"entries":["When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.",{"type":"entries","name":"Armor Class","page":246,"entries":["An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.",{"type":"table","caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]]}],"source":"DMG"},{"type":"entries","name":"Hit Points","page":247,"entries":["An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.",{"type":"table","caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]]}],"source":"DMG"},{"type":"entries","name":"Huge and Gargantuan Objects","page":247,"entries":["Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points."],"source":"DMG"},{"type":"entries","name":"Objects and Damage Types","page":247,"entries":["Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment."],"source":"DMG"},{"type":"entries","name":"Damage Threshold","page":247,"entries":["Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Poisons","page":257,"data":{"dmref":1},"entries":["Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.","Poisons come in the following four types.",{"type":"entries","name":"Contact","page":257,"entries":["Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects."],"source":"DMG"},{"type":"entries","name":"Ingested","page":257,"entries":["A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid."],"source":"DMG"},{"type":"entries","name":"Inhaled","page":257,"entries":["These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body."],"source":"DMG"},{"type":"entries","name":"Injury","page":257,"entries":["Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects."],"source":"DMG"},{"type":"table","caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]]},{"type":"entries","name":"Sample Poisons","page":257,"entries":["Each type of poison has its own debilitating effects.",{"type":"list","items":["{@item Assassin's blood}","{@item Burnt othur fumes}","{@item Carrion crawler mucus}","{@item Drow poison}","{@item Essence of ether}","{@item Malice}","{@item Midnight tears}","{@item Oil of taggit}","{@item Pale tincture}","{@item Purple worm poison}","{@item Serpent venom}","{@item Torpor}","{@item Truth serum}","{@item Wyvern poison}"]}],"source":"DMG"},{"type":"entries","name":"Purchasing Poison","page":258,"entries":["In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.","The Poisons table gives suggested prices for single doses of various poisons."],"source":"DMG"},{"type":"entries","name":"Crafting and Harvesting Poison","page":258,"entries":["During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a {@item poisoner's kit|phb}. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.","A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires {@dice 1d6} minutes followed by a DC 20 Intelligence ({@skill Nature}) check. (Proficiency with the {@item poisoner's kit|phb} applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Social Interaction","page":244,"data":{"dmref":1},"entries":["During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone's trust, escape punishment, avoid combat, negotiate a treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas.","Some DMs prefer to run a social interaction as a free-form roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall somewhere in between, balancing player skill(roleplaying and persuading) with character skill (reflected by ability checks).",{"type":"entries","name":"Resolving Interactions","page":244,"entries":["The {@i Player's Handbook} provides guidelines for balancing roleplaying and ability checks in a social interaction (see chapter 8, \"Adventuring,\" in that book). This section adds to that material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn't meant to be a substitute for roleplaying.",{"type":"entries","name":"1. Starting Attitude","page":244,"entries":["Choose the starting attitude of a creature the adventurers are interacting with: friendly, indifferent, or hostile.","A {@b friendly} creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might be required to convince a friendly creature to take that risk.","An {@b indifferent} creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature's indifference doesn't necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature to do something.","A {@b hostile} creature opposes the adventurers and their goals but doesn't necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep them from becoming rivals for the king's attention, thwarting them with slander and scheming rather than direct threats and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill-disposed toward the party that no Charisma check can improve its attitude, in which case any attempt to sway it through diplomacy fails automatically."],"source":"DMG"},{"type":"entries","name":"2. Conversation","page":244,"entries":["Play out the conversation. Let the adventurers make their points, trying to frame their statements in terms that are meaningful to the creature they are interacting with.",{"type":"entries","name":"Changing Attitude","page":245,"entries":["The attitude of a creature might change over the course of a conversation. If the adventurers say or do the right things during an interaction (perhaps by touching on a creature's ideal, bond, or flaw), they can make a hostile creature temporarily indifferent, or make an indifferent creature temporarily friendly. Likewise, a gaffe, insult, or harmful deed might make a friendly creature temporarily indifferent or turn an indifferent creature hostile.","Whether the adventurers can shift a creature's attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature. Typically, a creature's attitude can't shift more than one step during a single interaction, whether temporarily or permanently."],"source":"DMG"},{"type":"entries","name":"Determining Characteristics","page":245,"entries":["The adventurers don't necessarily enter into a social interaction with a full understanding of a creature's ideal, bond, or flaw. If they want to shift a creature's attitude by playing on these characteristics, they first need to determine what the creature cares about. They can guess, but doing so runs the risk of shifting the creature's attitude in the wrong direction if they guess badly.","After interacting with a creature long enough to get a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom ({@skill Insight}) check to uncover one of the creature's characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false characteristic or invert one of the creature's existing characteristics. For example, if an old sage's flaw is that he is prejudiced against the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden.","Given time, adventurers can also learn about a creature's characteristics from other sources, including its friends and allies, personal letters, and publicly told stories. Acquiring such information might be the basis of an entirely different set of social interactions."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"3. Charisma Check","page":245,"entries":["When the adventurers get to the point of their request, demand, or suggestion-or if you decide the conversation has run its course-call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception, or Intimidation skill might apply to the check. The creature's current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table.",{"type":"tableGroup","name":"Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}]},{"type":"entries","name":"Aiding the Check","page":245,"entries":["Other characters who make substantial contributions to the conversation can help the character making the check. If a helping character says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counter productive or offensive, the character making the Charisma check has disadvantage on that check."],"source":"DMG"},{"type":"entries","name":"Multiple Checks","page":245,"entries":["Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"4. Repeat?","page":245,"entries":["Once a Charisma check has been made, further attempts to influence the target of the interaction might be fruitless or run the risk of upsetting or angering the subject creature, potentially shifting its attitude toward hostility. Use your best judgment. For example, if the party's rogue says something that pushes a noble's attitude toward the party from indifferent to hostile, another character might be able to diffuse the noble's hostility with clever roleplaying and a successful Charisma ({@skill Persuasion}) check."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Roleplaying","page":245,"entries":["For some DMs, roleplaying comes naturally. If it doesn't come naturally for you, don't worry. The main thing is for you to have fun portraying your NPCs and monsters and to amuse your players in the process. You don't need to be a practiced thespian or comedian to create drama or humor. The key is to pay attention to the story elements and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying.",{"type":"entries","name":"Being the NPC","page":245,"entries":["Imagine how a character or monster you bring to life would react to the adventurers. Consider what it cares about. Does it have any ideals, flaws, or bonds? By working such things into your portrayal, you not only make the character or monster more believable, but you also enhance the sense that the adventurers are in a living world.","Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard the party's wizard with grave suspicion.","However you roleplay a character or monster, the classic advice for writers holds true: show, don't tell. For example, rather than describe an NPC as shallow and self-centered, have the individual act the way you would expect a shallow, self-centered person to behave. The NPC might have off-the-cuff answers for everything, an over-willingness to share personal anecdotes, and a desperate need to make himself or herself the subject of every conversation."],"source":"DMG"},{"type":"entries","name":"Using Your Voice","page":245,"entries":["Most of what you say during a session will be at a consistent level. For dramatic effect, be ready to shout out a battle cry or speak in a conspiratorial whisper.","Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borrowing distinctive speech patterns from real life, the movies, or television is a good place to start. Practice different voices and impersonations of famous people, then use those voices to bring your NPCs to life.","Experiment with different speech patterns. For instance, a barmaid and a city magistrate probably use their words differently. Similarly, peasants could speak in earthy dialects, while rich folk talk in haughty drawls.","Let a pirate NPC say, \"Arrrr, maties!\" in your best Long John Silver voice. Let intelligent monsters unfamiliar with Common stumble along with awkward grammar.","Let drunkards and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, not so much to each other. If possible, let one NPC do most of the talking, but if multiple NPCs need to talk, give them distinct voices so the players know who's who."],"source":"DMG"},{"type":"entries","name":"Using Your Face and Arms","page":246,"entries":["Use your facial expressions to help show a character's emotions. Scowl, smile, grin, snarl, pout, cross your eyes-do whatever it takes to make the character or monster memorable to the players. When you combine facial expressions with an unusual voice, a character truly comes to life.","Though you don't need to stand up out of your chair, you can use your arms to bring even more life to an NPC. A noble could chop the air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers."],"source":"DMG"},{"type":"entries","name":"Engaging the Players","page":246,"entries":["Some players enjoy roleplaying and interaction more than others. Whatever your players' tastes, your lively portrayal of NPCs and monsters can inspire players to make just as much investment in portraying their characters. This makes social interactions an opportunity for everyone to become more immersed in the game, creating a story whose protagonists have depth.","To make sure everyone has something to do during a roleplaying-heavy game session, consider one or more of the following approaches.",{"type":"entries","name":"Appeal to Player Preferences","page":246,"entries":["There are in-game activities that players enjoy more than others, as discussed in this book's introduction. Players who like acting thrive in interaction situations, and it's fine to let those players take the spotlight. They often inspire other players by their example, but make sure those other players have an opportunity to join in the fun.","Players who like exploring and storytelling are usually amenable to roleplaying, as long as it moves the campaign forward and reveals more about the world. Players who like problem-solving often enjoy figuring out the right thing to say to shift an NPC's attitude. Players who are instigators like provoking reactions from NPCs, so they're often easily engaged-though not always productively.","Players who like to optimize their characters and slay monsters also like to argue, and having conflict within an interaction can help those players embrace roleplaying. Still, creating combat connections to an extended interaction (such as a corrupt vizier sending assassins to kill the adventurers) is often the best way to keep action-focused players engaged."],"source":"DMG"},{"type":"entries","name":"Target Specific Characters","page":246,"entries":["Create situations where characters who might not otherwise be engaged with a social interaction have to do at least some of the talking. Perhaps the NPC in question is a family member or a contact of a particular adventurer and talks only to that character. An NPC of a certain race or class might listen only to characters he or she feels a kinship with. Creating a sense of importance can be a great way to get specific players engaged, but don't shut out players who are already roleplaying.","If a couple of players are dominating the conversation, take a moment now and then to involve the others. You can do this in character if you like: \"And what about your hulking friend? Speak, barbarian! What will you pledge in exchange for my favor?\" Or just ask the player what his or her character is doing while the conversation is going on. The first approach is better for players who are already comfortable speaking in their characters' voices. The second approach works better for players who need encouragement to engage in a roleplaying scenario."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Adjudicating Areas of Effect","page":249,"data":{"dmref":2},"entries":["Many spells and other game features create areas of effect, such as the cone and the sphere. If you're not using miniatures or another visual aid, it can sometimes be difficult to determine who's in an area of effect and who isn't. The easiest way to address such uncertainty is to go with your gut and make a call.","If you would like more guidance, consider using the Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the number of those combatants that are caught in an area of effect.","Add or subtract targets based on how bunched up the potential targets are. Consider rolling {@dice 1d3} to determine the amount to add or subtract.",{"type":"table","caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]]},"For example, if a wizard directs burning hands (a 15-foot cone) at a nearby group of orcs, you could use the table and say that two orcs are targeted (15 ÷ 10 = 1.5, rounded up to 2). Similarly, a sorcerer could launch a lightning bolt (100-foot line) at some ogres and hobgoblins, and you could use the table to say four of the monsters are targeted (100 ÷ 30 = 3.33, rounded up to 4).","This approach aims at simplicity instead of spatial precision. If you prefer more tactical nuance, consider using miniatures."],"source":"DMG"},{"type":"section","name":"Adjudicating Reaction Timing","page":252,"data":{"dmref":2},"entries":["Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction options, and sometimes the timing of a reaction can be difficult to adjudicate. Use this rule of thumb: follow whatever timing is specified in the reaction's description. For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action."],"source":"DMG"},{"type":"section","name":"Areas of Effect","page":251,"data":{"dmref":2},"entries":["The area of effect of a spell, monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren't.","Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal. If an area of effect is circular and covers at least half a square, it affects that square."],"source":"DMG"},{"type":"section","name":"Chases","page":252,"data":{"dmref":2},"entries":["Strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair.","Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other. This set of rules can make chases more exciting by introducing random elements.",{"type":"entries","name":"Beginning a Chase","page":252,"entries":["A chase requires a quarry and at least one pursuer. Any participants not already in initiative order must roll initiative. As in combat, each participant in the chase can take one action and move on its turn. The chase ends when one side drops out or the quarry escapes.","When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round."],"source":"DMG"},{"type":"entries","name":"Running the Chase","page":252,"entries":["Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.",{"type":"entries","name":"Dashing","page":252,"entries":["During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of {@condition exhaustion}.","A participant drops out of the chase if its {@condition exhaustion} reaches level 5, since its speed becomes 0. A creature can remove the levels of {@condition exhaustion} it gained during the chase by finishing a short or long rest."],"source":"DMG"},{"type":"entries","name":"Spells and Attacks","page":252,"entries":["A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.","Chase participants can't normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time.","However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Ending a Chase","page":253,"entries":["A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.","If neither side gives up the chase, the quarry makes a Dexterity ({@skill Stealth}) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom ({@skill Perception}) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.","If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.","The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.",{"type":"table","caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]]},"Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because it's much easier to spot.","Escape doesn't necessarily mean the quarry has outpaced its pursuers. For example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went."],"source":"DMG"},{"type":"entries","name":"Chase Complications","page":253,"entries":["As with any good chase scene, complications can arise to make a chase more pulse-pounding. The Urban Chase Complications table and the Wilderness Chase Complications table provide several examples. Complications occur randomly. Each participant in the chase rolls a {@dice d20} at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die. The participant who rolled the die or the participant affected by the complication can spend inspiration to negate the complication.","Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit.",{"type":"table","caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]]},{"type":"table","caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]]},{"type":"entries","name":"Designing Your Own Chase Tables","page":254,"entries":["The tables presented here don't work for all possible environments. A chase through the sewers of Baldur's Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table."],"source":"DMG"},{"type":"entries","name":"Splitting Up","page":254,"entries":["Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group."],"source":"DMG"},{"type":"entries","name":"Mapping the Chase","page":255,"entries":["If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert obstacles at specific points, especially ones that require the characters to make ability checks or saving throws to avoid slowing or stopping, or use a random table of complications similar to the ones in this section. Otherwise, improvise as you play.","Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers.","A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any) branches, while a sewer chase might have several."],"source":"DMG"},{"type":"entries","name":"Role Reversal","page":255,"entries":["During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves' guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing thief might run into the waiting arms of his accomplices. The outnumbered characters might decide to flee with the thieves in pursuit."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Combining Game Effects","page":252,"data":{"dmref":2},"entries":["Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them-the most potent one-apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental's {@i Fire Form} trait, the ongoing fire damage doesn't increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the 'Combining Magical Effects' section of chapter 10 in the {@i Player's Handbook}."],"source":"DMG"},{"type":"section","name":"Cover","page":251,"data":{"dmref":2},"entries":["To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the square the attacker occupies or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still physically reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.","On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still physically reach the target."],"source":"DMG"},{"type":"section","name":"Creature Size on Squares and Hexes","page":251,"data":{"dmref":2},"entries":["A creature's size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table. If the miniature you use for a monster takes up an amount of space different from what's on the table, that's fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a Large base to represent a Huge giant. The giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling.",{"type":"table","caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]]}],"source":"DMG"},{"type":"section","name":"Handling Mobs","page":250,"data":{"dmref":2},"entries":["Keeping combat moving along at a brisk pace can be difficult when there are dozens of monsters involved in a battle. When handling a crowded battlefield, you can speed up play by forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target.","Instead of rolling an attack roll, determine the minimum {@dice d20} roll a creature needs in order to hit a target by subtracting its attack bonus from the target's AC. You'll need to refer to the result throughout the battle, so it's best to write it down.","Look up the minimum {@dice d20} roll needed on the Mob Attacks table. The table shows you how many creatures that need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target.","For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.","If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage is the one that hits. If the creature that hits has multiple attacks with the same attack bonus, assume that it hits once with each of those attacks. If a creature's attacks have different attack bonuses, resolve each attack separately.","This attack resolution system ignores critical hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can't possibly hit the other.",{"type":"table","caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]]}],"source":"DMG"},{"type":"section","name":"Improvising Damage","page":249,"data":{"dmref":2},"entries":["A monster or effect typically specifies the amount of damage it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.",{"type":"table","caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]]},"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",{"type":"table","caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]]},"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.","In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.","As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded."],"source":"DMG"},{"type":"section","name":"Line of Sight","page":251,"data":{"dmref":2},"entries":["To determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an object or effect that blocks vision-such as a stone wall, a thick curtain, or a dense cloud of fog-then there is line of sight.","This degree of precision is rarely necessary. You can determine line of sight as you do when playing without miniatures: make a call, and keep the game moving."],"source":"DMG"},{"type":"section","name":"Optional Rule: Diagonals","page":252,"data":{"dmref":2},"entries":["The {@i Player's Handbook} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.","When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.","For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."],"source":"DMG"},{"type":"section","name":"Optional Rule: Facing","page":252,"data":{"dmref":2},"entries":["If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.","A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.","Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.","Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.","On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.","A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc."],"source":"DMG"},{"type":"section","name":"Optional Rule: Flanking","page":251,"data":{"dmref":2},"entries":["If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.","A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.",{"type":"entries","name":"Flanking on Squares","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.","When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked."],"source":"DMG"},{"type":"entries","name":"Flanking on Hexes","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them."],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Apprentice and Mentor Activities","entries":["Each character in the relationship gains a story award, \"Faction Mentor (Apprentice Name)\" or \"Faction Apprentice (Mentor Name)\" and is eligible to participate in specific activities.",{"type":"entries","entries":[{"type":"entries","name":"Adventure Details","entries":["When an apprentice and mentor bond they veal the locations of magic items and faction secret missions that they have participated in to each other. There is no additional cost associated with this activity."]},{"type":"entries","name":"Item Trading","entries":["When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15."]},{"type":"entries","name":"Fighting Partners","entries":["By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group (they must be together at the same table, not just in the same Epic) the apprentice and mentor may spend 5 downtime before the start of the adventure. If they do, they gain the following benefits:",{"type":"list","items":["Any saving throw made by one participant to save against an effect created by the other is made with advantage.","Once per short rest, a participant may use the Help action to assist the other as a bonus action.","Neither participant acts as cover against ranged attacks made by the other."]}]}]},{"type":"entries","name":"Apprentice Activities","entries":[{"type":"entries","name":"Language and Tool Training","entries":["The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime (no GP cost)."]},{"type":"entries","name":"Word of Advice","entries":["Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]}]},{"type":"entries","name":"Mentor Activities","entries":[{"type":"entries","name":"Mentorship Renown","entries":["When a mentor takes on a new apprentice they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character."]},{"type":"entries","name":"Learn by Teaching","entries":["Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]},{"type":"entries","name":"Faction Pedagogue","entries":["By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character."]},{"type":"entries","name":"Mentor's Pride","entries":["As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown."]}]}],"data":{"dmref":3}},{"type":"section","name":"Emerald Enclave","entries":["The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Restore and preserve the natural order.","Destroy all that is unnatural.","Keep the elemental forces of the world in check.","Keep civilization and the wilderness from destroying each other."]}]},{"type":"entries","name":"Beliefs","entries":["The natural order must be respected and preserved.","Forces that upset the natural order must be destroyed.","Civilization and the wilderness must learn to coexist peacefully."]},{"type":"entries","name":"Member Traits","entries":["Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Springwarden (rank 1)","Summerstrider (rank 2)","Autumnreaver (rank 3)","Winstalker (rank 4)","Master of the Wild (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Faction Advancement and Benefits","entries":["As a character with membership in one of the factions es adventures, he or she earns renown for completing tasks that align with the faction's goals. This is expressed as renown points rewarded at the end of any given adventure.",{"type":"entries","name":"Faction Advancement","entries":["As characters earn renown and complete secret missions, they progress in the ranks of their factions, granting them greater authority and additional benefits.",{"type":"table","caption":"Faction Advancement","colLabels":["Rank","Renown","Other Requirements"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["1","0","\u2014"],["2","3","\u2014"],["3","10","5th level, 1 secret mission"],["4","25","11th level, 3 secret missions"],["5","50","17th level, 10 secret missions"]]}]},{"type":"entries","name":"Faction Benefits","entries":[{"type":"entries","name":"Rank 1: Initiate","entries":["This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join.",{"type":"entries","name":"Participate in Faction Activities","entries":["You can participate in any activities that are considered specific to your faction."]},{"type":"entries","name":"Earn Renown","entries":["You earn renown points in your faction and advance in rank."]},{"type":"entries","name":"Faction Assignments","entries":["As an Initiate, you are eligible to take on faction assignments during adventures. These are minor side quests found in many D&D Adventurers League adventures."]},{"type":"entries","name":"Receive Your Faction's Insignia","entries":["You receive an insignia of your faction, fashioned into a wearable or held item.",{"type":"table","caption":"Faction Insignias","colLabels":["Faction","Item"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Harpers","Pin"],["Order of the Gauntlet","Pendant"],["Emerald Enclave","Leaf Clasp"],["Lords' Alliance","Signet right (symbol palm side)"],["Zhentarim","Gold coin (stamped symbol)"]]}]}]},{"type":"entries","name":"Rank 2: Agent","entries":["Agents have shown that they're aligned with the faction's goals, and can take on more responsibility.",{"type":"entries","name":"Secret Missions","entries":["During certain adventures, you may be given the opportunity to undergo a secret on behalf of your faction. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within your faction."]},{"type":"entries","name":"Apprenticeship to an Adventurer Mentor","entries":["Your character can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details."]},{"type":"entries","name":"Faction Training","entries":["Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.",{"type":"table","caption":"Faction Training","colLabels":["Faction","Available Training"],"colStyles":["col-4 text-center","col-8"],"rows":[["Harpers","Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}"],["Order of the Gauntlet","{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles"],["Emerald Enclave","{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}"],["Lords' Alliance","{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language"],["Zhentarim","{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},"]]}]}]},{"type":"entries","name":"Rank 3: Stalwart","entries":["Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.",{"type":"entries","name":"Faction Downtime Activity","entries":["You gain access to a faction-specific downtime activity that gives you additional benefits when you use it. If your faction has any specific downtime activities for the current storyline season, they can be found in the D&D Adventurers League Dungeon Master's Guide."]}]},{"type":"entries","name":"Rank 4: Mentor","entries":["Mentors are trusted voices within their given faction. They are looked upon as champions of the faction's beliefs, and as mentors by those of lower rank.",{"type":"entries","name":"Become a Mentor","entries":["You can designate Agents or Stalwarts as your charge. See the Apprentice-Mentor Benefits section."]},{"type":"entries","name":"Faction Philanthropist","entries":["As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed\u2014even if you were not adventuring together. In doing so, assuming you aren't casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)."]}]},{"type":"entries","name":"Rank 5: Exemplar","entries":["Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.",{"type":"entries","name":"Become a Faction Exemplar","entries":["When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost."]}]}]}],"data":{"dmref":3}},{"type":"section","name":"Harpers","entries":["The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive. Bards and wizards of good alignments are commonly drawn to the Harpers.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Gather information throughout Faerûn.","Promote fairness and equality by covert means.","Thwart tyrants and leaders, governments, and organizations that grow too powerful.","Aid the weak, poor and oppressed."]}]},{"type":"entries","name":"Beliefs","entries":["One can never have too much information or arcane knowledge.","Too much power leads to corruption. The abuse of magic must be closely monitored.","No one should be powerless."]},{"type":"entries","name":"Member Traits","entries":["Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don't count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Watcher (rank 1)","Harpshadow (rank 2)","Brightcandle (rank 3)","Wise Owl (rank 4)","High Harper (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Lords' Alliance","entries":["The Lords' Alliance is a loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political. Fighters and sorcerers of lawful or neutral alignments are commonly drawn to the Lords' Alliance.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Ensure the safety and prosperity of cities and other settlements of Faerûn.","Maintain a strong coalition against the forces of disorder.","Proactively eliminate threats to the established powers.","Bring honor and glory to one's leaders and one's homeland."]}]},{"type":"entries","name":"Beliefs","entries":["If civilization is to survive, all must unite against the dark forces that threaten it.","Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.","Don't wait for the enemy to come to you. The best defense is a strong offense."]},{"type":"entries","name":"Member Traits","entries":["To seek out and destroy threats to their homelands, agents of the Lords' Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords' Alliance can only survive if its members \"play nice\" with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords' Alliance are rare, but defections have been known to occur."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Cloak (rank 1)","Redknife (rank 2)","Stingblade (rank 3)","Warduke (rank 4)","Lioncrown (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Order of the Gauntlet","entries":["The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to the Order of the Gauntlet.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Be armed and vigilant against evil.","Identify evil threats such as secretive power groups and inherently evil creatures.","Enforce justice.","Enact retribution against evil actions\u2014do not strike preemptively."]}]},{"type":"entries","name":"Beliefs","entries":[{"type":"list","items":["Faith is the greatest weapon against evil\u2014faith in one's god, one's friends, and one's self.","Battling evil is an extraordinary task that requires extraordinary strength and bravery.","Punishing an evil act is just. Punishing an evil thought is not."]}]},{"type":"entries","name":"Member Traits","entries":["The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, \"lone wolves\" in this organization."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Chevall (rank 1)","Marcheon (rank 2)","Whitehawk (rank 3)","Vindicator (rank 4)","Righteous Hand (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Zhentarim","entries":["The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Amass wealth.","Look for opportunities to seize power.","Gain influence over important people and organizations.","Dominate Faerûn."]}]},{"type":"entries","name":"Beliefs","entries":["The Zhentarim is your family. You watch out for it, and it watches out for you.","You are the master of your own destiny. Never be less than what you deserve to be.","Everything\u2014and everyone\u2014has a price."]},{"type":"entries","name":"Member Traits","entries":["A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises \"the best of the best,\" although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Fang (rank 1)","Wolf (rank 2)","Viper (rank 3)","Ardragon (rank 4)","Dread Lord (rank 5)"]}]}],"data":{"dmref":3}}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]},"bookref-dmscreen":{"name":"DM Reference","id":"bookref-dmscreen","contents":[{"name":"Running the Game","headers":["Ability Checks","Exploration","Madness","Objects","Poisons","Social Interaction"]},{"name":"Combat","headers":["Adjudicating Areas of Effect","Adjudicating Reaction Timing","Areas of Effect","Chases","Combining Game Effects","Cover","Creature Size on Squares and Hexes","Handling Mobs","Improvising Damage","Line of Sight","Optional Rule: Diagonals","Optional Rule: Facing","Optional Rule: Flanking"]},{"name":"Factions","headers":["Apprentice and Mentor Activities","Emerald Enclave","Faction Advancement and Benefits","Harpers","Lords' Alliance","Order of the Gauntlet","Zhentarim"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.","If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}],"bookref-dmscreen":[{"type":"entries","entries":[{"type":"section","name":"Ability Checks","page":237,"data":{"dmref":1},"entries":["An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player's Handbook includes examples of what each ability score is used for. The Ability Checks table summarizes that material for easy reference.",{"type":"entries","name":"Multiple Ability Checks","page":237,"entries":["Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending ten times the normal amount of time needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one.","In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the adventurers are undercover agents of the king. If the rogue loses a contest of Charisma ({@skill Deception}) against the guard's Wisdom ({@skill Insight}), the same lie told again won't work. The characters can come up with a different way to get past the guard or try the check again against another guard at a different gate. But you might decide that the initial failure makes those checks more difficult to pull off.",{"type":"table","caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]]}],"source":"DMG"},{"type":"entries","name":"Contests","page":238,"entries":["A contest is a kind of ability check that matches two creatures against each other. Use a contest if a character attempts something that either directly foils or is directly opposed by another creature's efforts. In a contest, the ability checks are compared to each other, rather than to a target number.","When you call for a contest, you pick the ability that each side must use, deciding whether both sides use the same ability or whether different abilities should counter each other. For example, when a creature tries to hide, it engages in a contest of Dexterity against Wisdom. But if two creatures arm wrestle, or if one creature is holding a door closed against another's attempt to push it open, both use Strength.",{"type":"inset","name":"Intelligence Check vs. Wisdom Check","page":238,"entries":["If you have trouble deciding whether to call for an Intelligence or a Wisdom check to determine whether a character notices something, think of it in terms of what a very high or low score in those two abilities might mean.","A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at interpreting what things mean. The character might spot that one section of a wall is clean and dusty compared to the others, but he or she wouldn't necessarily make the deduction that a secret door is there.","In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately deduce why it's clean.","Wisdom checks allow characters to perceive what is around them (the wall is clean here), while Intelligence checks answer why things are that way (there's probably a secret door)."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Exploration","page":242,"data":{"dmref":1},"entries":["This section provides guidance for running exploration, especially travel, tracking, and visibility.",{"type":"entries","name":"Using a Map","page":242,"entries":["Whatever environment the adventurers are exploring, you can use a map to follow their progress as you relate the details of their travels. In a dungeon, tracking movement on a map lets you describe the branching passages, doors, chambers, and other features the adventurers encounter as they go, and gives the players the opportunity to choose their own path. Similarly, a wilderness map can show roads, rivers, terrain, and other features that might guide the characters on their travels-or lead them astray.","The Map Travel Pace table helps you track travel on maps of different scales. The table shows how much distance on a map the adventurers can cover on foot in minutes, hours, or days. The table uses the travel paces-slow, normal, and fast-described in the Player's Handbook. Characters moving at a normal pace can walk about 24 miles in a day.",{"type":"table","caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]]}],"source":"DMG"},{"type":"entries","name":"Special Travel Pace","page":242,"entries":["The rules on travel pace in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower ones, and one traveler's quickness is matched by another traveler's endurance.","A character bestride a phantom steed, soaring through the air on a carpet of flying, or riding a sailboat or a steam-powered gnomish contraption doesn't travel at a normal rate, since the magic, engine, or wind doesn't tire the way a creature does and the air doesn't contain the types of obstructions found on land. When a creature is traveling with a flying speed or with a speed granted by magic, an engine, or a natural force (such as wind or a water current), translate that speed into travel rates using the following rules:",{"type":"list","items":["In 1 minute, you can move a number of feet equal to your speed times 10.","In 1 hour, you can move a number of miles equal to your speed divided by 10.","For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).","For a fast pace, increase the rate of travel by one-third.","For a slow pace, multiply the rate by two-thirds."]},"For example, a character under the effect of a wind walk spell gains a flying speed of 300 feet. In 1 minute, the character can move 3,000 feet at a normal pace, 4,000 feet at a fast pace, or 2,000 feet at a slow pace.","The character can also cover 20, 30, or 40 miles in an hour. The spell lasts for 8 hours, allowing the character to travel 160, 240, or 320 miles in a day.","Similarly, a phantom steed spell creates a magical mount with a speed of 100 feet that doesn't tire like a real horse. A character on a phantom steed can cover 1,000 feet in 1 minute at a normal pace, 1,333 feet at a fast pace, or 666 feet at a slow pace. In 1 hour, the character can travel 7, 10, or 13 miles."],"source":"DMG"},{"type":"entries","name":"Visibility Outdoors","page":243,"entries":["When traveling outdoors, characters can see about 2 miles in any direction on a clear day, or until the point where trees, hills, or other obstructions block their view. Rain normally cuts maximum visibility down to 1 mile, and fog can cut it down to between 100 and 300 feet. On a clear day, the characters can see 40 miles if they are atop a mountain or a tall hill, or are otherwise able to look down on the area around them from a height."],"source":"DMG"},{"type":"entries","name":"Noticing Other Creatures","page":243,"entries":["While exploring, characters might encounter other creatures. An important question in such a situation is who notices whom.","Indoors, whether the sides can see one another usually depends on the configuration of rooms and passageways. Vision might also be limited by light sources. Outdoor visibility can be hampered by terrain, weather, and time of day. Creatures can be more likely to hear one another before they see anything.","If neither side is being stealthy, creatures automatically notice each other once they are within sight or hearing range of one another. Otherwise, compare the Dexterity ({@skill Stealth}) check results of the creatures in the group that is hiding with the passive Wisdom ({@skill Perception}) scores of the other group, as explained in the {@i Player's Handbook}."],"source":"DMG"},{"type":"entries","name":"Tracking","page":244,"entries":["Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom ({@skill Survival}) check. You might require trackers to make a new check in any of the following circumstances:",{"type":"list","items":["They stop tracking and resume after finishing a short or long rest.","The trail crosses an obstacle, such as a river, that shows no tracks.","The weather conditions or terrain changes in a way that makes tracking harder."]},"The DC for the check depends on how well the ground shows signs of a creature's passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more challenging, unless the creature being tracked leaves a distinct trail. Additionally, the passage of time often makes tracks harder to follow. In a situation where there is no trail to follow, you can rule that tracking is impossible. The Tracking DCs table offers guidelines for setting the DC or, if you prefer, you can choose a DC based on your assessment of the difficulty. You can also grant advantage on the check if there's more than one set of tracks to follow, or disadvantage if the trail being followed passes through a well-trafficked area.","On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.",{"type":"table","caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]]}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Madness","page":258,"data":{"dmref":1},"entries":["In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.",{"type":"entries","name":"Going Mad","page":259,"entries":["Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as {@spell contact other plane} and {@spell symbol}, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.","Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the {@variantrule New Ability Scores: Honor and Sanity||Sanity score} (see chapter 9, \"Dungeon Master's Workshop\"), a creature makes a Sanity saving throw instead."],"source":"DMG"},{"type":"entries","name":"Madness Effects","page":259,"entries":["Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.","A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.","A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.","A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.",{"type":"table","caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]]},{"type":"table","caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]]},{"type":"table","caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know\u2014adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]]}],"source":"DMG"},{"type":"entries","name":"Curing Madness","page":260,"entries":["A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Objects","page":246,"data":{"dmref":1},"entries":["When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.","For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.",{"type":"entries","name":"Statistics for Objects","page":246,"entries":["When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.",{"type":"entries","name":"Armor Class","page":246,"entries":["An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.",{"type":"table","caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]]}],"source":"DMG"},{"type":"entries","name":"Hit Points","page":247,"entries":["An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.",{"type":"table","caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]]}],"source":"DMG"},{"type":"entries","name":"Huge and Gargantuan Objects","page":247,"entries":["Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points."],"source":"DMG"},{"type":"entries","name":"Objects and Damage Types","page":247,"entries":["Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment."],"source":"DMG"},{"type":"entries","name":"Damage Threshold","page":247,"entries":["Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Poisons","page":257,"data":{"dmref":1},"entries":["Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.","Poisons come in the following four types.",{"type":"entries","name":"Contact","page":257,"entries":["Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects."],"source":"DMG"},{"type":"entries","name":"Ingested","page":257,"entries":["A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. The dose can be delivered in food or a liquid."],"source":"DMG"},{"type":"entries","name":"Inhaled","page":257,"entries":["These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body."],"source":"DMG"},{"type":"entries","name":"Injury","page":257,"entries":["Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects."],"source":"DMG"},{"type":"table","caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]]},{"type":"entries","name":"Sample Poisons","page":257,"entries":["Each type of poison has its own debilitating effects.",{"type":"list","items":["{@item Assassin's blood}","{@item Burnt othur fumes}","{@item Carrion crawler mucus}","{@item Drow poison}","{@item Essence of ether}","{@item Malice}","{@item Midnight tears}","{@item Oil of taggit}","{@item Pale tincture}","{@item Purple worm poison}","{@item Serpent venom}","{@item Torpor}","{@item Truth serum}","{@item Wyvern poison}"]}],"source":"DMG"},{"type":"entries","name":"Purchasing Poison","page":258,"entries":["In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.","The Poisons table gives suggested prices for single doses of various poisons."],"source":"DMG"},{"type":"entries","name":"Crafting and Harvesting Poison","page":258,"entries":["During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a {@item poisoner's kit|phb}. At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.","A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires {@dice 1d6} minutes followed by a DC 20 Intelligence ({@skill Nature}) check. (Proficiency with the {@item poisoner's kit|phb} applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison."],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Social Interaction","page":244,"data":{"dmref":1},"entries":["During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone's trust, escape punishment, avoid combat, negotiate a treaty, or achieve whatever other objective led to the interaction in the first place. The creatures they interact with also have agendas.","Some DMs prefer to run a social interaction as a free-form roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall somewhere in between, balancing player skill(roleplaying and persuading) with character skill (reflected by ability checks).",{"type":"entries","name":"Resolving Interactions","page":244,"entries":["The {@i Player's Handbook} provides guidelines for balancing roleplaying and ability checks in a social interaction (see chapter 8, \"Adventuring,\" in that book). This section adds to that material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn't meant to be a substitute for roleplaying.",{"type":"entries","name":"1. Starting Attitude","page":244,"entries":["Choose the starting attitude of a creature the adventurers are interacting with: friendly, indifferent, or hostile.","A {@b friendly} creature wants to help the adventurers and wishes for them to succeed. For tasks or actions that require no particular risk, effort, or cost, friendly creatures usually help without question. If an element of personal risk is involved, a successful Charisma check might be required to convince a friendly creature to take that risk.","An {@b indifferent} creature might help or hinder the party, depending on what the creature sees as most beneficial. A creature's indifference doesn't necessarily make it standoffish or disinterested. Indifferent creatures might be polite and genial, surly and irritable, or anything in between. A successful Charisma check is necessary when the adventurers try to persuade an indifferent creature to do something.","A {@b hostile} creature opposes the adventurers and their goals but doesn't necessarily attack them on sight. For example, a condescending noble might wish to see a group of upstart adventurers fail so as to keep them from becoming rivals for the king's attention, thwarting them with slander and scheming rather than direct threats and violence. The adventurers need to succeed on one or more challenging Charisma checks to convince a hostile creature to do anything on their behalf. That said, a hostile creature might be so ill-disposed toward the party that no Charisma check can improve its attitude, in which case any attempt to sway it through diplomacy fails automatically."],"source":"DMG"},{"type":"entries","name":"2. Conversation","page":244,"entries":["Play out the conversation. Let the adventurers make their points, trying to frame their statements in terms that are meaningful to the creature they are interacting with.",{"type":"entries","name":"Changing Attitude","page":245,"entries":["The attitude of a creature might change over the course of a conversation. If the adventurers say or do the right things during an interaction (perhaps by touching on a creature's ideal, bond, or flaw), they can make a hostile creature temporarily indifferent, or make an indifferent creature temporarily friendly. Likewise, a gaffe, insult, or harmful deed might make a friendly creature temporarily indifferent or turn an indifferent creature hostile.","Whether the adventurers can shift a creature's attitude is up to you. You decide whether the adventurers have successfully couched their statements in terms that matter to the creature. Typically, a creature's attitude can't shift more than one step during a single interaction, whether temporarily or permanently."],"source":"DMG"},{"type":"entries","name":"Determining Characteristics","page":245,"entries":["The adventurers don't necessarily enter into a social interaction with a full understanding of a creature's ideal, bond, or flaw. If they want to shift a creature's attitude by playing on these characteristics, they first need to determine what the creature cares about. They can guess, but doing so runs the risk of shifting the creature's attitude in the wrong direction if they guess badly.","After interacting with a creature long enough to get a sense of its personality traits and characteristics through conversation, an adventurer can attempt a Wisdom ({@skill Insight}) check to uncover one of the creature's characteristics. You set the DC. A check that fails by 10 or more might misidentify a characteristic, so you should provide a false characteristic or invert one of the creature's existing characteristics. For example, if an old sage's flaw is that he is prejudiced against the uneducated, an adventurer who badly fails the check might be told that the sage enjoys personally seeing to the education of the downtrodden.","Given time, adventurers can also learn about a creature's characteristics from other sources, including its friends and allies, personal letters, and publicly told stories. Acquiring such information might be the basis of an entirely different set of social interactions."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"3. Charisma Check","page":245,"entries":["When the adventurers get to the point of their request, demand, or suggestion-or if you decide the conversation has run its course-call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception, or Intimidation skill might apply to the check. The creature's current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table.",{"type":"tableGroup","name":"Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}]},{"type":"entries","name":"Aiding the Check","page":245,"entries":["Other characters who make substantial contributions to the conversation can help the character making the check. If a helping character says or does something that would influence the interaction in a positive way, the character making the Charisma check can do so with advantage. If the other character inadvertently says something counter productive or offensive, the character making the Charisma check has disadvantage on that check."],"source":"DMG"},{"type":"entries","name":"Multiple Checks","page":245,"entries":["Certain situations might call for more than one check, particularly if the adventurers come into the interaction with multiple goals."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"4. Repeat?","page":245,"entries":["Once a Charisma check has been made, further attempts to influence the target of the interaction might be fruitless or run the risk of upsetting or angering the subject creature, potentially shifting its attitude toward hostility. Use your best judgment. For example, if the party's rogue says something that pushes a noble's attitude toward the party from indifferent to hostile, another character might be able to diffuse the noble's hostility with clever roleplaying and a successful Charisma ({@skill Persuasion}) check."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Roleplaying","page":245,"entries":["For some DMs, roleplaying comes naturally. If it doesn't come naturally for you, don't worry. The main thing is for you to have fun portraying your NPCs and monsters and to amuse your players in the process. You don't need to be a practiced thespian or comedian to create drama or humor. The key is to pay attention to the story elements and characterizations that make your players laugh or feel emotionally engaged and to incorporate those things into your roleplaying.",{"type":"entries","name":"Being the NPC","page":245,"entries":["Imagine how a character or monster you bring to life would react to the adventurers. Consider what it cares about. Does it have any ideals, flaws, or bonds? By working such things into your portrayal, you not only make the character or monster more believable, but you also enhance the sense that the adventurers are in a living world.","Strive for responses and actions that introduce twists into the game. For example, an old woman whose family was killed at the hands of an evil wizard might regard the party's wizard with grave suspicion.","However you roleplay a character or monster, the classic advice for writers holds true: show, don't tell. For example, rather than describe an NPC as shallow and self-centered, have the individual act the way you would expect a shallow, self-centered person to behave. The NPC might have off-the-cuff answers for everything, an over-willingness to share personal anecdotes, and a desperate need to make himself or herself the subject of every conversation."],"source":"DMG"},{"type":"entries","name":"Using Your Voice","page":245,"entries":["Most of what you say during a session will be at a consistent level. For dramatic effect, be ready to shout out a battle cry or speak in a conspiratorial whisper.","Also, characters and monsters with distinctive voices are memorable. If you're not a natural mimic or actor, borrowing distinctive speech patterns from real life, the movies, or television is a good place to start. Practice different voices and impersonations of famous people, then use those voices to bring your NPCs to life.","Experiment with different speech patterns. For instance, a barmaid and a city magistrate probably use their words differently. Similarly, peasants could speak in earthy dialects, while rich folk talk in haughty drawls.","Let a pirate NPC say, \"Arrrr, maties!\" in your best Long John Silver voice. Let intelligent monsters unfamiliar with Common stumble along with awkward grammar.","Let drunkards and monsters mutter with slurred speech, while lizardfolk hiss their threats. In any interaction with multiple NPCs, make sure the adventurers remain the focus. Have the NPCs talk to them, not so much to each other. If possible, let one NPC do most of the talking, but if multiple NPCs need to talk, give them distinct voices so the players know who's who."],"source":"DMG"},{"type":"entries","name":"Using Your Face and Arms","page":246,"entries":["Use your facial expressions to help show a character's emotions. Scowl, smile, grin, snarl, pout, cross your eyes-do whatever it takes to make the character or monster memorable to the players. When you combine facial expressions with an unusual voice, a character truly comes to life.","Though you don't need to stand up out of your chair, you can use your arms to bring even more life to an NPC. A noble could chop the air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers."],"source":"DMG"},{"type":"entries","name":"Engaging the Players","page":246,"entries":["Some players enjoy roleplaying and interaction more than others. Whatever your players' tastes, your lively portrayal of NPCs and monsters can inspire players to make just as much investment in portraying their characters. This makes social interactions an opportunity for everyone to become more immersed in the game, creating a story whose protagonists have depth.","To make sure everyone has something to do during a roleplaying-heavy game session, consider one or more of the following approaches.",{"type":"entries","name":"Appeal to Player Preferences","page":246,"entries":["There are in-game activities that players enjoy more than others, as discussed in this book's introduction. Players who like acting thrive in interaction situations, and it's fine to let those players take the spotlight. They often inspire other players by their example, but make sure those other players have an opportunity to join in the fun.","Players who like exploring and storytelling are usually amenable to roleplaying, as long as it moves the campaign forward and reveals more about the world. Players who like problem-solving often enjoy figuring out the right thing to say to shift an NPC's attitude. Players who are instigators like provoking reactions from NPCs, so they're often easily engaged-though not always productively.","Players who like to optimize their characters and slay monsters also like to argue, and having conflict within an interaction can help those players embrace roleplaying. Still, creating combat connections to an extended interaction (such as a corrupt vizier sending assassins to kill the adventurers) is often the best way to keep action-focused players engaged."],"source":"DMG"},{"type":"entries","name":"Target Specific Characters","page":246,"entries":["Create situations where characters who might not otherwise be engaged with a social interaction have to do at least some of the talking. Perhaps the NPC in question is a family member or a contact of a particular adventurer and talks only to that character. An NPC of a certain race or class might listen only to characters he or she feels a kinship with. Creating a sense of importance can be a great way to get specific players engaged, but don't shut out players who are already roleplaying.","If a couple of players are dominating the conversation, take a moment now and then to involve the others. You can do this in character if you like: \"And what about your hulking friend? Speak, barbarian! What will you pledge in exchange for my favor?\" Or just ask the player what his or her character is doing while the conversation is going on. The first approach is better for players who are already comfortable speaking in their characters' voices. The second approach works better for players who need encouragement to engage in a roleplaying scenario."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Adjudicating Areas of Effect","page":249,"data":{"dmref":2},"entries":["Many spells and other game features create areas of effect, such as the cone and the sphere. If you're not using miniatures or another visual aid, it can sometimes be difficult to determine who's in an area of effect and who isn't. The easiest way to address such uncertainty is to go with your gut and make a call.","If you would like more guidance, consider using the Targets in Areas of Effect table. To use the table, imagine which combatants are near one another, and let the table guide you in determining the number of those combatants that are caught in an area of effect.","Add or subtract targets based on how bunched up the potential targets are. Consider rolling {@dice 1d3} to determine the amount to add or subtract.",{"type":"table","caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]]},"For example, if a wizard directs burning hands (a 15-foot cone) at a nearby group of orcs, you could use the table and say that two orcs are targeted (15 ÷ 10 = 1.5, rounded up to 2). Similarly, a sorcerer could launch a lightning bolt (100-foot line) at some ogres and hobgoblins, and you could use the table to say four of the monsters are targeted (100 ÷ 30 = 3.33, rounded up to 4).","This approach aims at simplicity instead of spatial precision. If you prefer more tactical nuance, consider using miniatures."],"source":"DMG"},{"type":"section","name":"Adjudicating Reaction Timing","page":252,"data":{"dmref":2},"entries":["Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction options, and sometimes the timing of a reaction can be difficult to adjudicate. Use this rule of thumb: follow whatever timing is specified in the reaction's description. For example, the opportunity attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action."],"source":"DMG"},{"type":"section","name":"Areas of Effect","page":251,"data":{"dmref":2},"entries":["The area of effect of a spell, monster ability, or other feature must be translated onto squares or hexes to determine which potential targets are in the area and which aren't.","Choose an intersection of squares or hexes as the point of origin of an area of effect, then follow its rules as normal. If an area of effect is circular and covers at least half a square, it affects that square."],"source":"DMG"},{"type":"section","name":"Chases","page":252,"data":{"dmref":2},"entries":["Strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair.","Faster creatures always catch up to slower ones, while creatures with the same speed never close the distance between each other. This set of rules can make chases more exciting by introducing random elements.",{"type":"entries","name":"Beginning a Chase","page":252,"entries":["A chase requires a quarry and at least one pursuer. Any participants not already in initiative order must roll initiative. As in combat, each participant in the chase can take one action and move on its turn. The chase ends when one side drops out or the quarry escapes.","When a chase begins, determine the starting distance between the quarry and the pursuers. Track the distance between them, and designate the pursuer closest to the quarry as the lead. The lead pursuer might change from round to round."],"source":"DMG"},{"type":"entries","name":"Running the Chase","page":252,"entries":["Participants in the chase are strongly motivated to use the Dash action every round. Pursuers who stop to cast spells and make attacks run the risk of losing their quarry, and a quarry that does so is likely to be caught.",{"type":"entries","name":"Dashing","page":252,"entries":["During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dash action it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of {@condition exhaustion}.","A participant drops out of the chase if its {@condition exhaustion} reaches level 5, since its speed becomes 0. A creature can remove the levels of {@condition exhaustion} it gained during the chase by finishing a short or long rest."],"source":"DMG"},{"type":"entries","name":"Spells and Attacks","page":252,"entries":["A chase participant can make attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells.","Chase participants can't normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction at the same time.","However, participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, adventurers who chase a thief past a gang of thugs in an alley might provoke opportunity attacks from the thugs."],"source":"DMG"}],"source":"DMG"},{"type":"entries","name":"Ending a Chase","page":253,"entries":["A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it.","If neither side gives up the chase, the quarry makes a Dexterity ({@skill Stealth}) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom ({@skill Perception}) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.","If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.","The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.",{"type":"table","caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]]},"Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because it's much easier to spot.","Escape doesn't necessarily mean the quarry has outpaced its pursuers. For example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went."],"source":"DMG"},{"type":"entries","name":"Chase Complications","page":253,"entries":["As with any good chase scene, complications can arise to make a chase more pulse-pounding. The Urban Chase Complications table and the Wilderness Chase Complications table provide several examples. Complications occur randomly. Each participant in the chase rolls a {@dice d20} at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the initiative order, not the participant who rolled the die. The participant who rolled the die or the participant affected by the complication can spend inspiration to negate the complication.","Characters can create their own complications to shake off pursuers (for example, casting the web spell in a narrow alleyway). Adjudicate these as you see fit.",{"type":"table","caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]]},{"type":"table","caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]]},{"type":"entries","name":"Designing Your Own Chase Tables","page":254,"entries":["The tables presented here don't work for all possible environments. A chase through the sewers of Baldur's Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table."],"source":"DMG"},{"type":"entries","name":"Splitting Up","page":254,"entries":["Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group."],"source":"DMG"},{"type":"entries","name":"Mapping the Chase","page":255,"entries":["If you have the opportunity to plan out a chase, take the time to draw a rough map that shows the route. Insert obstacles at specific points, especially ones that require the characters to make ability checks or saving throws to avoid slowing or stopping, or use a random table of complications similar to the ones in this section. Otherwise, improvise as you play.","Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers.","A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have few (if any) branches, while a sewer chase might have several."],"source":"DMG"},{"type":"entries","name":"Role Reversal","page":255,"entries":["During a chase, it's possible for the pursuers to become the quarry. For example, characters chasing a thief through a marketplace might draw unwanted attention from other members of the thieves' guild. As they pursue the fleeing thief, they must also evade the thieves pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing thief might run into the waiting arms of his accomplices. The outnumbered characters might decide to flee with the thieves in pursuit."],"source":"DMG"}],"source":"DMG"}],"source":"DMG"},{"type":"section","name":"Combining Game Effects","page":252,"data":{"dmref":2},"entries":["Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them-the most potent one-apply while the durations of the effects overlap. For example, if a target is ignited by a fire elemental's {@i Fire Form} trait, the ongoing fire damage doesn't increase if the burning target is subjected to that trait again. Game features include spells, class features, feats, racial traits, monster abilities, and magic items. See the related rule in the 'Combining Magical Effects' section of chapter 10 in the {@i Player's Handbook}."],"source":"DMG"},{"type":"section","name":"Cover","page":251,"data":{"dmref":2},"entries":["To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the square the attacker occupies or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle (including another creature), the target has half cover. If three or four of those lines are blocked but the attack can still physically reach the target (such as when the target is behind an arrow slit), the target has three-quarters cover.","On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still physically reach the target."],"source":"DMG"},{"type":"section","name":"Creature Size on Squares and Hexes","page":251,"data":{"dmref":2},"entries":["A creature's size determines how much space it occupies on squares or hexes, as shown in the Creature Size and Space table. If the miniature you use for a monster takes up an amount of space different from what's on the table, that's fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a Large base to represent a Huge giant. The giant takes up less space on the battlefield than its size suggests, but it is still Huge for the purposes of rules like grappling.",{"type":"table","caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]]}],"source":"DMG"},{"type":"section","name":"Handling Mobs","page":250,"data":{"dmref":2},"entries":["Keeping combat moving along at a brisk pace can be difficult when there are dozens of monsters involved in a battle. When handling a crowded battlefield, you can speed up play by forgoing attack rolls in favor of approximating the average number of hits a large group of monsters can inflict on a target.","Instead of rolling an attack roll, determine the minimum {@dice d20} roll a creature needs in order to hit a target by subtracting its attack bonus from the target's AC. You'll need to refer to the result throughout the battle, so it's best to write it down.","Look up the minimum {@dice d20} roll needed on the Mob Attacks table. The table shows you how many creatures that need that die roll or higher must attack a target in order for one of them to hit. If that many creatures attack the target, their combined efforts result in one of them hitting the target.","For example, eight orcs surround a fighter. The orcs' attack bonus is +5, and the fighter's AC is 19. The orcs need a 14 or higher to hit the fighter. According to the table, for every three orcs that attack the fighter, one of them hits. There are enough orcs for two groups of three. The remaining two orcs fail to hit the fighter.","If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage is the one that hits. If the creature that hits has multiple attacks with the same attack bonus, assume that it hits once with each of those attacks. If a creature's attacks have different attack bonuses, resolve each attack separately.","This attack resolution system ignores critical hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can't possibly hit the other.",{"type":"table","caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]]}],"source":"DMG"},{"type":"section","name":"Improvising Damage","page":249,"data":{"dmref":2},"entries":["A monster or effect typically specifies the amount of damage it deals. In some cases, though, you need to determine damage on the fly. The Improvising Damage table gives you suggestions for when you do so.",{"type":"table","caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]]},"The Damage Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage.",{"type":"table","caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]]},"Damage sufficient to cause a {@b setback} rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage.","In contrast, {@b dangerous} damage values pose a significant threat to weaker characters and could potentially kill a character of the level shown if that character is missing many hit points.","As the name suggests, {@b deadly} damage is enough to drop a character of the level shown to 0 hit points. This level of damage can kill even powerful characters outright if they are already wounded."],"source":"DMG"},{"type":"section","name":"Line of Sight","page":251,"data":{"dmref":2},"entries":["To determine whether there is line of sight between two spaces, pick a corner of one space and trace an imaginary line from that corner to any part of another space. If at least one such line doesn't pass through or touch an object or effect that blocks vision-such as a stone wall, a thick curtain, or a dense cloud of fog-then there is line of sight.","This degree of precision is rarely necessary. You can determine line of sight as you do when playing without miniatures: make a call, and keep the game moving."],"source":"DMG"},{"type":"section","name":"Optional Rule: Diagonals","page":252,"data":{"dmref":2},"entries":["The {@i Player's Handbook} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.","When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.","For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."],"source":"DMG"},{"type":"section","name":"Optional Rule: Facing","page":252,"data":{"dmref":2},"entries":["If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.","A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.","Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.","Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.","On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.","A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc."],"source":"DMG"},{"type":"section","name":"Optional Rule: Flanking","page":251,"data":{"dmref":2},"entries":["If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.","A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.",{"type":"entries","name":"Flanking on Squares","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.","When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked."],"source":"DMG"},{"type":"entries","name":"Flanking on Hexes","page":251,"entries":["When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them."],"source":"DMG"}],"source":"DMG"}]},{"type":"entries","entries":[{"type":"section","name":"Apprentice and Mentor Activities","entries":["Each character in the relationship gains a story award, \"Faction Mentor (Apprentice Name)\" or \"Faction Apprentice (Mentor Name)\" and is eligible to participate in specific activities.",{"type":"entries","entries":[{"type":"entries","name":"Adventure Details","entries":["When an apprentice and mentor bond they veal the locations of magic items and faction secret missions that they have participated in to each other. There is no additional cost associated with this activity."]},{"type":"entries","name":"Item Trading","entries":["When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15."]},{"type":"entries","name":"Fighting Partners","entries":["By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group (they must be together at the same table, not just in the same Epic) the apprentice and mentor may spend 5 downtime before the start of the adventure. If they do, they gain the following benefits:",{"type":"list","items":["Any saving throw made by one participant to save against an effect created by the other is made with advantage.","Once per short rest, a participant may use the Help action to assist the other as a bonus action.","Neither participant acts as cover against ranged attacks made by the other."]}]}]},{"type":"entries","name":"Apprentice Activities","entries":[{"type":"entries","name":"Language and Tool Training","entries":["The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime (no GP cost)."]},{"type":"entries","name":"Word of Advice","entries":["Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]}]},{"type":"entries","name":"Mentor Activities","entries":[{"type":"entries","name":"Mentorship Renown","entries":["When a mentor takes on a new apprentice they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character."]},{"type":"entries","name":"Learn by Teaching","entries":["Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure."]},{"type":"entries","name":"Faction Pedagogue","entries":["By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character."]},{"type":"entries","name":"Mentor's Pride","entries":["As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown."]}]}],"data":{"dmref":3}},{"type":"section","name":"Emerald Enclave","entries":["The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Restore and preserve the natural order.","Destroy all that is unnatural.","Keep the elemental forces of the world in check.","Keep civilization and the wilderness from destroying each other."]}]},{"type":"entries","name":"Beliefs","entries":["The natural order must be respected and preserved.","Forces that upset the natural order must be destroyed.","Civilization and the wilderness must learn to coexist peacefully."]},{"type":"entries","name":"Member Traits","entries":["Members of the Emerald Enclave are spread far and wide, and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Springwarden (rank 1)","Summerstrider (rank 2)","Autumnreaver (rank 3)","Winstalker (rank 4)","Master of the Wild (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Faction Advancement and Benefits","entries":["As a character with membership in one of the factions es adventures, he or she earns renown for completing tasks that align with the faction's goals. This is expressed as renown points rewarded at the end of any given adventure.",{"type":"entries","name":"Faction Advancement","entries":["As characters earn renown and complete secret missions, they progress in the ranks of their factions, granting them greater authority and additional benefits.",{"type":"table","caption":"Faction Advancement","colLabels":["Rank","Renown","Other Requirements"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["1","0","\u2014"],["2","3","\u2014"],["3","10","5th level, 1 secret mission"],["4","25","11th level, 3 secret missions"],["5","50","17th level, 10 secret missions"]]}]},{"type":"entries","name":"Faction Benefits","entries":[{"type":"entries","name":"Rank 1: Initiate","entries":["This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join.",{"type":"entries","name":"Participate in Faction Activities","entries":["You can participate in any activities that are considered specific to your faction."]},{"type":"entries","name":"Earn Renown","entries":["You earn renown points in your faction and advance in rank."]},{"type":"entries","name":"Faction Assignments","entries":["As an Initiate, you are eligible to take on faction assignments during adventures. These are minor side quests found in many D&D Adventurers League adventures."]},{"type":"entries","name":"Receive Your Faction's Insignia","entries":["You receive an insignia of your faction, fashioned into a wearable or held item.",{"type":"table","caption":"Faction Insignias","colLabels":["Faction","Item"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Harpers","Pin"],["Order of the Gauntlet","Pendant"],["Emerald Enclave","Leaf Clasp"],["Lords' Alliance","Signet right (symbol palm side)"],["Zhentarim","Gold coin (stamped symbol)"]]}]}]},{"type":"entries","name":"Rank 2: Agent","entries":["Agents have shown that they're aligned with the faction's goals, and can take on more responsibility.",{"type":"entries","name":"Secret Missions","entries":["During certain adventures, you may be given the opportunity to undergo a secret on behalf of your faction. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within your faction."]},{"type":"entries","name":"Apprenticeship to an Adventurer Mentor","entries":["Your character can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details."]},{"type":"entries","name":"Faction Training","entries":["Your character can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (125 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.",{"type":"table","caption":"Faction Training","colLabels":["Faction","Available Training"],"colStyles":["col-4 text-center","col-8"],"rows":[["Harpers","Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}"],["Order of the Gauntlet","{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles"],["Emerald Enclave","{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}"],["Lords' Alliance","{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language"],["Zhentarim","{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},"]]}]}]},{"type":"entries","name":"Rank 3: Stalwart","entries":["Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.",{"type":"entries","name":"Faction Downtime Activity","entries":["You gain access to a faction-specific downtime activity that gives you additional benefits when you use it. If your faction has any specific downtime activities for the current storyline season, they can be found in the D&D Adventurers League Dungeon Master's Guide."]}]},{"type":"entries","name":"Rank 4: Mentor","entries":["Mentors are trusted voices within their given faction. They are looked upon as champions of the faction's beliefs, and as mentors by those of lower rank.",{"type":"entries","name":"Become a Mentor","entries":["You can designate Agents or Stalwarts as your charge. See the Apprentice-Mentor Benefits section."]},{"type":"entries","name":"Faction Philanthropist","entries":["As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed\u2014even if you were not adventuring together. In doing so, assuming you aren't casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)."]}]},{"type":"entries","name":"Rank 5: Exemplar","entries":["Exemplars are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.",{"type":"entries","name":"Become a Faction Exemplar","entries":["When you play this character along with other members of your faction, you can choose one lower ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost."]}]}]}],"data":{"dmref":3}},{"type":"section","name":"Harpers","entries":["The Harpers is a scattered network of spellcasters and spies who advocate equality and covertly oppose the abuse of power. The organization is benevolent, knowledgeable, and secretive. Bards and wizards of good alignments are commonly drawn to the Harpers.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Gather information throughout Faerûn.","Promote fairness and equality by covert means.","Thwart tyrants and leaders, governments, and organizations that grow too powerful.","Aid the weak, poor and oppressed."]}]},{"type":"entries","name":"Beliefs","entries":["One can never have too much information or arcane knowledge.","Too much power leads to corruption. The abuse of magic must be closely monitored.","No one should be powerless."]},{"type":"entries","name":"Member Traits","entries":["Harper agents are trained to act alone and rely on their own resources. When they get into scrapes, they don't count on their fellow Harpers to rescue them. Nevertheless, Harpers are dedicated to helping one another in times of need, and friendships between Harpers are nigh unbreakable. Masterful spies and infiltrators, they use various guises and secret identities to form relationships, cultivate their information networks, and manipulate others into doing what needs to be done. Although most Harpers prefer to operate in the shadows, there are exceptions."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Watcher (rank 1)","Harpshadow (rank 2)","Brightcandle (rank 3)","Wise Owl (rank 4)","High Harper (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Lords' Alliance","entries":["The Lords' Alliance is a loose coalition of established political powers concerned with mutual security and prosperity. The organization is aggressive, militant, and political. Fighters and sorcerers of lawful or neutral alignments are commonly drawn to the Lords' Alliance.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Ensure the safety and prosperity of cities and other settlements of Faerûn.","Maintain a strong coalition against the forces of disorder.","Proactively eliminate threats to the established powers.","Bring honor and glory to one's leaders and one's homeland."]}]},{"type":"entries","name":"Beliefs","entries":["If civilization is to survive, all must unite against the dark forces that threaten it.","Fight for your realm. Only you can bring honor, glory, and prosperity to your lord and homeland.","Don't wait for the enemy to come to you. The best defense is a strong offense."]},{"type":"entries","name":"Member Traits","entries":["To seek out and destroy threats to their homelands, agents of the Lords' Alliance must be highly trained at what they do. Few can match their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords' Alliance can only survive if its members \"play nice\" with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords' Alliance are rare, but defections have been known to occur."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Cloak (rank 1)","Redknife (rank 2)","Stingblade (rank 3)","Warduke (rank 4)","Lioncrown (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Order of the Gauntlet","entries":["The Order of the Gauntlet is composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to the Order of the Gauntlet.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Be armed and vigilant against evil.","Identify evil threats such as secretive power groups and inherently evil creatures.","Enforce justice.","Enact retribution against evil actions\u2014do not strike preemptively."]}]},{"type":"entries","name":"Beliefs","entries":[{"type":"list","items":["Faith is the greatest weapon against evil\u2014faith in one's god, one's friends, and one's self.","Battling evil is an extraordinary task that requires extraordinary strength and bravery.","Punishing an evil act is just. Punishing an evil thought is not."]}]},{"type":"entries","name":"Member Traits","entries":["The Order of the Gauntlet is a dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely-honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, \"lone wolves\" in this organization."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Chevall (rank 1)","Marcheon (rank 2)","Whitehawk (rank 3)","Vindicator (rank 4)","Righteous Hand (rank 5)"]}]}],"data":{"dmref":3}},{"type":"section","name":"Zhentarim","entries":["The Zhentarim is an unscrupulous shadow network that seeks to expand its influence and power throughout Faerûn. The organization is ambitious, opportunistic, and meritocratic. Rogues and warlocks of neutral and/or evil alignments are commonly drawn to the Zhentarim.",{"type":"entries","name":"Goals","entries":[{"type":"list","items":["Amass wealth.","Look for opportunities to seize power.","Gain influence over important people and organizations.","Dominate Faerûn."]}]},{"type":"entries","name":"Beliefs","entries":["The Zhentarim is your family. You watch out for it, and it watches out for you.","You are the master of your own destiny. Never be less than what you deserve to be.","Everything\u2014and everyone\u2014has a price."]},{"type":"entries","name":"Member Traits","entries":["A member of the Zhentarim thinks of himself or herself as a member of a large family, and relies on the Black Network for resources and security. However, members are granted enough autonomy to pursue their own interests and gain some measure of personal power or influence. The Black Network is a meritocracy. It promises \"the best of the best,\" although in truth, the Zhentarim is more interested in spreading its own propaganda and influence than investing in the improvement of its individual members."]},{"type":"entries","name":"Ranks","entries":[{"type":"list","items":["Fang (rank 1)","Wolf (rank 2)","Viper (rank 3)","Ardragon (rank 4)","Dread Lord (rank 5)"]}]}],"data":{"dmref":3}}]}]}} \ No newline at end of file diff --git a/data/generated/bookref-quick.json b/data/generated/bookref-quick.json index c9edfbe..9fd7957 100644 --- a/data/generated/bookref-quick.json +++ b/data/generated/bookref-quick.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.","If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}]}} \ No newline at end of file +{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Beyond 1st Level","Languages","Multiclassing","Step-by-Step Characters"]},{"name":"Equipment","headers":["Adventuring Gear","Armor and Shields","Attunement","Expenses","Mounts and Vehicles","Starting Equipment","Tools","Trade Goods","Wealth","Weapons"]},{"name":"Playing the Game","headers":["Ability Checks","Ability Scores and Modifiers","Advantage and Disadvantage","Casting a Spell","Conditions","Falling","Food and Water","Hiding","How to Play","Interacting with Objects","Proficiency Bonus","Resting","Saving Throws","Simultaneous Effects","Skills","Sleep","Suffocating","Tying Knots","Using Each Ability","Vision and Light"]},{"name":"Combat","headers":["Actions in Combat","Cover","Damage and Healing","Making an Attack","Mounted Combat","Movement and Position","The Order of Combat","Underwater Combat"]},{"name":"Adventuring","headers":["Climbing, Swimming, and Crawling","Difficult Terrain","Jumping","Travel Pace"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","data":{"quickref":1},"name":"Beyond 1st Level","page":15,"entries":["As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called {@b gaining a level}.","When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.","Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).","When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.","The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.",{"type":"entries","name":"Tiers of Play","page":15,"entries":["The shading in the Character Advancement table shows the four tiers of play. The tiers don't have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.","{@b In the first tier (levels 1-4),} characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard's Arcane Tradition or a fighter's Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.","{@b In the second tier (levels 5-10),} characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as {@spell fireball} and {@spell lightning bolt}. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms.","{@b In the third tier (levels 11-16),} characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents.","{@b At the fourth tier (levels 17-20),} characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures."],"source":"PHB"},{"type":"table","caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]]}],"source":"PHB"},{"type":"section","name":"Languages","page":123,"data":{"quickref":1},"entries":["Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.","With your DM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.","Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the {@language Primordial||Auran}, {@language Primordial||Aquan}, {@language Primordial||Ignan}, and {@language Primordial||Terran} dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.",{"type":"table","caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]]},{"type":"table","caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","\u2014"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]]}],"source":"PHB"},{"type":"section","data":{"quickref":1},"name":"Multiclassing","page":163,"entries":["Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.","With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.","As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",{"type":"entries","name":"Prerequisites","page":163,"entries":["To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class. having a natural aptitude that is reflected by higher-than-average ability scores.",{"type":"table","caption":"Multiclassing Prerequisites","srd":true,"colLabels":["Class","Ability Score Minimum"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength 13"],["{@class Bard}","Charisma 13"],["{@class Cleric}","Wisdom 13"],["{@class Druid}","Wisdom 13"],["{@class Fighter}","Strength 13 or Dexterity 13"],["{@class Monk}","Dexterity 13 and Wisdom 13"],["{@class Paladin}","Strength 13 and Charisma 13"],["{@class Ranger}","Dexterity 13 and Wisdom 13"],["{@class Rogue}","Dexterity 13"],["{@class Sorcerer}","Charisma 13"],["{@class Warlock}","Charisma 13"],["{@class Wizard}","Intelligence 13"]]}],"source":"PHB"},{"type":"entries","name":"Experience Points","page":163,"entries":["The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":163,"entries":["You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.","You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":163,"entries":["Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."],"source":"PHB"},{"type":"entries","name":"Proficiencies","page":164,"entries":["When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",{"type":"table","caption":"Multiclassing Proficiencies","srd":true,"colLabels":["Class","Proficiencies Gained"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Shields, simple weapons, martial weapons"],["{@class Bard}","Light armor, one skill of your choice, one musical instrument of your choice"],["{@class Cleric}","Light armor, medium armor, shields"],["{@class Druid}","Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"],["{@class Fighter}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Monk}","Simple weapons, shortswords"],["{@class Paladin}","Light armor, medium armor, shields, simple weapons, martial weapons"],["{@class Ranger}","Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"],["{@class Rogue}","Light armor, one skill from the class's skill list, {@item thieves' tools|phb}"],["{@class Sorcerer}","\u2014"],["{@class Warlock}","Light armor, simple weapons"],["{@class Wizard}","\u2014"]]}],"source":"PHB"},{"type":"entries","name":"Class Features","page":164,"entries":["When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",{"type":"entries","name":"Channel Divinity","page":164,"entries":["If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."],"source":"PHB"},{"type":"entries","name":"Extra Attack","page":164,"entries":["If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."],"source":"PHB"},{"type":"entries","name":"Unarmored Defense","page":164,"entries":["If you already have the Unarmored Defense feature, you can't gain it again from another class."],"source":"PHB"},{"type":"entries","name":"Spellcasting","page":164,"entries":["Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",{"type":"entries","name":"Spells Known and Prepared","page":164,"entries":["You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.","Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.","If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class."],"source":"PHB"},{"type":"entries","name":"Spell Slots","page":164,"entries":["You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.","If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.","For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."],"source":"PHB"},{"type":"entries","name":"Pact Magic","page":164,"entries":["If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."],"source":"PHB"},{"type":"table","caption":"Multiclass Spellcaster: Spell Slots per Spell Level","srd":true,"colLabels":["Lvl.","1st","2nd","3rd","4th","5th","6th","7th","8th","9th"],"colStyles":["col-1-2","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center","col-1-2 text-center"],"rows":[["1st",2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["2nd",3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["3rd",4,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["4th",4,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["5th",4,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["6th",4,3,3,"\u2014","\u2014","\u2014","\u2014","\u2014","\u2014"],["7th",4,3,3,1,"\u2014","\u2014","\u2014","\u2014","\u2014"],["8th",4,3,3,2,"\u2014","\u2014","\u2014","\u2014","\u2014"],["9th",4,3,3,3,1,"\u2014","\u2014","\u2014","\u2014"],["10th",4,3,3,3,2,"\u2014","\u2014","\u2014","\u2014"],["11th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["12th",4,3,3,3,2,1,"\u2014","\u2014","\u2014"],["13th",4,3,3,3,2,1,1,"\u2014","\u2014"],["14th",4,3,3,3,2,1,1,"\u2014","\u2014"],["15th",4,3,3,3,2,1,1,1,"\u2014"],["16th",4,3,3,3,2,1,1,1,"\u2014"],["17th",4,3,3,3,2,1,1,1,1],["18th",4,3,3,3,3,1,1,1,1],["19th",4,3,3,3,3,2,1,1,1],["20th",4,3,3,3,3,2,2,1,1]]}],"source":"PHB"},{"type":"entries","name":"Starting Equipment","page":165,"entries":["You gain the starting equipment of your first class only."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Step-by-Step Characters","page":11,"data":{"quickref":1},"entries":["Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.","Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brave rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider a class like barbarian or paladin. If you don't know where else to begin, take a look at the illustrations in this book to see what catches your interest.","Once you have a character in mind, roll on these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.","Throughout this chapter, we use the term {@b character sheet} to mean whatever you use to track your character, whether it's a formal character sheet (like the one at the end of this book), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game.",{"type":"entries","entries":[{"type":"entries","name":"Building Bruenor","page":11,"entries":["Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor."],"source":"PHB"}]},{"type":"entries","name":"1. Choose a Race","page":11,"entries":["Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have {@b subraces}, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races.","The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters.","Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later.","Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.",{"type":"entries","name":"Building Bruenor, Step 1","page":11,"entries":["Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"2. Choose a Class","page":11,"entries":["Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3.","Your character receives a number of benefits from your choice of class. Many of these benefits are {@b class features}-capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of {@b proficiencies:} armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.","On your character sheet, record all the features that your class gives you at 1st level.",{"type":"entries","name":"Level","page":11,"entries":["Typically, a character starts at 1st level and advances in level by adventuring and gaining {@b experience points} (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.","Starting off at 1st level marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.","Record your level on your character sheet. If you're starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see \"Beyond 1st Level\" later in this chapter)."],"source":"PHB"},{"type":"inset","name":"Quick Build","page":11,"entries":["Each class description in chapter 3 includes a section offering suggestions to quickly build a character of that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells."],"source":"PHB"},{"type":"entries","name":"Hit Points and Hit Dice","page":12,"entries":["Your character's hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice).","At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you'll determine in step 3.) This is also your {@b hit point maximum}.","Record your character's hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see \"Resting\" in chapter 8)."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":12,"entries":["The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you'll be recording on your character sheet:",{"type":"list","items":["Attack rolls using weapons you're proficient with","Attack rolls with spells you cast","Ability checks using skills you're proficient in","Ability checks using tools you're proficient with","Saving throws you're proficient in","Saving throw DCs for spells you cast (explained in each spellcasting class)"]},"Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet.","Your proficiency bonus can't be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 2","page":12,"entries":["Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter's proficiencies and 1st-level class features on his character sheet.","As a 1st-level fighter, Bruenor has 1 Hit Die\u2014a d10 and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor's Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"3. Determine Ability Scores","page":12,"entries":["Much of what your character does in the game depends on his or her six abilities: {@b Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.} Each ability has a score, which is a number you record on your character sheet.","The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.","You generate your character's six {@b ability scores} randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don't like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.","Now take your six numbers and write each number beside one of your character's six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.","After assigning your ability scores, determine your {@b ability modifiers} using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.",{"type":"table","caption":"Ability Score Summary","srd":true,"basicRules":true,"colStyles":["col-12"],"rows":[["{@b Strength}"],[{"type":"entries","entries":["{@i Measures:} Natural athleticism, bodily power","{@i Important for:} Barbarian, fighter, paladin","{@filter Races that have a bonus to Strength|races|Ability Scores (Including Subrace)=Strength +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Dexterity}"],[{"type":"entries","entries":["{@i Measures:} Physical agility, reflexes, balance, poise","{@i Important for:} Monk, ranger, rogue","{@filter Races that have a bonus to Dexterity|races|Ability Scores (Including Subrace)=Dexterity +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Constitution}"],[{"type":"entries","entries":["{@i Measures:} Health, stamina, vital force","{@i Important for:} Everyone","{@filter Races that have a bonus to Constitution|races|Ability Scores (Including Subrace)=Constitution +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Intelligence}"],[{"type":"entries","entries":["{@i Measures:} Mental acuity, information recall, analytical skill","{@i Important for:} Wizard","{@filter Races that have a bonus to Intelligence|races|Ability Scores (Including Subrace)=Intelligence +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Wisdom}"],[{"type":"entries","entries":["{@i Measures:} Awareness, intuition, insight","{@i Important for:} Cleric, druid","{@filter Races that have a bonus to Wisdom|races|Ability Scores (Including Subrace)=Wisdom +any}"]}]],"data":{"tableIgnore":true}},{"type":"table","caption":"Ability Score Summary","colStyles":["col-12"],"rows":[["{@b Charisma}"],[{"type":"entries","entries":["{@i Measures:} Confidence, eloquence, leadership","{@i Important for:} Bard, sorcerer, warlock","{@filter Races that have a bonus to Charisma|races|Ability Scores (Including Subrace)=Charisma +any}"]}]],"data":{"tableIgnore":true}},{"type":"entries","name":"Building Bruenor, Step 3","page":13,"entries":["Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor's abilities. Since he's a fighter, he puts his highest score, 15, in Strength. His next highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor's Constitution by 2 and his Strength by 2), Bruenor's ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom 13 (+1), Charisma 12 (+1).","Bob fills in Bruenor's final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points."],"source":"PHB"},{"type":"entries","name":"Variant: Customizing Ability Scores","page":13,"entries":["At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.","You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.","This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",{"type":"table","caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]]},{"type":"table","caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"4. Describe Your Character","page":13,"entries":["Once you know the basic game aspects of your character, it's time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms.","Using the information in chapter 4, you can flesh out your character's physical appearance and personality traits. Choose your character's {@b alignment} (the moral compass that guides his or her decisions) and {@b ideals}. Chapter 4 also helps you identify the things your character holds most dear, called {@b bonds}, and the {@b flaws} that could one day undermine him or her.","Your character's {@b background} describes where he or she came from, his or her original occupation, and the character's place in the D&D world.","Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that's a more precise fit for your character concept.","A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet.",{"type":"entries","name":"Your Character's Abilities","page":14,"entries":["Take your character's ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.","For example, high {@b Strength} usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump.","A character with high {@b Dexterity} is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered.","A character with high {@b Constitution} usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail.","A character with high {@b Intelligence} might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.","A character with high {@b Wisdom} has good judgment, empathy, and a general awareness of what's going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious.","A character with high {@b Charisma} exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid."],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 4","page":14,"entries":["Bob fills in some of Bruenor's basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness.","Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny\u2014to reclaim his homeland\u2014so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him.","Bob has a pretty clear picture of Bruenor's personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law.","Given his history, Bruenor's bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out.","His flaw is tied to his caring, sensitive nature\u2014he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"5. Choose Equipment","page":14,"entries":["Your class and background determine your character's {@b starting equipment}, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5.","Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of {@b gold pieces} (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter.","If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5).","Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity.",{"type":"entries","name":"Armor Class","page":14,"entries":["Your {@b Armor Class} (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.","Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet.","Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class.","There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5.","Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use."],"source":"PHB"},{"type":"entries","name":"Weapons","page":14,"entries":["For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.","When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.",{"type":"list","items":["For attacks with {@b melee weapons}, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a {@item rapier|phb}, can use your Dexterity modifier instead.","For attacks with {@b ranged weapons}, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a {@item handaxe|phb}, can use your Strength modifier instead."]}],"source":"PHB"},{"type":"entries","name":"Building Bruenor, Step 5","page":15,"entries":["Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18.","For Bruenor's weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5.","The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"6. Come Together","page":15,"entries":["Most D&D characters don't work alone. Each character plays a role within a {@b party,} a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party's chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":2},"name":"Adventuring Gear","page":148,"entries":["This section describes items that have special rules or require further explanation.",{"type":"table","caption":"Adventuring Gear","srd":true,"basicRules":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-4","col-4 text-right","col-4 text-center"],"rows":[["{@item Abacus|PHB}","2 gp","2 lb."],["{@item Acid (vial)|PHB}","25 gp","1 lb."],["{@item Alchemist's fire (flask)|PHB}","50 gp","1 lb."],["{@i Ammunition}","",""],{"type":"row","style":"row-indent-first","row":["{@item Arrows (20)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Blowgun needles (50)|PHB}","1 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Crossbow bolts (20)|PHB}","1 gp","1½ lb."]},{"type":"row","style":"row-indent-first","row":["{@item Sling bullets (20)|PHB}","4 cp","1½ lb."]},["{@item Antitoxin (vial)|PHB}","50 gp","\u2014"],["{@i {@item Arcane focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Crystal|PHB}","10 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Orb|PHB}","20 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Rod|PHB}","10 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Wand|PHB}","10 gp","1 lb."]},["{@item Backpack|PHB}","2 gp","5 lb."],["{@item Ball bearings (bag of 1,000)|PHB}","1 gp","2 lb."],["{@item Barrel|PHB}","2 gp","70 lb."],["{@item Basket|PHB}","4 sp","2 lb."],["{@item Bedroll|PHB}","1 gp","7 lb."],["{@item Bell|PHB}","1 gp","\u2014"],["{@item Blanket|PHB}","5 sp","3 lb."],["{@item Block and tackle|PHB}","1 gp","5 lb."],["{@item Book|PHB}","25 gp","5 lb."],["{@item glass bottle|PHB|Bottle, glass}","2 gp","2 lb."],["{@item Bucket|PHB}","5 cp","2 lb."],["{@item Caltrops (bag of 20)|PHB}","1 gp","2 lb."],["{@item Candle|PHB}","1 cp","\u2014"],["{@item crossbow bolt case|PHB|Case, crossbow bolt}","1 gp","1 lb."],["{@item map or scroll case|PHB|Case, map or scroll}","1 gp","1 lb."],["{@item Chain (10 feet)|PHB}","5 gp","10 lb."],["{@item Chalk (1 piece)|PHB}","1 cp","\u2014"],["{@item Chest|PHB}","5 gp","25 lb."],["{@item common clothes|PHB|Clothes, common}","5 sp","3 lb."],["{@item costume clothes|PHB|Clothes, costume}","5 gp","4 lb."],["{@item fine clothes|PHB|Clothes, fine}","15 gp","6 lb."],["{@item traveler's clothes|PHB|Clothes, traveler's}","2 gp","4 lb."],["{@item Component pouch|PHB}","25 gp","2 lb."],["{@item Crowbar|PHB}","2 gp","5 lb."],["{@i {@item Druidic focus|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Sprig of mistletoe|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Totem|PHB}","1 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Wooden staff|PHB}","5 gp","4 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Yew wand|PHB}","10 gp","1 lb."]},["{@item Fishing tackle|PHB}","1 gp","4 lb."],["{@item Flask|PHB} or {@item tankard|PHB}","2 cp","1 lb."],["{@item Grappling hook|PHB}","2 gp","4 lb."],["{@item Hammer|PHB}","1 gp","3 lb."],["{@item sledgehammer|PHB|Hammer, sledge}","2 gp","10 lb."],["{@item Healer's Kit|PHB}","5 gp","3 lb."],["{@i {@item Holy symbol|PHB}}","",""],{"type":"row","style":"row-indent-first","row":["{@item Amulet|PHB}","5 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Emblem|PHB}","5 gp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Reliquary|PHB}","5 gp","2 lb."]},["{@item Holy water (flask)|PHB}","25 gp","1 lb."],["{@item Hourglass|PHB}","25 gp","1 lb."],["{@item Hunting trap|PHB}","5 gp","25 lb."],["{@item Ink (1-ounce bottle)|PHB}","10 gp","\u2014"],["{@item Ink pen|PHB}","2 cp","\u2014"],["{@item Jug|PHB} or {@item pitcher|PHB}","2 cp","4 lb."],["{@item climber's kit|PHB|Kit, climber's}","25 gp","12 lb."],["{@item disguise kit|PHB|Kit, disguise}","25 gp","3 lb."],["{@item forgery kit|PHB|Kit, forgery}","15 gp","5 lb."],["{@item herbalism kit|PHB|Kit, herbalism}","5 gp","3 lb."],["{@item healer's kit|PHB|Kit, healer's}","5 gp","3 lb."],["{@item mess kit|PHB|Kit, mess}","2 sp","1 lb."],["{@item poisoner's kit|PHB|Kit, poisoner's}","50 gp","2 lb."],["{@item Ladder (10-foot)|PHB}","1 sp","25 lb."],["{@item Lamp|PHB}","5 sp","1 lb."],["{@item bullseye lantern|PHB|Lantern, bullseye}","10 gp","2 lb."],["{@item hooded lantern|PHB|Lantern, hooded}","5 gp","2 lb."],["{@item Lock|PHB}","10 gp","1 lb."],["{@item Magnifying glass|PHB}","100 gp","\u2014"],["{@item Manacles|PHB}","2 gp","6 lb."],["{@item steel mirror|PHB|Mirror, steel}","5 gp","1/2 lb."],["{@item Oil (flask)|PHB}","1 sp","1 lb."],["{@item Paper (one sheet)|PHB}","2 sp","\u2014"],["{@item Parchment (one sheet)|PHB}","1 sp","\u2014"],["{@item Perfume (vial)|PHB}","5 gp","\u2014"],["{@item miner's pick|PHB|Pick, miner's}","2 gp","10 lb."],["{@item Piton|PHB}","5 cp","1/4 lb."],["{@item basic poison (vial)|PHB|Poison, basic (vial)}","100 gp","\u2014"],["{@item Pole (10-foot)|PHB}","5 cp","7 lb."],["{@item iron pot|PHB|Pot, iron}","2 gp","10 lb."],["{@item Potion of healing|DMG}","50 gp","1/2 lb."],["{@item Pouch|PHB}","5 sp","1 lb."],["{@item Quiver|PHB}","1 gp","1 lb."],["{@item portable ram|PHB|Ram, portable}","4 gp","35 lb."],["{@item Rations (1 day)|PHB}","5 sp","2 lb."],["{@item Robes|PHB}","1 gp","4 lb."],["{@item hempen rope (50 feet)|PHB|Rope, hempen (50 feet)}","1 gp","10 lb."],["{@item silk rope (50 feet)|PHB|Rope, silk (50 feet)}","10 gp","5 lb."],["{@item Sack|PHB}","1 cp","1/2 lb."],["{@item merchant's scale|PHB|Scale, merchant's}","5 gp","3 lb."],["{@item Sealing wax|PHB}","5 sp","\u2014"],["{@item Shovel|PHB}","2 gp","5 lb."],["{@item Signal whistle|PHB}","5 cp","\u2014"],["{@item Signet ring|PHB}","5 gp","\u2014"],["{@item Soap|PHB}","2 cp","\u2014"],["{@item Spellbook|PHB}","50 gp","3 lb."],["{@item iron spikes (10)|PHB|Spikes, iron (10)}","1 gp","5 lb."],["{@item Spyglass|PHB}","1,000 gp","1 lb."],["{@item two-person tent|PHB|Tent, two-person}","2 gp","20 lb."],["{@item Tinderbox|PHB}","5 sp","1 lb."],["{@item Torch|PHB}","1 cp","1 lb."],["{@item Vial|PHB}","1 gp","\u2014"],["{@item Waterskin|PHB}","2 sp","5 lb. (full)"],["{@item Whetstone|PHB}","1 cp","1 lb."]]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Acid","page":148,"entries":["As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage."],"source":"PHB"},{"type":"entries","name":"Alchemist's Fire","page":148,"entries":["This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames."],"source":"PHB"},{"type":"entries","name":"Antitoxin","page":151,"entries":["A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs."],"source":"PHB"},{"type":"entries","name":"Arcane Focus","page":151,"entries":["An arcane focus is a special item\u2014an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item\u2014designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Ball Bearings","page":151,"entries":["As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall {@condition prone}. A creature moving through the area at half speed doesn't need to make this save."],"source":"PHB"},{"type":"entries","name":"Block and Tackle","page":151,"entries":["A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift."],"source":"PHB"},{"type":"entries","name":"Book","page":151,"entries":["A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section)."],"source":"PHB"},{"type":"entries","name":"Caltrops","page":151,"entries":["As an action, you can spend a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save."],"source":"PHB"},{"type":"entries","name":"Candle","page":151,"entries":["For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet."],"source":"PHB"},{"type":"entries","name":"Case, Crossbow Bolt","page":151,"entries":["This wooden case can hold up to twenty crossbow bolts"],"source":"PHB"},{"type":"entries","name":"Case, Map or Scroll","page":151,"entries":["This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment."],"source":"PHB"},{"type":"entries","name":"Chain","page":151,"entries":["A chain has 10 hit points. It can be burst with a successful DC 20 Strength check."],"source":"PHB"},{"type":"entries","name":"Climber's Kit","page":151,"entries":["A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor."],"source":"PHB"},{"type":"entries","name":"Component Pouch","page":151,"entries":["A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description)."],"source":"PHB"},{"type":"entries","name":"Crowbar","page":151,"entries":["Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied."],"source":"PHB"},{"type":"entries","name":"Druidic Focus","page":151,"entries":["A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player's Handbook) can use such an object as a spellcasting focus, as described in chapter 10."],"source":"PHB"},{"type":"entries","name":"Fishing Tackle","page":151,"entries":["This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting."],"source":"PHB"},{"type":"entries","name":"Healer's Kit","page":151,"entries":["This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom ({@skill Medicine}) check."],"source":"PHB"},{"type":"entries","name":"Holy Symbol","page":151,"entries":["A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in Part 3: The Rules of Magic. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield."],"source":"PHB"},{"type":"entries","name":"Holy Water","page":151,"entries":["As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.","In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot."],"source":"PHB"},{"type":"entries","name":"Hunting Trap","page":152,"entries":["When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature."],"source":"PHB"},{"type":"entries","name":"Lamp","page":152,"entries":["A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Bullseye","page":152,"entries":["A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil."],"source":"PHB"},{"type":"entries","name":"Lantern, Hooded","page":152,"entries":["A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius."],"source":"PHB"},{"type":"entries","name":"Lock","page":152,"entries":["A key is provided with the lock. Without the key, a creature proficient with {@item thieves' tools|phb} can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices."],"source":"PHB"},{"type":"entries","name":"Magnifying Glass","page":152,"entries":["This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed."],"source":"PHB"},{"type":"entries","name":"Manacles","page":152,"entries":["These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with {@item thieves' tools|phb} can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points."],"source":"PHB"},{"type":"entries","name":"Mess Kit","page":152,"entries":["This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl."],"source":"PHB"},{"type":"entries","name":"Oil","page":152,"entries":["Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn."],"source":"PHB"},{"type":"entries","name":"Poison, Basic","page":153,"entries":["You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."],"source":"PHB"},{"type":"entries","name":"Potion of Healing","page":153,"entries":["A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action."],"source":"PHB"},{"type":"entries","name":"Pouch","page":153,"entries":["A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section)."],"source":"PHB"},{"type":"entries","name":"Quiver","page":153,"entries":["A quiver can hold up to 20 arrows."],"source":"PHB"},{"type":"entries","name":"Ram, Portable","page":153,"entries":["You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check."],"source":"PHB"},{"type":"entries","name":"Rations","page":153,"entries":["Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts."],"source":"PHB"},{"type":"entries","name":"Rope, hempen (50 feet)","page":153,"entries":["Rope, made of hemp, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Rope, silk (50 feet)","page":153,"entries":["Rope, made of silk, has 2 hit points and can be burst with a DC 17 Strength check."],"source":"PHB"},{"type":"entries","name":"Scale, Merchant's","page":153,"entries":["A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth."],"source":"PHB"},{"type":"entries","name":"Spellbook","page":153,"entries":["Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells."],"source":"PHB"},{"type":"entries","name":"Spyglass","page":153,"entries":["Objects viewed through a spyglass are magnified to twice their size."],"source":"PHB"},{"type":"entries","name":"Tent","page":153,"entries":["A simple and portable canvas shelter, a tent sleeps two."],"source":"PHB"},{"type":"entries","name":"Tinderbox","page":153,"entries":["This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch\u2014or anything else with abundant, exposed fuel\u2014takes an action. Lighting any other fire takes 1 minute."],"source":"PHB"},{"type":"entries","name":"Torch","page":153,"entries":["A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage."],"source":"PHB"}]}]},{"type":"table","caption":"Container Capacity","srd":true,"basicRules":true,"colLabels":["Container","Capacity"],"colStyles":["col-6","col-6"],"rows":[["{@item Backpack|phb}*","1 cubic foot/30 pounds of gear"],["{@item Barrel|phb}","40 gallons liquid, 4 cubic feet solid"],["{@item Basket|phb}","2 cubic feet/40 pounds of gear"],["{@item Glass Bottle|phb|Bottle}","1½ pints liquid"],["{@item Bucket|phb}","3 gallons liquid, 1/2 cubic foot solid"],["{@item Chest|phb}","12 cubic feet/300 pounds of gear"],["{@item Flask|phb} or {@item tankard|phb}","1 pint liquid"],["{@item Jug|phb} or {@item pitcher|phb}","1 gallon liquid"],["{@item Iron Pot|phb|Pot, iron}","1 gallon liquid"],["{@item Pouch|phb}","1/5 cubic foot/6 pounds of gear"],["{@item Sack|phb}","1 cubic foot/30 pounds of gear"],["{@item Vial|phb}","4 ounces liquid"],["{@item Waterskin|phb}","4 pints liquid"]],"footnotes":["* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack."]},{"type":"inset","name":"Equipment Packs","page":151,"entries":["The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.",{"type":"entries","name":"Burglar's Pack (16 gp)","page":151,"entries":["Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Diplomat's Pack (39 gp)","page":151,"entries":["Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap."],"source":"PHB"},{"type":"entries","name":"Dungeoneer's Pack (12 gp)","page":151,"entries":["Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Entertainer's Pack (40 gp)","page":151,"entries":["Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit."],"source":"PHB"},{"type":"entries","name":"Explorer's Pack (10 gp)","page":151,"entries":["Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it."],"source":"PHB"},{"type":"entries","name":"Priest's Pack (19 gp)","page":151,"entries":["Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin."],"source":"PHB"},{"type":"entries","name":"Scholar's Pack (40 gp)","page":151,"entries":["Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Armor and Shields","page":144,"entries":["D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.","The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D.",{"type":"table","caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item padded armor|phb|Padded}","5 gp","11 + Dex modifier","\u2014","Disadvantage","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item leather armor|phb|Leather}","10 gp","11 + Dex modifier","\u2014","\u2014","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item studded leather armor|phb|Studded leather}","45 gp","12 + Dex modifier","\u2014","\u2014","13 lb."]},["{@i Medium Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item hide armor|phb|Hide}","10 gp","12 + Dex modifier (max 2)","\u2014","\u2014","12 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain shirt|phb}","50 gp","13 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Scale mail|phb}","50 gp","14 + Dex modifier (max 2)","\u2014","Disadvantage","45 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Breastplate|phb}","400 gp","14 + Dex modifier (max 2)","\u2014","\u2014","20 lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","\u2014","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","\u2014","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","\u2014","\u2014","6 lb."]}]},{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Armor Proficiency","page":144,"entries":["Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however.","Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells."],"source":"PHB"},{"type":"entries","name":"Armor Class (AC)","page":144,"entries":["Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class."],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":144,"entries":["Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows \"Str 13\" or \"Str 15\" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score."],"source":"PHB"},{"type":"entries","name":"Stealth","page":144,"entries":["If the Armor table shows \"Disadvantage\" in the Stealth column, the wearer has disadvantage on Dexterity ({@skill Stealth}) checks."],"source":"PHB"},{"type":"entries","name":"Shields","page":144,"entries":["A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time."],"source":"PHB"}]}]},{"type":"inset","name":"Variant: Equipment Sizes","page":144,"entries":["In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.","The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.","Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 × 10 or determine the increase in cost based on the extent of the alterations required."],"source":"PHB"},{"type":"entries","name":"Light Armor","page":144,"entries":["Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Padded","page":144,"entries":["Padded armor consists of quilted layers of cloth and batting."],"source":"PHB"},{"type":"entries","name":"Leather","page":144,"entries":["The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials."],"source":"PHB"},{"type":"entries","name":"Studded Leather","page":144,"entries":["Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Medium Armor","page":144,"entries":["Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.",{"type":"entries","entries":[{"type":"entries","name":"Hide","page":144,"entries":["This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor."],"source":"PHB"},{"type":"entries","name":"Chain Shirt","page":144,"entries":["Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers."],"source":"PHB"},{"type":"entries","name":"Scale Mail","page":144,"entries":["This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Breastplate","page":145,"entries":["This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered."],"source":"PHB"},{"type":"entries","name":"Half Plate","page":145,"entries":["Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Heavy Armor","page":145,"entries":["Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.",{"type":"entries","entries":[{"type":"entries","name":"Ring Mail","page":145,"entries":["This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor."],"source":"PHB"},{"type":"entries","name":"Chain Mail","page":145,"entries":["Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets."],"source":"PHB"},{"type":"entries","name":"Splint","page":145,"entries":["This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints."],"source":"PHB"},{"type":"entries","name":"Plate","page":145,"entries":["Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Getting Into and Out of Armor","page":146,"entries":["The time it takes to don or doff armor depends on the armor's category.",{"type":"entries","entries":[{"type":"entries","name":"Don","page":146,"entries":["This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor."],"source":"PHB"},{"type":"entries","name":"Doff","page":146,"entries":["This is the time it takes to take off armor. If you have help, reduce this time by half."],"source":"PHB"}]},{"type":"table","caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]]}],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Attunement","page":136,"entries":["Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)","Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.","Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.","An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.","A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed."],"data":{"quickref":2},"source":"DMG"},{"type":"section","data":{"quickref":2},"name":"Expenses","page":157,"entries":["When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.",{"type":"entries","name":"Lifestyle Expenses","page":157,"basicRules":true,"srd":true,"entries":["Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.","At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.","Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.",{"type":"table","caption":"Lifestyle Expenses","colLabels":["Lifestyle","Price/Day"],"colStyles":["col-6","col-6 text-right"],"rows":[["Wretched","\u2014"],["Squalid","1 sp"],["Poor","2 sp"],["Modest","1 gp"],["Comfortable","2 gp"],["Wealthy","4 gp"],["Aristocratic","10 gp minimum"]]},{"type":"entries","entries":[{"type":"entries","name":"Wretched","page":158,"entries":["You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people."],"source":"PHB"},{"type":"entries","name":"Squalid","page":158,"entries":["You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease."],"source":"PHB"},{"type":"entries","name":"Poor","page":158,"entries":["A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types."],"source":"PHB"},{"type":"entries","name":"Modest","page":158,"entries":["A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like."],"source":"PHB"},{"type":"entries","name":"Comfortable","page":158,"entries":["Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers."],"source":"PHB"},{"type":"entries","name":"Wealthy","page":158,"entries":["Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants."],"source":"PHB"},{"type":"entries","name":"Aristocratic","page":158,"entries":["You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery.","The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant."],"source":"PHB"}]}],"source":"PHB"},{"type":"entries","name":"Food, Drink, and Lodging","page":158,"entries":["The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.",{"type":"table","caption":"Food, Drink, and Lodging","basicRules":true,"srd":true,"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}]},{"type":"inset","name":"Self-Sufficiency","page":159,"entries":["The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford\u2014paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.","Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the {@skill Survival} skill lets you live at the equivalent of a comfortable lifestyle."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Services","page":159,"entries":["Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.","Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the {@spell Leomund's secret chest} spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.","Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.","Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.",{"type":"table","caption":"Services","basicRules":true,"srd":true,"colLabels":["Service","Pay"],"colStyles":["col-6","col-6"],"rows":[["{@i Coach cab}",""],{"type":"row","style":"row-indent-first","row":["Between towns","3 cp per mile"]},{"type":"row","style":"row-indent-first","row":["Coach cab, Within a city","1 cp"]},["{@i Hireling}",""],{"type":"row","style":"row-indent-first","row":["Skilled","2 gp per day"]},{"type":"row","style":"row-indent-first","row":["Untrained","2 sp per day"]},["Messenger","2 cp per mile"],["Road or gate toll","1 cp"],["Ship's passage","1 sp per mile"]]}],"source":"PHB"},{"type":"entries","name":"Spellcasting Services","page":159,"entries":["People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.","Hiring someone to cast a relatively common spell of {@filter 1st|spells|level=1} or {@filter 2nd|spells|level=2} level, such as {@spell cure wounds} or {@spell identify}, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment\u2014the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Mounts and Vehicles","page":155,"entries":["A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.","An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.","Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.",{"type":"entries","entries":[{"type":"entries","name":"Barding","page":155,"entries":["Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much."],"source":"PHB"},{"type":"entries","name":"Saddles","page":155,"entries":["A {@item military saddle|phb} braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An {@item exotic saddle|phb} is required for riding any aquatic or flying mount."],"source":"PHB"},{"type":"entries","name":"Vehicle Proficiency","page":155,"entries":["If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances."],"source":"PHB"},{"type":"entries","name":"Rowed Vessels","page":155,"entries":["Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land."],"source":"PHB"}]},{"type":"table","caption":"Mounts and Other Animals","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-right","col-2 text-right","col-2 text-right"],"rows":[["{@item Camel|phb}","50 gp","50 ft.","480 lb."],["{@item Donkey|phb} or {@item mule|phb}","8 gp","40 ft.","420 lb."],["{@item Elephant|phb}","200 gp","40 ft.","1,320 lb."],["{@item draft horse|phb|Horse, draft}","50 gp","40 ft.","540 lb."],["{@item riding horse|phb|Horse, riding}","75 gp","60 ft.","480 lb."],["{@item Mastiff|phb}","25 gp","40 ft.","195 lb."],["{@item Pony|phb}","30 gp","40 ft.","225 lb."],["{@item Warhorse|phb}","400 gp","60 ft.","540 lb."]]},{"type":"table","caption":"Tack, Harness, and Drawn Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Barding|PHB}","×4","×2"],["{@item Bit and bridle|PHB}","2 gp","1 lb."],["{@item Carriage|PHB}","100 gp","600 lb."],["{@item Cart|PHB}","15 gp","200 lb."],["{@item Chariot|PHB}","250 gp","100 lb."],["Animal Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["{@item Exotic saddle|PHB|Exotic}","60 gp","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Military saddle|PHB|Military}","20 gp","30 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pack saddle|PHB|Pack}","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Riding saddle|PHB|Riding}","10 gp","25 lb."]},["{@item Saddlebags|PHB}","4 gp","8 lb."],["{@item Sled|PHB}","20 gp","300 lb."],["Stabling (per day)","5 sp","\u2014"],["{@item Wagon|PHB}","35 gp","400 lb."]]},{"type":"table","caption":"Waterborne Vehicles","basicRules":true,"srd":true,"colLabels":["Item","Cost","Speed"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Galley|DMG}","30,000 gp","4 mph"],["{@item Keelboat|DMG}","3,000 gp","1 mph"],["{@item Longship|DMG}","10,000 gp","3 mph"],["{@item Rowboat|DMG}","50 gp","1½ mph"],["{@item Sailing ship|DMG}","10,000 gp","2 mph"],["{@item Warship|DMG}","25,000 gp","2½ mph"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Starting Equipment","page":143,"entries":["When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend.","You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor's adventurous footsteps.",{"type":"table","caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Tools","page":154,"entries":["A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.",{"type":"entries","entries":[{"type":"entries","entries":[{"type":"entries","name":"Artisan's Tools","basicRules":true,"srd":true,"page":154,"entries":["These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Disguise Kit","page":154,"entries":["This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise."],"source":"PHB"},{"type":"entries","name":"Forgery Kit","page":154,"entries":["This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document."],"source":"PHB"},{"type":"entries","name":"Gaming Set","page":154,"entries":["This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Herbalism Kit","page":154,"entries":["This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.","Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing."],"source":"PHB"},{"type":"entries","name":"Musical Instrument","page":154,"entries":["Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in Part 3: The Rules of Magic, Casting a Spell. Each type of musical instrument requires a separate proficiency."],"source":"PHB"},{"type":"entries","name":"Navigator's Tools","page":154,"entries":["This set of instruments is used for navigation at sea. Proficiency with {@item navigator's tools|phb} lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea."],"source":"PHB"},{"type":"entries","name":"Poisoner's Kit","page":154,"entries":["A {@item poisoner's kit|phb} includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons."],"source":"PHB"},{"type":"entries","name":"Thieves' Tools","page":154,"entries":["This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks."],"source":"PHB"}]}]},{"type":"table","colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-center"],"rows":[["{@i Artisan's tools}","",""],{"type":"row","style":"row-indent-first","row":["{@item Alchemist's supplies|phb}","50 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Brewer's supplies|phb}","20 gp","9 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Calligrapher's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Carpenter's tools|phb}","8 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cartographer's tools|phb}","15 gp.","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cobbler's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Cook's utensils|phb}","1 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Glassblower's tools|phb}","30 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Jeweler's tools|phb}","25 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Leatherworker's tools|phb}","5 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Mason's tools|phb}","10 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Painter's supplies|phb}","10 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Potter's tools|phb}","10 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Smith's tools|phb}","20 gp","8 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Tinker's tools|phb}","50 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Weaver's tools|phb}","1 gp","5 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Woodcarver's tools|phb}","1 gp","5 lb."]},["{@item Disguise Kit|phb}","25 gp","3 lb."],["{@item Forgery kit|phb}","15 gp","5 lb."],["{@i Gaming sets}","",""],{"type":"row","style":"row-indent-first","row":["{@item Dice set|phb}","1 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Dragonchess set|phb}","1 gp","1/2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Playing card set|phb}","5 sp","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Three-Dragon Ante set|phb}","1 gp","\u2014"]},["{@item Herbalism kit|phb}","5 gp","3 lb."],["{@i Musical instruments}","",""],{"type":"row","style":"row-indent-first","row":["{@item Bagpipes|phb}","30 gp","6 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Drum|phb}","6 gp","3 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Dulcimer|phb}","25 gp","10 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Flute|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lute|phb}","35 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Lyre|phb}","30 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Horn|phb}","3 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Pan flute|phb}","12 gp","2 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Shawm|phb}","2 gp","1 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Viol|phb}","30 gp","1 lb."]},["{@item Navigator's tools|phb}","25 gp","2 lb."],["{@item Poisoner's kit|phb}","50 gp","2 lb."],["{@item Thieves' tools|phb}","25 gp","1 lb."],["Vehicles (land or water)","*","*"]],"footnotes":["* See the \"Mounts and Vehicles\" section."]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Trade Goods","page":157,"basicRules":true,"srd":true,"entries":["Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).","Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.",{"type":"table","caption":"Trade Goods","srd":true,"colLabels":["Cost","Goods"],"colStyles":["col-1 text-right","col-11"],"rows":[["1 cp","1 lb. of wheat"],["2 cp","1 lb. of flour or one chicken"],["5 cp","1 lb. of salt"],["1 sp","1 lb. of iron or 1 sq. yd. of canvas"],["5 sp","1 lb. of copper or 1 sq. yd. of cotton cloth"],["1 gp","1 lb. of ginger or one goat"],["2 gp","1 lb. of cinnamon or pepper, or one sheep"],["3 gp","1 lb. of cloves or one pig"],["5 gp","1 lb. of silver or 1 sq. yd. of linen"],["10 gp","1 sq. yd. of silk or one cow"],["15 gp","1 lb. of saffron or one ox"],["50 gp","1 lb. of gold"],["500 gp","1 lb. of platinum"]]}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Wealth","page":143,"entries":["Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire deal in coins.",{"type":"entries","name":"Coinage","page":143,"entries":["Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).","With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.","One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night's rest in a poor inn.","One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.","In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.","A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.",{"type":"table","caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]]}],"source":"PHB"},{"type":"entries","name":"Selling Treasure","page":144,"entries":["Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.",{"type":"entries","entries":[{"type":"entries","name":"Arms, Armor, and Other Equipment","page":144,"entries":["As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell."],"source":"PHB"},{"type":"entries","name":"Magic Items","page":144,"entries":["Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such."],"source":"PHB"},{"type":"entries","name":"Gems, Jewelry, and Art Objects","page":144,"entries":["These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first."],"source":"PHB"},{"type":"entries","name":"Trade Goods and Other","page":144,"entries":["On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods\u2014bars of iron, bags of salt, livestock, and so on\u2014retain their full value in the market and can be used as currency."],"source":"PHB"}]}],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":2},"name":"Weapons","page":146,"entries":["Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.","The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.",{"type":"table","caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Greatclub|phb}","2 sp","1d8 bludgeoning","10 lb.","Two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Handaxe|phb}","5 gp","1d6 slashing","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Javelin|phb}","5 sp","1d6 piercing","2 lb.","Thrown (range 30/120)"]},{"type":"row","style":"row-indent-first","row":["{@item Light hammer|phb}","2 gp","1d4 bludgeoning","2 lb.","Light, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Mace|phb}","5 gp","1d6 bludgeoning","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Quarterstaff|phb}","2 sp","1d6 bludgeoning","4 lb.","Versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item Sickle|phb}","1 gp","1d4 slashing","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Spear|phb}","1 gp","1d6 piercing","3 lb.","Thrown (range 20/60), versatile (1d8)"]},["{@i Simple Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item light crossbow|phb|Crossbow, light}","25 gp","1d8 piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Dart|phb}","5 cp","1d4 piercing","1/4 lb.","Finesse, thrown (range 20/60)"]},{"type":"row","style":"row-indent-first","row":["{@item Shortbow|phb}","25 gp","1d6 piercing","2 lb.","Ammunition (range 80/320), two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Sling|phb}","1 sp","1d4 bludgeoning","\u2014","Ammunition (range 30/120)"]},["{@i Martial Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Battleaxe|phb}","10 gp","1d8 slashing","4 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Flail|phb}","10 gp","1d8 bludgeoning","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Glaive|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greataxe|phb}","30 gp","1d12 slashing","7 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Greatsword|phb}","50 gp","2d6 slashing","6 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Halberd|phb}","20 gp","1d10 slashing","6 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Lance|phb}","10 gp","1d12 piercing","6 lb.","Reach, special"]},{"type":"row","style":"row-indent-first","row":["{@item Longsword|phb}","15 gp","1d8 slashing","3 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Maul|phb}","10 gp","2d6 bludgeoning","10 lb.","Heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Morningstar|phb}","15 gp","1d8 piercing","4 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Pike|phb}","5 gp","1d10 piercing","18 lb.","Heavy, reach, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Rapier|phb}","25 gp","1d8 piercing","2 lb.","Finesse"]},{"type":"row","style":"row-indent-first","row":["{@item Scimitar|phb}","25 gp","1d6 slashing","3 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Shortsword|phb}","10 gp","1d6 piercing","2 lb.","Finesse, light"]},{"type":"row","style":"row-indent-first","row":["{@item Trident|phb}","5 gp","1d6 piercing","4 lb.","Thrown (range 20/60), versatile (1d8)"]},{"type":"row","style":"row-indent-first","row":["{@item War pick|phb}","5 gp","1d8 piercing","2 lb.","\u2014"]},{"type":"row","style":"row-indent-first","row":["{@item Warhammer|phb}","15 gp","1d8 bludgeoning","2 lb.","Versatile (1d10)"]},{"type":"row","style":"row-indent-first","row":["{@item Whip|phb}","2 gp","1d4 slashing","3 lb.","Finesse, reach"]},["{@i Martial Ranged Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Blowgun|phb}","10 gp","1 piercing","1 lb.","Ammunition (range 25/100), loading"]},{"type":"row","style":"row-indent-first","row":["{@item hand crossbow|phb|Crossbow, hand}","75 gp","1d6 piercing","3 lb.","Ammunition (range 30/120), light, loading"]},{"type":"row","style":"row-indent-first","row":["{@item heavy crossbow|phb|Crossbow, heavy}","50 gp","1d10 piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Longbow|phb}","50 gp","1d8 piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]},{"type":"row","style":"row-indent-first","row":["{@item Net|phb}","1 gp","\u2014","3 lb.","Special, thrown (range 5/15)"]}]},{"type":"entries","name":"Weapon Proficiency","page":146,"entries":["Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.","Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Weapon Properties","page":146,"entries":["Many weapons have special properties related to their use, as shown in the Weapons table.",{"type":"entries","entries":[{"type":"entries","name":"Ammunition","page":146,"entries":["You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.","If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see \"Improvised Weapons\" late in the section). A sling must be loaded to deal any damage when used in this way."],"source":"PHB"},{"type":"entries","name":"Finesse","page":147,"entries":["When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."],"source":"PHB"},{"type":"entries","name":"Heavy","page":147,"entries":["Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively."],"source":"PHB"},{"type":"entries","name":"Light","page":147,"entries":["A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9."],"source":"PHB"},{"type":"entries","name":"Loading","page":147,"entries":["Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."],"source":"PHB"},{"type":"entries","name":"Range","page":147,"entries":["A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range."],"source":"PHB"},{"type":"entries","name":"Reach","page":147,"entries":["This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon."],"source":"PHB"},{"type":"entries","name":"Special","page":147,"entries":["A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see \"Special Weapons\" later in this section)."],"source":"PHB"},{"type":"entries","name":"Thrown","page":147,"entries":["If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."],"source":"PHB"},{"type":"entries","name":"Two-Handed","page":147,"entries":["This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it."],"source":"PHB"},{"type":"entries","name":"Versatile","page":147,"entries":["This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack."],"source":"PHB"}]},{"type":"entries","name":"Improvised Weapons","page":147,"entries":["Sometimes characters don't have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.","In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.","An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Silvered Weapons","page":148,"entries":["Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Special Weapons","page":148,"entries":["Weapons with special rules are described here.",{"type":"entries","name":"Lance","page":148,"entries":["You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted."],"source":"PHB"},{"type":"entries","name":"Net","page":148,"entries":["A Large or smaller creature hit by a net is {@condition restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":3},"name":"Ability Checks","page":174,"entries":["An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.","For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.",{"type":"table","caption":"Typical Difficulty Classes","basicRules":true,"srd":true,"colLabels":["Task Difficulty","DC"],"colStyles":["col-9","col-3 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Medium","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]]},"To make an ability check, roll a d20 and add the relevant ability modifier.","As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success\u2014the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.",{"type":"entries","name":"Contests","page":174,"entries":["Sometimes one character's or monster's efforts are directly opposed to another's. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen to the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal\u2014for example, when a monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest.","Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding.","If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Passive Checks","page":175,"entries":["A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.","Here's how to determine a character's total for a passive check:",{"type":"abilityGeneric","text":"10 + all modifiers that normally apply to the check"},"If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score.","For example, if a 1st-level character has a Wisdom of 15 and proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) score of 14.","The rules on hiding in the \"Dexterity\" section below rely on passive checks, as do the exploration rules in chapter 8."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Working Together","page":175,"entries":["Sometimes two or more characters team up to attempt a task. The character who's leading the effort\u2014or the one with the highest ability modifier\u2014can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the {@action Help} action (see chapter 9).","A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help.",{"type":"entries","name":"Group Checks","page":175,"entries":["When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren't.","To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.","Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom ({@skill Survival}) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Ability Scores and Modifiers","page":173,"entries":["Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.","A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.","Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.","To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).","Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.",{"type":"table","caption":"Ability Scores and Modifiers","basicRules":true,"srd":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]]}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Advantage and Disadvantage","page":173,"entries":["Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.","If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.","When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.","You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character's personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Casting a Spell","page":202,"entries":["When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.","Each spell description in {@book chapter 11|PHB|11} begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.",{"type":"inset","name":"Casting in Armor","page":201,"entries":["Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting."],"source":"PHB"},{"type":"entries","name":"Casting Time","page":202,"entries":["Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.",{"type":"entries","name":"Bonus Action","page":202,"entries":["A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action."],"source":"PHB"},{"type":"entries","name":"Reactions","page":202,"entries":["Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so."],"source":"PHB"},{"type":"entries","name":"Longer Casting Times","page":202,"entries":["Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see \"Concentration\" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Range","page":202,"entries":["The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.","Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.","Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see \"Areas of Effect\" later in the this chapter).","Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise."],"source":"PHB"},{"type":"entries","name":"Components","page":203,"entries":["A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.",{"type":"entries","name":"Verbal (V)","page":203,"entries":["Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component."],"source":"PHB"},{"type":"entries","name":"Somatic (S)","page":203,"entries":["Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures."],"source":"PHB"},{"type":"entries","name":"Material (M)","page":203,"entries":["Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.","If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.","A spellcaster must have a hand free to access a spell's material components\u2014or to hold a spellcasting focus\u2014but it can be the same hand that he or she uses to perform somatic components."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Duration","page":203,"entries":["A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.",{"type":"entries","name":"Instantaneous","page":203,"entries":["Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant."],"source":"PHB"},{"type":"entries","name":"Concentration","page":203,"entries":["Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.","If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).","Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:",{"type":"list","items":["{@b Casting another spell that requires concentration.} You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.","{@b Taking damage.} Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.","{@b Being incapacitated or killed.} You lose concentration on a spell if you are {@condition incapacitated} or if you die."]}],"source":"PHB"},"The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell."],"source":"PHB"},{"type":"entries","name":"Targets","page":204,"entries":["A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).","Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.",{"type":"entries","name":"A Clear Path to the Target","page":204,"entries":["To target something, you must have a clear path to it, so it can't be behind total cover.","If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction."],"source":"PHB"},{"type":"entries","name":"Targeting Yourself","page":204,"entries":["If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"The Schools of Magic","page":203,"entries":[{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"Abjuration","entry":"spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.","nameDot":false},{"type":"item","name":"Conjuration","entry":"spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.","nameDot":false},{"type":"item","name":"Divination","entry":"spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.","nameDot":false},{"type":"item","name":"Enchantment","entry":"spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.","nameDot":false},{"type":"item","name":"Evocation","entry":"spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.","nameDot":false},{"type":"item","name":"Illusion","entry":"spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.","nameDot":false},{"type":"item","name":"Necromancy","entries":["spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.","Creating the undead through the use of necromancy spells such as {@spell animate dead} is not a good act, and only evil casters use such spells frequently."],"nameDot":false},{"type":"item","name":"Transmutation","entry":"spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.","nameDot":false}]}],"source":"PHB"},{"type":"entries","name":"Areas of Effect","page":204,"entries":["Spells such as {@spell burning hands} and {@spell cone of cold} cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.","A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.",{"type":"image","href":{"type":"internal","path":"book/DMG/Point-of-Origin.webp"},"width":1000,"height":528,"data":{"quickrefKeep":true}},{"type":"entries","name":"Cone","page":204,"entries":["A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.","A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cube","page":204,"entries":["You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.","A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Cylinder","page":204,"entries":["A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.","A cylinder's point of origin is included in the cylinder's area of effect."],"source":"PHB"},{"type":"entries","name":"Line","page":205,"entries":["A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.","A line's point of origin is not included in the line's area of effect, unless you decide otherwise."],"source":"PHB"},{"type":"entries","name":"Sphere","page":205,"entries":["You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.","A sphere's point of origin is included in the sphere's area of effect."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Saving Throws","page":205,"entries":[" Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.","The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers."],"source":"PHB"},{"type":"entries","name":"Attack Rolls","page":205,"entries":["Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.","Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't {@condition incapacitated}."],"source":"PHB"},{"type":"entries","name":"Combining Magical Effects","page":205,"entries":["The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect\u2014such as the highest bonus\u2014from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.","For example, if two clerics cast {@spell bless} on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice."],"source":"PHB"},{"type":"inset","name":"The Weave of Magic","page":205,"entries":["The words within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.","Mortals can't directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways of naming and visualizing this interface.","By any name, without the Weave, raw magic is locked away and inaccessible; the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.","All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called {@b arcane magic}. These spells rely on an understanding\u2014learned or intuitive\u2014of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called {@b divine magic}. These spellcasters' access to the Weave is mediated by divine power\u2014gods, the divine forces of nature, or the sacred weight of a paladin's oath.","Whenever a magic effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible.","When characters use divination spells such as {@i detect magic} or {@i identify}, they glimpse the Weave. A spell such as {@i dispel magic} smooths the Weave. Spells such as {@i antimagic field} rearrange the Weave so that magic flows around, rather than through the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways\u2014or not at all."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Conditions","page":289,"entries":["Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as {@condition blinded}, are impairments, but a few, such as {@condition invisible}, can be advantageous.","A condition lasts either until it is countered (the {@condition prone} condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.","If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.",{"type":"inlineBlock","entries":["For a full list of the conditions, see the ",{"type":"link","href":{"type":"internal","path":"conditionsdiseases.html"},"text":"conditions"}," page. The conditions are:",{"type":"list","items":["{@condition blinded}","{@condition charmed}","{@condition deafened}","{@condition exhaustion}","{@condition frightened}","{@condition grappled}","{@condition incapacitated}","{@condition invisible}","{@condition paralyzed}","{@condition petrified}","{@condition poisoned}","{@condition prone}","{@condition restrained}","{@condition stunned}","{@condition unconscious}"],"columns":3}]}],"source":"PHB"},{"type":"section","name":"Falling","page":77,"entries":["Falling from a great height is a significant risk for adventurers and their foes. The rule given in the player's handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",{"type":"entries","name":"Rate of Falling","page":77,"entries":["The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.","When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."],"source":"XGE"},{"type":"entries","name":"Flying Creatures and Falling","page":77,"entries":["A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.","If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.","If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Food and Water","page":185,"entries":["Characters who don't eat or drink suffer the effects of {@condition exhaustion} (see the appendix). Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.",{"type":"entries","name":"Food","page":185,"entries":["A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.","A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of {@condition exhaustion}.","A normal day of eating resets the count of days without food to zero."],"source":"PHB"},{"type":"entries","name":"Water","page":185,"entries":["A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of {@condition exhaustion} at the end of the day. A character with access to even less water automatically suffers one level of {@condition exhaustion} at the end of the day.","If the character already has one or more levels of {@condition exhaustion}, the character takes two levels in either case."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"How to Play","page":6,"entries":["{@b 1. The DM describes the environment.} The DM tells the players where their adventurers are and what's around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what's on a table, who's in the tavern, and so on).","{@b 2. The players describe what they want to do.} Sometimes one player speaks for the whole party, saying, \"We'll take the east door,\" for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don't need to take turns, but the DM listens to every player and decides how to resolve those actions.","Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.","{@b 3. The DM narrates the results of the adventurers' actions.} Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.","This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.","In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.","Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM's verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.",{"type":"entries","name":"Game Dice","page":6,"entries":["The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.","In these rules, the different dice are referred to by the letter {@b d} followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).","Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9.","One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.","When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, \"3d8 + 5\" means you roll three eight-sided dice, add them together, and add 5 to the total.","The same d notation appears in the expressions \"1d3\" and \"1d2.\" To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2.)"],"source":"PHB"},{"type":"entries","name":"The D20","page":7,"entries":["Does an adventurer's sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.","Every character and monster in the game has capabilities defined by six {@b ability scores}. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.","Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.","{@b 1. Roll the die and add a modifier.} Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character's particular skill. (See chapter 1 for details on each ability and how to determine an ability's modifier.)","{@b 2. Apply circumstantial bonuses and penalties.} A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.","{@b 3. Compare the total to a target number.} If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.","The target number for an ability check or a saving throw is called a {@b Difficulty Class} (DC). The target number for an attack roll is called an {@b Armor Class} (AC).","This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game."],"source":"PHB"},{"type":"entries","name":"Advantage and Disadvantage","page":7,"entries":["Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.","More detailed rules for advantage and disadvantage are presented in chapter 7."],"source":"PHB"},{"type":"entries","name":"Specific Beats General","page":7,"entries":["This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.","Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules."],"source":"PHB"},{"type":"entries","name":"Round Down","page":7,"entries":["There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Interacting with Objects","page":185,"entries":["A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens.","For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task.","Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves.","When an object drops to 0 hit points, it breaks.","A character can also attempt a Strength check to break an object. The DM sets the DC for any such check."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Proficiency Bonus","page":173,"entries":["Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.","Your proficiency bonus can't be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.","Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue's Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.","By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn't normally benefit from your proficiency bonus, you still don't add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the {@skill History} skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence ({@skill History}) checks.","In general, you don't multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply."],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Resting","page":186,"entries":["Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.","Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.",{"type":"entries","name":"Short Rest","page":186,"entries":["A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.","A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below."],"source":"PHB"},{"type":"entries","name":"Long Rest","page":186,"entries":["A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity\u2014at least 1 hour of walking, fighting, casting spells, or similar adventuring activity\u2014the characters must begin the rest again to gain any benefit from it.","At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 Hit Die when you finish a long rest.","For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.","A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Saving Throws","page":179,"entries":["A saving throw\u2014also called a save\u2014represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.","To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.","A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.","Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.","The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.","The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."],"source":"PHB"},{"type":"section","name":"Simultaneous Effects","page":77,"entries":["Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table-whether player or DM-who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Skills","page":174,"entries":["Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual's proficiency in a skill demonstrates a focus on that aspect. (A character's starting skill proficiencies are determined at character creation, and a monster's skill proficiencies appear in the monster's stat block.)","For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth}, respectively. So a character who has proficiency in the {@skill Stealth} skill is particularly good at Dexterity checks related to sneaking and hiding.","The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability's description in the later sections of this chapter for examples of how to use a skill associated with an ability.",{"type":"table","colLabels":["Ability","Skills"],"colStyles":["col-2","col-10"],"rows":[["Strength","{@skill Athletics}"],["Dexterity","{@skill Acrobatics}, {@skill Sleight of Hand}, {@skill Stealth}"],["Intelligence","{@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, {@skill Religion}"],["Wisdom","{@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, {@skill Survival}"],["Charisma","{@skill Deception}, {@skill Intimidation}, {@skill Performance}, {@skill Persuasion}"]]},"Sometimes, the DM might ask for an ability check using a specific skill\u2014for example, \"Make a Wisdom ({@skill Perception}) check.\" At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check.","For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength ({@skill Athletics}) check. If the character is proficient in {@skill Athletics}, the character's proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check.",{"type":"entries","name":"Variant: Skills with Different Abilities","page":175,"entries":["Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in {@skill Athletics} and ask for a Constitution ({@skill Athletics}) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength ({@skill Athletics}) check.","Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though {@skill Intimidation} is normally associated with Charisma."],"source":"PHB"}],"source":"PHB"},{"type":"section","name":"Sleep","page":77,"entries":["Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",{"type":"entries","name":"Waking Someone","page":77,"entries":["A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise-such as yelling, thunder, or a ringing bell-also awakens someone that is sleeping naturally.","Whispers don't disturb sleep, unless a sleeper's passive Wisdom ({@skill Perception}) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom ({@skill Perception}) score of 15 or higher."],"source":"XGE"},{"type":"entries","name":"Sleeping in Armor","page":77,"entries":["Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.","When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."],"source":"XGE"},{"type":"entries","name":"Going without a Long Rest","page":78,"entries":["A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.","Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.","It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."],"source":"XGE"}],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Suffocating","page":183,"entries":["A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).","When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.","For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points."],"source":"PHB"},{"type":"section","name":"Tying Knots","page":78,"entries":["The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.","The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.","This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."],"data":{"quickref":3},"source":"XGE"},{"type":"section","data":{"quickref":3},"name":"Using Each Ability","page":175,"entries":["Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.",{"type":"entries","name":"Strength","page":175,"entries":["Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.",{"type":"entries","name":"Strength Checks","page":175,"entries":["A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The {@skill Athletics} skill reflects aptitude in certain kinds of Strength checks.",{"type":"entries","name":"Athletics","page":175,"entries":["Your Strength ({@skill Athletics}) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:",{"type":"list","items":["You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.","You try to jump an unusually long distance or pull off a stunt mid jump.","You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming."]}],"source":"PHB"},{"type":"entries","name":"Other Strength Checks","page":175,"entries":["The DM might also call for a Strength check when you try to accomplish tasks like the following:",{"type":"list","items":["Force open a stuck, locked, or barred door","Break free of bonds","Push through a tunnel that is too small","Hang on to a wagon while being dragged behind it","Tip over a statue","Keep a boulder from rolling"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":176,"entries":["You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack."],"source":"PHB"},{"type":"entries","name":"Lifting and Carrying","page":176,"entries":["Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.",{"type":"entries","name":"Carrying Capacity","page":176,"entries":["Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it."],"source":"PHB"},{"type":"entries","name":"Push, Drag, or Lift","page":176,"entries":["You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet."],"source":"PHB"},{"type":"entries","name":"Size and Strength","page":176,"entries":["Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Variant: Encumbrance","page":176,"entries":["The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.","If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.","If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Dexterity","page":176,"entries":["Dexterity measures agility, reflexes, and balance.",{"type":"entries","name":"Dexterity Checks","page":176,"entries":["A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} skills reflect aptitude in certain kinds of Dexterity checks.",{"type":"entries","name":"Acrobatics","page":176,"entries":["Your Dexterity ({@skill Acrobatics}) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity ({@skill Acrobatics}) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips."],"source":"PHB"},{"type":"entries","name":"Sleight of Hand","page":177,"entries":["Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity ({@skill Sleight of Hand}) check. The DM might also call for a Dexterity ({@skill Sleight of Hand}) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket."],"source":"PHB"},{"type":"entries","name":"Stealth","page":177,"entries":["Make a Dexterity ({@skill Stealth}) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard."],"source":"PHB"},{"type":"entries","name":"Other Dexterity Checks","page":177,"entries":["The DM might call for a Dexterity check when you try to accomplish tasks like the following:",{"type":"list","items":["Control a heavily laden cart on a steep descent","Steer a chariot around a tight turn","Pick a lock","Disable a trap","Securely tie up a prisoner","Wriggle free of bonds","Play a stringed instrument","Craft a small or detailed object"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Attack Rolls and Damage","page":177,"entries":["You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier."],"source":"PHB"},{"type":"entries","name":"Armor Class","page":177,"entries":["Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5."],"source":"PHB"},{"type":"entries","name":"Initiative","page":177,"entries":["At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures' turns in combat, as described in chapter 9."],"source":"PHB"},{"type":"inset","data":{"quickref":3,"allowRefDupe":true},"name":"Hiding","page":177,"entries":["The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity ({@skill Stealth}) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom ({@skill Perception}) check of any creature that actively searches for signs of your presence.","You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An {@condition invisible} creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.","In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.",{"type":"entries","name":"Passive Perception","page":177,"entries":["When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity ({@skill Stealth}) check with that creature's passive Wisdom ({@skill Perception}) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5.","For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and a proficiency in {@skill Perception}, he or she has a passive Wisdom ({@skill Perception}) of 14."],"source":"PHB"},{"type":"entries","name":"What Can you See?","page":177,"entries":["One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Constitution","page":177,"entries":["Constitution measures health, stamina, and vital force.",{"type":"entries","name":"Constitution Checks","page":177,"entries":["Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.","A Constitution check can model your attempt to push beyond normal limits, however.","The DM might call for a Constitution check when you try to accomplish tasks like the following:",{"type":"list","items":["Hold your breath","March or labor for hours without rest","Go without sleep","Survive without food or water","Quaff an entire stein of ale in one go"]}],"source":"PHB"},{"type":"entries","name":"Hit Points","page":177,"entries":["Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.","If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you're 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Intelligence","page":177,"entries":["Intelligence measures mental acuity, accuracy of recall, and the ability to reason.",{"type":"entries","name":"Intelligence Checks","page":177,"entries":["An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The {@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, and {@skill Religion} skills reflect aptitude in certain kinds of Intelligence checks.",{"type":"entries","name":"Arcana","page":177,"entries":["Your Intelligence ({@skill Arcana}) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."],"source":"PHB"},{"type":"entries","name":"History","page":177,"entries":["Your Intelligence ({@skill History}) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations."],"source":"PHB"},{"type":"entries","name":"Investigation","page":178,"entries":["When you look around for clues and make deductions based on those clues, you make an Intelligence ({@skill Investigation}) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence ({@skill Investigation}) check."],"source":"PHB"},{"type":"entries","name":"Nature","page":178,"entries":["Your Intelligence ({@skill Nature}) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles."],"source":"PHB"},{"type":"entries","name":"Religion","page":178,"entries":["Your Intelligence ({@skill Religion}) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults."],"source":"PHB"},{"type":"entries","name":"Other Intelligence Checks","page":178,"entries":["The DM might call for an Intelligence check when you try to accomplish tasks like the following:",{"type":"list","items":["Communicate with a creature without using words","Estimate the value of a precious item","Pull together a disguise to pass as a city guard","Forge a document","Recall lore about a craft or trade","Win a game of skill"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Wisdom","page":178,"entries":["Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.",{"type":"entries","name":"Wisdom Checks","page":178,"entries":["A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The {@skill Animal Handling}, {@skill Insight}, {@skill Medicine}, {@skill Perception}, and {@skill Survival} skills reflect aptitude in certain kinds of Wisdom checks.",{"type":"entries","name":"Animal Handling","page":178,"entries":["When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom ({@skill Animal Handling}) check. You also make a Wisdom ({@skill Animal Handling}) check to control your mount when you attempt a risky maneuver."],"source":"PHB"},{"type":"entries","name":"Insight","page":178,"entries":["Your Wisdom ({@skill Insight}) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms."],"source":"PHB"},{"type":"entries","name":"Medicine","page":178,"entries":["A Wisdom ({@skill Medicine}) check lets you try to stabilize a dying companion or diagnose an illness."],"source":"PHB"},{"type":"entries","name":"Perception","page":178,"entries":["Your Wisdom ({@skill Perception}) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses."],"source":"PHB"},"For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.",{"type":"entries","name":"Survival","page":178,"entries":["The DM might ask you to make a Wisdom ({@skill Survival}) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards."],"source":"PHB"},{"type":"entries","name":"Other Wisdom Checks","page":178,"entries":["The DM might call for a Wisdom check when you try to accomplish tasks like the following:",{"type":"list","items":["Get a gut feeling about what course of action to follow","Discern whether a seemingly dead or living creature is undead"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":178,"entries":["Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"},{"type":"inset","name":"Finding a Hidden Object","page":178,"entries":["When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom ({@skill Perception}) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook.","In most cases, you need to describe where you are looking in order for the DM to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance of finding the key, regardless of your Wisdom ({@skill Perception}) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance of success."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Charisma","page":178,"entries":["Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.",{"type":"entries","name":"Charisma Checks","page":178,"entries":["A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The {@skill Deception}, {@skill Intimidation}, {@skill Performance}, and {@skill Persuasion} skills reflect aptitude in certain kinds of Charisma checks.",{"type":"entries","name":"Deception","page":178,"entries":["Your Charisma ({@skill Deception}) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie."],"source":"PHB"},{"type":"entries","name":"Intimidation","page":179,"entries":["When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma ({@skill Intimidation}) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision."],"source":"PHB"},{"type":"entries","name":"Performance","page":179,"entries":["Your Charisma ({@skill Performance}) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment."],"source":"PHB"},{"type":"entries","name":"Persuasion","page":179,"entries":["When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma ({@skill Persuasion}) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk."],"source":"PHB"},{"type":"entries","name":"Other Charisma Checks","page":179,"entries":["The DM might call for a Charisma check when you try to accomplish tasks like the following:",{"type":"list","items":["Find the best person to talk to for news, rumors, and gossip","Blend into a crowd to get the sense of key topics of conversation"]}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Spellcasting Ability","page":179,"entries":["Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":3},"name":"Vision and Light","page":183,"alias":["Blindsight","Darkvision","Truesight"],"entries":["The most fundamental tasks of adventuring\u2014noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few\u2014rely heavily on a character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.","A given area might be lightly or heavily obscured. In a {@b lightly obscured} area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","A {@b heavily obscured} area\u2014such as darkness, opaque fog, or dense foliage\u2014blocks vision entirely. A creature effectively suffers from the {@condition blinded} condition when trying to see something in that area.","The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.","{@b Bright light} lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.","{@b Dim light}, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.","{@b Darkness} creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.",{"type":"entries","name":"Blindsight","page":183,"entries":["A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense."],"source":"PHB"},{"type":"entries","name":"Darkvision","page":183,"entries":["Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray."],"source":"PHB"},{"type":"entries","name":"Truesight","page":185,"entries":["A creature with truesight can, out to a specific range, see in normal and magical darkness, see {@condition invisible} creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane."],"source":"PHB"}],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":4},"name":"Actions in Combat","page":192,"entries":["When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.","When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.",{"type":"list","columns":3,"items":["{@action Attack}","{@action Cast a Spell}","{@action Dash}","{@action Disengage}","{@action Dodge}","{@action Help}","{@action Hide}","{@action Ready}","{@action Search}","{@action Use an Object}","{@action Improvising an Action}"]}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Cover","page":196,"entries":["Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.","There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.","A target with {@b half cover} has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.","A target with {@b three-quarters} cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.","A target with {@b total cover} can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle."],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Damage and Healing","page":196,"entries":["Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.",{"type":"entries","name":"Hit Points","page":196,"entries":["Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.","A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points."],"source":"PHB"},{"type":"entries","name":"Damage Rolls","page":196,"entries":["Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.","When attacking with a {@b weapon}, you add your ability modifier\u2014the same modifier used for the attack roll to the damage. A {@b spell} tells you which dice to roll for damage and whether to add any modifiers.","If a spell or other effect deals damage to {@b more than one target} at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.",{"type":"entries","name":"Critical Hits","page":196,"entries":["When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.","For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well."],"source":"PHB"},{"type":"entries","name":"Damage Types","page":196,"entries":["Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.","The damage types follow, with examples to help a DM assign a damage type to a new effect.",{"type":"entries","name":"Acid","page":196,"entries":["The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage."],"source":"PHB"},{"type":"entries","name":"Bludgeoning","page":196,"entries":["Blunt force attacks\u2014hammers, falling, constriction, and the like\u2014deal bludgeoning damage."],"source":"PHB"},{"type":"entries","name":"Cold","page":196,"entries":["The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage."],"source":"PHB"},{"type":"entries","name":"Fire","page":196,"entries":["Red dragons breathe fire, and many spells conjure flames to deal fire damage."],"source":"PHB"},{"type":"entries","name":"Force","page":196,"entries":["Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon."],"source":"PHB"},{"type":"entries","name":"Lightning","page":196,"entries":["A lightning bolt spell and a blue dragon's breath deal lightning damage."],"source":"PHB"},{"type":"entries","name":"Necrotic","page":196,"entries":["Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul."],"source":"PHB"},{"type":"entries","name":"Piercing","page":196,"entries":["Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage."],"source":"PHB"},{"type":"entries","name":"Poison","page":196,"entries":["Venomous stings and the toxic gas of a green dragon's breath deal poison damage."],"source":"PHB"},{"type":"entries","name":"Psychic","page":196,"entries":["Mental abilities such as a mind flayer's psionic blast deal psychic damage."],"source":"PHB"},{"type":"entries","name":"Radiant","page":196,"entries":["Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power."],"source":"PHB"},{"type":"entries","name":"Slashing","page":196,"entries":["Swords, axes, and monsters' claws deal slashing damage."],"source":"PHB"},{"type":"entries","name":"Thunder","page":196,"entries":["A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Damage Resistance and Vulnerability","page":197,"entries":["Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.","If a creature or an object has {@b resistance} to a damage type, damage of that type is halved against it. If a creature or an object has {@b vulnerability} to a damage type, damage of that type is doubled against it.","Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.","Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.",{"type":"inset","name":"Describing the Effects of Damage","page":197,"entries":["Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you {@condition unconscious}."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Healing","page":197,"entries":["Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.","When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.","A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life."],"source":"PHB"},{"type":"entries","name":"Dropping to 0 Hit Points","alias":["Instant Death","Death Saving Throws","Stabilizing a Creature"],"page":197,"entries":["When you drop to 0 hit points, you either die outright or fall {@condition unconscious}, as explained in the following sections.",{"type":"entries","name":"Instant Death","page":197,"entries":["Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.","For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies."],"source":"PHB"},{"type":"entries","name":"Falling Unconscious","page":197,"entries":["If damage reduces you to 0 hit points and fails to kill you, you fall {@condition unconscious} (see the appendix). This unconsciousness ends if you regain any hit points."],"source":"PHB"},{"type":"entries","name":"Death Saving Throws","page":197,"entries":["Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.","Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.",{"type":"entries","name":"Rolling 1 or 20","page":197,"entries":["When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point."],"source":"PHB"},{"type":"entries","name":"Damage at 0 Hit Points","page":197,"entries":["If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Stabilizing a Creature","page":197,"entries":["The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.","You can use your action to administer first aid to an {@condition unconscious} creature and attempt to stabilize it, which requires a successful DC 10 Wisdom ({@skill Medicine}) check.","A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain {@condition unconscious}. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after {@dice 1d4} hours."],"source":"PHB"},{"type":"entries","name":"Monsters and Death","page":198,"entries":["Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall {@condition unconscious} and make death saving throws.","Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall {@condition unconscious} and follow the same rules as player characters."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Knocking a Creature Out","page":198,"entries":["Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls {@condition unconscious} and is stable."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Temporary Hit Points","page":198,"entries":["Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.","When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.","Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.","Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.","If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you.","They can still absorb damage directed at you while you're in that state, but only true healing can save you.","Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest."],"data":{"quickrefIndex":true},"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Making an Attack","page":193,"entries":["Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.",{"type":"list","style":"list-hang-notitle","items":[{"type":"item","name":"1. Choose a target","entry":"Pick a target within your attack's range: a creature, an object, or a location."},{"type":"item","name":"2. Determine modifiers","entry":"The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll."},{"type":"item","name":"3. Resolve the attack","entry":"You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage."}]},"If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.",{"type":"entries","name":"Attack Rolls","page":194,"entries":["When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.",{"type":"entries","name":"Modifiers to the Roll","page":194,"entries":["When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.",{"type":"entries","name":"Ability Modifier","page":194,"entries":["The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.","Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10."],"source":"PHB"},{"type":"entries","name":"Proficiency Bonus","page":194,"entries":["You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Rolling 1 or 20","page":194,"entries":["Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.","If the {@dice d20} roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter.","If the {@dice d20} roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Unseen Attackers and Targets","page":194,"entries":["Combatants often try to escape their foes' notice by hiding, casting the {@spell invisibility} spell, or lurking in darkness.","When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.","When a creature can't see you, you have advantage on attack rolls against it.","If you are hidden\u2014both unseen and unheard\u2014when you make an attack, you give away your location when the attack hits or misses."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks","page":195,"entries":["When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.",{"type":"entries","name":"Range","page":195,"entries":["You can make ranged attacks only against targets within a specified range.","If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.","Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range."],"source":"PHB"},{"type":"entries","name":"Ranged Attacks in Close Combat","page":195,"entries":["Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't {@condition incapacitated}."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Melee Attacks","page":195,"entries":["Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.","Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.","Instead of using a weapon to make a melee weapon attack, you can use an {@b unarmed strike}: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes."],"source":"PHB"},{"type":"entries","name":"Opportunity Attacks","page":195,"entries":["In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.","You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.","You can avoid provoking an opportunity attack by taking the {@action Disengage} action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy."],"source":"PHB"},{"type":"entries","name":"Two-Weapon Fighting","page":195,"entries":["When you take the {@action Attack} action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.","If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"inset","name":"Contests in Combat","page":195,"entries":["Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others."],"source":"PHB"},{"type":"entries","name":"Grappling","page":195,"entries":["When you want to grab a creature or wrestle with it, you can use the {@action Attack} action to make a special melee attack, a grapple. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.","Using at least one free hand, you try to seize the target by making a grapple check, a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you subject the target to the {@condition grappled} condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).",{"type":"entries","name":"Escaping a Grapple","page":195,"entries":["A {@condition grappled} creature can use its action to escape. To do so, it must succeed on a Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check contested by your Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"entries","name":"Moving a Grappled Target","page":195,"entries":["When you move, you can drag or carry the {@condition grappled} creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you."],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Shoving a Creature","page":195,"entries":["Using the {@action Attack} action, you can make a special melee attack to shove a creature, either to knock it {@condition prone} or push it away from you. If you're able to make multiple attacks with the {@action Attack} action, this attack replaces one of them.","The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ({@skill Athletics}) check contested by the target's Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (the target chooses the ability to use). You succeed automatically if the target is {@condition incapacitated}. If you succeed, you either knock the target {@condition prone} or push it 5 feet away from you."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Mounted Combat","page":198,"entries":["A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.","A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.",{"type":"entries","name":"Mounting and Dismounting","page":198,"entries":["Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.","If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing {@condition prone} in a space within 5 feet of it. If you're knocked {@condition prone} while mounted, you must make the same saving throw.","If your mount is knocked {@condition prone}, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall {@condition prone} in a space within 5 feet it."],"source":"PHB"},{"type":"entries","name":"Controlling a Mount","page":198,"entries":["While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.","You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training.","The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: {@action Dash}, {@action Disengage}, and {@action Dodge}. A controlled mount can move and act even on the turn that you mount it.","An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.","In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Movement and Position","page":190,"entries":["In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.","On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.","Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.","The \"Special Types of Movement\" section in chapter 8 gives the particulars for jumping, climbing, and swimming.",{"type":"entries","name":"Breaking Up Your Move","page":190,"entries":["You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.",{"type":"entries","name":"Moving between Attacks","page":190,"entries":["If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again."],"source":"PHB"},{"type":"entries","name":"Using Different Speeds","page":190,"entries":["If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.","For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the {@spell fly} spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more."],"source":"PHB"}],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Difficult Terrain","page":190,"entries":["Combat rarely takes place in bare rooms or on featureless plains.","Boulder-strewn caverns, briar-choked forests, treacherous staircases\u2014the setting of a typical fight contains difficult terrain.","Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.","Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Being Prone","page":190,"entries":["Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are {@condition prone}, a condition described in the appendix.","You can drop {@condition prone} without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.","To move while {@condition prone}, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in {@quickref difficult terrain||3}, therefore, costs 3 feet of movement."],"source":"PHB"},{"type":"entries","name":"Moving around Other Creatures","page":191,"entries":["You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is {@quickref difficult terrain||3} for you.","Whether a creature is a friend or an enemy, you can't willingly end your move in its space.","If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter."],"source":"PHB"},{"type":"entries","name":"Flying Movement","page":191,"entries":["Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked {@condition prone}, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the {@spell fly} spell."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Creature Size","page":191,"entries":["Each creature takes up a different amount of space.","The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.",{"type":"table","caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]]},{"type":"entries","name":"Space","page":191,"entries":["A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.","A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.","Because larger creatures take up more space, fewer of them can surround a creature.","If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one."],"source":"PHB"},{"type":"entries","name":"Squeezing into a Smaller Space","page":192,"entries":["A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space."],"source":"PHB"}],"source":"PHB"},{"type":"inset","name":"Variant: Playing on a Grid","page":192,"entries":["If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",{"name":"Squares","page":192,"type":"entries","entries":["Each square on the grid represents 5 feet."],"source":"PHB"},{"name":"Speed","page":192,"type":"entries","entries":["Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.","If you use a grid often, consider writing your speed in squares on your character sheet."],"source":"PHB"},{"name":"Entering a Square","page":192,"type":"entries","entries":["To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)","If a square costs extra movement, as a square of {@quickref difficult terrain||3} does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of {@quickref difficult terrain||3}."],"source":"PHB"},{"name":"Corners","page":192,"type":"entries","entries":["Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."],"source":"PHB"},{"name":"Ranges","page":192,"type":"entries","entries":["To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"The Order of Combat","page":189,"entries":["A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",{"type":"entries","name":"Surprise","page":189,"entries":["A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.","The DM determines who might be {@quickref Surprise|PHB|3|0|surprised}. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity ({@skill Stealth}) checks of anyone hiding with the passive Wisdom ({@skill Perception}) score of each creature on the opposing side. Any character or monster that doesn't notice a threat is {@quickref Surprise|PHB|3|0|surprised} at the start of the encounter.","If you're {@quickref Surprise|PHB|3|0|surprised}, you can't move or take an action on your first turn of the combat, and you can't take a reaction until that turn ends. A member of a group can be {@quickref Surprise|PHB|3|0|surprised} even if the other members aren't."],"data":{"quickrefIndex":true},"source":"PHB"},{"type":"entries","name":"Initiative","page":189,"entries":["Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.","The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.","If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first."],"source":"PHB"},{"type":"entries","name":"Your Turn","page":189,"entries":["On your turn, you can {@b move} a distance up to your speed and {@b take one action}. You decide whether to move first or take your action first. Your speed\u2014sometimes called your walking speed\u2014is noted on your character sheet.","The most common actions you can take are described in the \"Actions in Combat\" section later in this chapter. Many class features and other abilities provide additional options for your action.","The \"Movement and Position\" section later in this chapter gives the rules for your move.","You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the {@action Dodge} or {@action Ready} action, as described in \"Actions in Combat.\"",{"type":"entries","name":"Bonus Actions","page":189,"entries":["Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don't have a bonus action to take.","You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.","You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action."],"source":"PHB"},{"type":"entries","name":"Other Activity on Your Turn","page":190,"entries":["Your turn can include a variety of flourishes that require neither your action nor your move.","You can communicate however you are able, through brief utterances and gestures, as you take your turn.","You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.","If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.","The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.",{"type":"inset","name":"Interacting with Objects Around You","page":190,"entries":["Here are a few examples of the sorts of thing you can do in tandem with your movement and action:",{"type":"list","items":["draw or sheathe a sword","open or close a door","withdraw a potion from your backpack","pick up a dropped axe","take a bauble from a table","remove a ring from your finger","stuff some food into your mouth","plant a banner in the ground","fish a few coins from your belt pouch","drink all the ale in a flagon","throw a lever or a switch","pull a torch from a sconce","take a book from a shelf you can reach","extinguish a small flame","don a mask","pull the hood of your cloak up and over your head","put your ear to a door","kick a small stone","turn a key in a lock","tap the floor with a 10-foot pole","hand an item to another character"]}],"source":"PHB"}],"source":"PHB"}],"source":"PHB"},{"type":"entries","name":"Reactions","page":190,"entries":["Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack, described later in this chapter, is the most common type of reaction.","When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":4},"name":"Underwater Combat","page":198,"entries":["When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.","When making a {@b melee weapon attack}, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.","A {@b ranged weapon attack} automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).","Creatures and objects that are fully immersed in water have resistance to fire damage."],"source":"PHB"}]},{"type":"entries","entries":[{"type":"section","data":{"quickref":5},"name":"Climbing, Swimming, and Crawling","page":182,"entries":["Each foot of movement costs 1 extra foot (2 extra feet in {@quickref difficult terrain||3}) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ({@skill Athletics}) check. Similarly, gaining any distance in rough water might require a successful Strength ({@skill Athletics}) check."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Difficult Terrain","page":182,"entries":["The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground\u2014all considered difficult terrain.","You move at half speed in difficult terrain\u2014moving 1 foot in difficult terrain costs 2 feet of speed\u2014so you can cover only half the normal distance in a minute, an hour, or a day."],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Jumping","page":182,"entries":["Your Strength determines how far you can jump.",{"type":"entries","name":"Long Jump","page":182,"entries":["When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.","This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength ({@skill Athletics}) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.","When you land in {@quickref difficult terrain||3}, you must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to land on your feet. Otherwise, you land {@condition prone}."],"source":"PHB"},{"type":"entries","name":"High Jump","page":182,"entries":["When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength ({@skill Athletics}) check to jump higher than you normally can.","You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height."],"source":"PHB"}],"source":"PHB"},{"type":"section","data":{"quickref":5},"name":"Travel Pace","page":181,"entries":["While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the \"Activity While Traveling\" section later in this chapter for more information).",{"type":"entries","name":"Forced March","page":181,"entries":["The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of {@condition exhaustion}."],"source":"PHB"},"For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of {@condition exhaustion} (see the appendix).",{"type":"entries","name":"Mounts and Vehicles","page":181,"entries":["For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.","Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.","Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master's Guide contains more information on special methods of travel."],"source":"PHB"},{"type":"table","caption":"Travel Pace","basicRules":true,"srd":true,"colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]]}],"source":"PHB"}]}]}} \ No newline at end of file diff --git a/data/generated/gendata-nav-adventure-book-index.json b/data/generated/gendata-nav-adventure-book-index.json index a6fb353..6cfbda6 100644 --- a/data/generated/gendata-nav-adventure-book-index.json +++ b/data/generated/gendata-nav-adventure-book-index.json @@ -1 +1 @@ -{"adventure":[{"name":"Lost Mine of 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Edition)","id":"ToB1-2023","source":"ToB1-2023","group":"supplement-alt","published":"2023-05-31"},{"name":"Bigby Presents: Glory of the Giants","id":"BGG","source":"BGG","group":"supplement","published":"2023-08-15"},{"name":"Monstrous Compendium Volume 4: Eldraine Creatures","id":"MCV4EC","source":"MCV4EC","group":"supplement-alt","published":"2023-09-21"},{"name":"Morte's Planar Parade","id":"MPP","source":"MPP","group":"supplement","published":"2023-10-07"},{"name":"Sigil and the Outlands","id":"SatO","source":"SatO","group":"supplement","published":"2023-10-07"},{"name":"Adventure Atlas: The Mortuary","id":"AATM","source":"AATM","group":"supplement-alt","published":"2023-10-17"},{"name":"Heroes' Feast Flavors of the Multiverse","id":"HFFotM","source":"HFFotM","group":"recipe","published":"2023-11-07"},{"name":"The Book of Many Things","id":"BMT","source":"BMT","group":"supplement","published":"2023-11-14"},{"name":"The Deck of Many Things: Card Reference Guide","id":"DMTCRG","source":"DMTCRG","group":"supplement","published":"2023-11-14"}]} \ No newline at end of file diff --git a/data/generated/gendata-tables.json b/data/generated/gendata-tables.json index 4d0ccd9..24653d5 100644 --- a/data/generated/gendata-tables.json +++ b/data/generated/gendata-tables.json @@ -1 +1 @@ -{"table":[{"page":5,"caption":"Snout of Omgar Encounters","colLabels":["Encounter","Land","Water"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["{@area Almiraj|008|x}","01-05","—"],["{@area Axe beaks|009|x}","06-10","—"],["{@area Baboons|00a|x}","11-15","—"],["{@area Blood hawks|00b|x}","16-20","—"],["{@area Cannibals|00c|x}","21-25","01-15"],["{@area Chwinga|00d|x}","26-30","—"],["{@area Dimetrodons|00e|x}","31-35","—"],["{@area Dolphins|00f|x}","—","16-30"],["{@area Eblis|010|x}","36-40","—"],["{@area Flail snail|011|x}","41-45","—"],["{@area Flying snakes|012|x}","46-50","31-40"],["{@area Geonids|013|x}","51-55","—"],["{@area Giant lizards|014|x}","56-60","—"],["{@area Giant snapping turtle|015|x}","61-65","41-50"],["{@area Jaculis|016|x}","66-70","—"],["{@area Marine Decapus|017|x}","—","51-60"],["{@area Plesiosaurus|018|x}","—","61-75"],["{@area Pteranodons|019|x}","71-75","76-85"],["{@area Reef sharks|01a|x}","—","86-00"],["{@area Stirges|01b|x}","76-80","—"],["{@area Topis|01c|x}","81-85","—"],["{@area Tortle|01d|x}","86-00","—"]],"name":"Random Encounters; Snout of Omgar Encounters","source":"TTP","chapter":{"name":"Exploring the Island","index":2}},{"caption":"Wilderness Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A pack of {@creature Sprite||Sprites} pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen {@creature Sprite||Sprites} riding {@creature Stirge||Stirges} attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)"],["2","The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a {@chance 50|50 percent} chance to receive a supernatural gift (see {@book chapter 7|DMG|7|Supernatural Gifts} of the {@book Dungeon Master's Guide|DMG})—a charm that allows a character to cast the {@spell Galder's Tower|LLK|Galder's tower} spell (see {@adventure appendix E|LLK|7}) once as an action."],["3","A {@creature Treant} and a {@creature Stone Golem} were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe."],["4","A leprechaun (use {@creature Quickling|VGM} statistics from {@book Volo's Guide to Monsters|VGM}) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins."],["5","Gathering firewood results in a visit from an angered undead {@creature Treant}. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way."],["6–7","Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use {@creature Oaken Bolter|MTF} statistics from {@book Mordenkainen's Tome of Foes|MTF}) or a {@creature Gibbering Mouther} with a mechanical skull housing its central brain."],["8–10","The characters come across a group of roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if {@creature Gearbox|LLK} the modron is present."]],"name":"Wilderness Encounters","page":32,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Cavern Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature Xorn} and an {@creature Umber Hulk} hunt as a team, with the umber hulk working to herd characters toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle."],["2","A small war machine built at the monastery has been claimed by three kobolds, which use it to attack any potential threats. Use the statistics for the {@creature Oaken Bolter|MTF} (from {@book Mordenkainen's Tome of Foes|MTF}) and the {@creature Kobold Inventor|VGM} (from {@book Volo's Guide to Monsters|VGM})."],["3","The characters' tunnel route leads through the lair of a {@creature Froghemoth|VGM} or some other exotic monstrosity escaped from another planar craft that crashed into the Barrier Peaks long ago."],["4","A {@creature Galeb Duhr} serves as a kind of door between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters' journey."],["5","Roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}) heading to the monastery to join its ranks are hopelessly lost in the tunnels. In gratitude for being rescued, they offer to help the characters in their quest, but betray them at the first opportunity."],["6–7","Six prisoners ({@creature Commoner||Commoners}) escaping from the monastery look to the characters for aid. They are pursued by monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}). If the prisoners are aided, they can supply some knowledge of the monastery before making their own way safely out of the mountains."],["8–10","A monastery work party—six humanoid prisoners ({@creature Commoner||Commoners}) watched by five {@creature Cultist||Cultists} and a {@creature Cult Fanatic}—is seen collecting ore to fuel the monastery's engines. If the prisoners are rescued, they can supply some knowledge of the monastery before fleeing the mountains."]],"name":"Cavern Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Mountain Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","A party of monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}) either survived the characters' assault on the Monastery of the Distressed Body or were away from the monastery and returned to find it routed. They pursue the characters—to try to convince them to take on leadership of the monastery."],["3","A party of surviving monks (five {@creature Cultist||Cultists}) pursues the characters in revenge, led by an escaped {@creature Brain in a jar|LLK} using cobbled-together mechanical gear for mobility. (If the Grand Master was defeated and its brain survived any encounter in the treasury (area M10), that brain now leads this group.)"],["4","The characters discover signs of past expeditions to the Barrier Peaks—the remains of travelers crushed by fallen rocks. If searched, the bodies might still possess useful gear or fragmentary maps showing the layout of Daoine Gloine. But a close inspection shows that some bodies have had part of their flesh melted away (from encounters with wandering ooze-folk)."],["5","A {@creature Galeb Duhr} (sibling to the one in the monastery tunnels) blocks a key route into the lost city of Daoine Gloine. A character must succeed on a DC 14 Charisma ({@skill Persuasion}) check for the party to pass. But these galeb duhr have an instinctive knowledge of each other, granting advantage or disadvantage on the check depending on how the other galeb duhr was treated. If the other galeb duhr was killed, this one attacks as soon as the characters are recognized."],["6–7","A wandering {@creature Ooze-Folk|LLK} appears, having accidentally trekked out of the city."],["8–10","An isolated village clings to the mountainside, populated by {@creature Kenku} descended from Daoine Gloine refugees who fled the city when it was flooded with ooze. The kenku still remember ancient legends their forebears told about a cult of the medusa, as well as Kwalish's arrival and the \"plague of ooze.\" However, their ability to speak only in mimicry might make it challenging for the characters to communicate with them. In the course of the conversation, the kenku might mimic the sounds of destruction and screaming heard as the city was overwhelmed, relay the mad ranting of the medusa, and so forth. They might even repeat the words of Kwalish himself as he talks of his extradimensional experiments with glass baubles, and his efforts to hide his lab inside of one."]],"name":"Mountain Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Stagefright's Lines","page":250,"colLabels":["1d80","Line"],"colStyles":["col-1 text-center","col-11 text-center"],"rows":[[1,"Did you speak? I thought 'twas the braying of an ass."],[2,"Not even otyughs would dine on this."],[3,"Am I to make pie from these crumbs?"],[4,"Are you the lord here? I bring dark tidings from afar."],[5,"You would make a mistress of the moon, if it shone on you."],[6,"You have lit my lantern wick, that's for sure! I am aflame."],[7,"You! Fetch my steed!"],[8,"'Tis said that in Veluna they eat such things."],[9,"Careful, whelp. Far greater than thou hath perished for less."],[10,"Hold on to thy seat. This trail has more bumps to come!"],[11,"I feel I have inherited much from this meeting."],[12,"Stop saying that! Are you a fool?"],[13,"From this wound I shall not recover. You have slain me."],[14,"Let us dance in the whistling wind!"],[15,"You dare speak of this, rascal?"],[16,"On the contrary, I acknowledge all your faults."],[17,"My liege, he's dead."],[18,"It seems we are in a bit of a pickle."],[19,"No, master! He turned to stone."],[20,"But I am your son!"],[21,"Murder! Oh, murder!"],[22,"Hurts, doesn't it?"],[23,"This portends an unpleasant day."],[24,"What manner of ghoul is this I see before me?"],[25,"Knaves, footpads, and liars. I am in good company!"],[26,"Even a beholder wouldn't have seen that one coming!"],[27,"This truly is the worst outcome."],[28,"Tomorrow, at sunrise, I shall no longer be here."],[29,"Hurry! 'Tis best I die quickly."],[30,"Lend me your hand. There is something I must show you."],[31,"I would not wish you upon a toad."],[32,"You beastly little imp!"],[33,"Oh, let us make merry again soon!"],[34,"Night comes, and we must away!"],[35,"I smell a foul wind."],[36,"Tomorrow should dawn merrier."],[37,"My hope is shriveled like a grape. Let us make wine of it!"],[38,"Tell me what I must do."],[39,"Speak only good news! My mood is leaden."],[40,"I think I'll hide in the chimney."],[41,"Enough! I shall not be kicked by any mule!"],[42,"An unnecessary footnote, you are."],[43,"I would tear the world in two for a quaff."],[44,"How now, friend. Why the long face?"],[45,"I shall make a banquet of your dreams."],[46,"Hush, my sweet dumpling."],[47,"We danced too long; now all the music is gone."],[48,"Such humor. I can barely hold my sides."],[49,"Who goes there, on this woebegone, rain-lashed night?"],[50,"The words catch in my throat. I cannot speak them!"],[51,"That is a goatish look you have upon your face."],[52,"Is that a hoot or a growl? It chills my blood!"],[53,"A tailor could not sew a finer lie."],[54,"Silence, piglet! You have squealed enough."],[55,"This dream shall soon end."],[56,"As for this one: let your sword speak."],[57,"A runt has no place among giants."],[58,"Perhaps I shall have that drink, after all."],[59,"Awake! The time is upon us."],[60,"Strange bedfellows, these ones."],[61,"I have a wicked thought, if you will hear it."],[62,"Well, here is a serpent!"],[63,"Two truths told. A lie is sure to follow."],[64,"I warn you: my patience has sunk."],[65,"It seems I am betrayed."],[66,"Have you met my husband?"],[67,"Bar the door! They're here!"],[68,"Let me answer this one."],[69,"I shall not rest 'til the deed is done."],[70,"My enemies are dead, yet I hunger still."],[71,"This is no night for joy."],[72,"See, 'twas I all along!"],[73,"Here's some gristle to chew upon."],[74,"I feel like a giant stepped on my head."],[75,"All is lost! No prayer can save us now!"],[76,"Oh, for a sword!"],[77,"What malice are you planning?"],[78,"What fresh horror is this?"],[79,"Something stirs below."],[80,"See! I blush red as a radish."]],"name":"Stagefright's Lines","source":"WBtW","chapter":{"name":"Stagefright's Lines","ordinal":{"type":"appendix","identifier":"E"},"index":10}},{"caption":"Summoned Underlings","colLabels":["Archdevil","Underlings Summoned"],"colStyles":["col-6","col-6"],"rows":[["{@creature Asmodeus|CoA}","Any devil, including another archdevil"],["{@creature Baalzebul|CoA}","{@dice 1d6} allied {@creature horned devil||horned devils}, {@dice 1d4} allied {@creature ice devil||ice devils}, or 1 allied {@creature pit fiend}"],["{@creature Bel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Belial|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Dispater|CoA}","1 {@creature pit fiend}"],["{@creature Fierna|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Glasya|CoA}","{@dice 1d2} {@creature erinyes}"],["{@creature Levistus|CoA}","1 {@creature pit fiend}"],["{@creature Mammon|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Mephistopheles|CoA}","{@dice 1d4} {@creature ice devil||ice devils}"],["{@creature Zariel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"]],"name":"Archdevil Lair Action List; Summoned Underlings","page":214,"source":"CoA","chapter":{"name":"Lords of the Nine","ordinal":{"type":"appendix","identifier":"A"},"index":13}},{"caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]],"name":"Variant: Customizing Ability Scores; Ability Score Point Cost","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]],"name":"Variant: Customizing Ability Scores; Ability Scores and Modifiers","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]],"name":"Beyond 1st Level; Character Advancement","page":15,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"basicRules":true,"colLabels":["Class","Description","Hit Die","Primary Ability","Saving Throw Proficiencies","Armor and Weapon Proficiencies"],"colStyles":["col-1","col-4","col-1 text-center","col-1","col-1","col-4"],"rows":[["{@class Barbarian}","A fierce warrior of primitive background who can enter a battle rage","d12","Strength","Strength & Constitution","Light and medium armor, shields, simple and martial weapons"],["{@class Bard}","An inspiring magician whose power echoes the music of creation","d8","Charisma","Dexterity & Charisma","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Cleric}","A priestly champion who wields divine magic in service of a higher power","d8","Wisdom","Wisdom & Charisma","Light and medium armor, shields, simple weapons"],["{@class Druid}","A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adapting animal forms","d8","Wisdom","Intelligence & Wisdom","Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears"],["{@class Fighter}","A master of martial combat, skilled with a variety of weapons and armor","d10","Strength or Dexterity","Strength & Constitution","All armor, shields, simple and martial weapons"],["{@class Monk}","A master of martial arts harnessing the power of the body in pursuit of physical and spiritual perfection","d8","Dexterity & Wisdom","Strength & Wisdom","Simple weapons, shortswords"],["{@class Paladin}","A holy warrior bound to a sacred oath","d10","Strength & Charisma","Wisdom & Charisma","All armor, shields, simple and martial weapons"],["{@class Ranger}","A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization","d10","Dexterity & Wisdom","Strength & Dexterity","Light and medium armor, shields, simple and martial weapons"],["{@class Rogue}","A scoundrel who uses stealth and trickery to overcome obstacles and enemies","d8","Dexterity","Dexterity & Intelligence","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Sorcerer}","A spellcaster who draws on inherent magic from a gift or bloodline","d6","Charisma","Constitution & Charisma","Daggers, darts, slings, quarterstaffs, light crossbows"],["{@class Warlock}","A wielder of magic that is derived from a bargain with an extraplanar entity","d8","Charisma","Wisdom & Charisma","Light armor, simple weapons"],["{@class Wizard}","A scholarly magic-user capable of manipulating the structures of reality","d6","Intelligence","Intelligence & Wisdom","Daggers, darts, slings, quarterstaffs, light crossbows"]],"name":"Classes","page":45,"source":"PHB","chapter":{"name":"Classes","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Random Height and Weight","basicRules":true,"colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-4","col-2","col-2","col-2","col-2"],"rows":[["{@race Human}","4'8\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."],["{@race Dwarf (hill)}","3'8\"","+{@dice 2d4}","115 lb.","× ({@dice 2d6}) lb."],["{@race Dwarf (mountain)}","4'","+{@dice 2d4}","130 lb.","× ({@dice 2d6}) lb."],["{@race Elf (high)}","4'6\"","+{@dice 2d10}","90 lb.","× ({@dice 1d4}) lb."],["{@race Elf (wood)}","4'6\"","+{@dice 2d10}","100 lb.","× ({@dice 1d4}) lb."],["{@race Elf (drow)}","4'5\"","+{@dice 2d6}","75 lb.","× ({@dice 1d6}) lb."],["{@race Halfling}","2'7\"","+{@dice 2d4}","35 lb.","× 1 lb"],["{@race Dragonborn}","5'6\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["{@race Gnome}","2' 11\"","+{@dice 2d4}","35 lb.","× 1 lb."],["{@race Half-elf}","4'9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."],["{@race Half-orc}","4'10\"","+{@dice 2d10}","140 lb.","× ({@dice 2d6}) lb."],["{@race Tiefling}","4 '9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":121,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, 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penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Travel Pace","page":181,"source":"PHB","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Size Categories","basicRules":true,"srd":true,"colLabels":["Size","Space"],"colStyles":["col-6","col-6"],"rows":[["Tiny","2½ by 2½ ft."],["Small","5 by 5 ft."],["Medium","5 by 5 ft."],["Large","10 by 10 ft."],["Huge","15 by 15 ft."],["Gargantuan","20 by 20 ft. or larger"]],"name":"Creature Size; Size Categories","page":191,"source":"PHB","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Deities of the Forgotten Realms","basicRules":true,"colLabels":["Deity","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Auril}, goddess of winter","NE","Nature, 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endurance","LG","Life","Hands bound at the wrist with red cord"],["{@deity Kelemvor}, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["{@deity Lathander}, god of birth and renewal","NG","Life, Light","Road traveling into a sunrise"],["{@deity Leira}, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["{@deity Lliira}, goddess of joy","CG","Life","Triangle of three six-pointed stars"],["{@deity Loviatar}, goddess of pain","LE","Death","Nine-tailed barbed scourge"],["{@deity Malar}, god of the hunt","CE","Nature","Clawed paw"],["{@deity Mask}, god of thieves","CN","Trickery","Black mask"],["{@deity Mielikki}, goddess of forests","NG","Nature","Unicorn's head"],["{@deity Milil}, god of poetry and song","NG","Light","Five-stringed harp made of leaves"],["{@deity Myrkul}, god of death","NE","Death","White human skull"],["{@deity Mystra}, goddess of magic","NG","Knowledge","Circle of seven stars, or nine stars encircling a 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Obad-Hai|Greyhawk}, god of nature","N","Nature","Oak leaf and acorn"],["{@deity Olidammara|Greyhawk}, god of revelry","CN","Trickery","Laughing mask"],["{@deity Pelor|Greyhawk}, god of the sun and healing","NG","Life, Light","Sun"],["{@deity Pholtus|Greyhawk}, god of light and law","LG","Light","Silver sun or full moon partially eclipsed by a smaller crescent moon"],["{@deity Ralishaz|Greyhawk}, god of ill luck and insanity","CN","Trickery","Three bone fate-casting sticks"],["{@deity Rao|Greyhawk}, god of peace and reason","LG","Knowledge","White heart"],["{@deity St. Cuthbert|Greyhawk}, god of common sense and zeal","LN","Knowledge","Circle at the center of a starburst of lines"],["{@deity Tharizdun|Greyhawk}, god of eternal darkness","CE","Trickery","Dark spiral or inverted ziggurat"],["{@deity Trithereon|Greyhawk}, god of liberty and retribution","CG","War","Triskelion"],["{@deity Ulaa|Greyhawk}, goddess of hills and mountains","LG","Life, War","Mountain with a circle at its heart"],["{@deity Vecna|Greyhawk}, god of evil secrets","NE","Knowledge","Hand with eye in the palm"],["{@deity Wee Jas|Greyhawk}, goddess of magic and death","LN","Death, Knowledge","Red skull in front of fireball"]],"name":"Deities of Greyhawk","page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"caption":"Deities of Dragonlance: Good","colLabels":["The Gods of Good","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Paladine|dragonlance}, god of rulers and guardians","LG","War","Silver triangle"],["{@deity Branchala|dragonlance}, god of music","NG","Light","Bard's harp"],["{@deity Habbakuk|dragonlance}, god of animal life and the sea","NG","Nature, Tempest","Blue bird"],["{@deity Kiri-Jolith|dragonlance}, god of honor and war","LG","War","Bison's horns"],["{@deity Majere|dragonlance}, god of meditation and order","LG","Knowledge","Copper 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alien spacecraft)"],["8","People (race, tribe, lost civilization, colony)"],["9","Plant (miracle herb, fungal parasite, sentient plant)"],["10","Resource or wealth (gold, gems, mithral)"]],"name":"Discovery, Expansion, Invention; Discoveries","page":31,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Month","Name","Common Name"],"colStyles":["col-4 text-center","col-4","col-4"],"rows":[["1","Hammer","Deepwinter"],["","Annual holiday: Midwinter",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of the Sunsets"],["4","Tarsakh","The Claw of the Storms"],["","Annual holiday: Greengrass",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["","Annual holiday: Midsummer",""],["","Quadrennial holiday: Shieldmeet",""],["8","Eleasias","Highsun"],["9","Eleint","The Fading"],["","Annual holiday: Highharvesttide",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["","Annual holiday: The Feast of the Moon",""],["12","Nightal","The Drawing Down"]],"name":"The Calendar of Harptos","page":33,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Starting Equipment","colLabels":["Character Level","Low Magic Campaign","Standard Campaign","High Magic Campaign"],"colStyles":["col-2 text-center","col-3","col-3","col-4"],"rows":[["1st-4th","Normal starting equipment","Normal starting equipment","Normal starting equipment"],["5th-10th","500 gp plus {@dice 1d10 × 25} gp, normal starting equipment","500 gp plus {@dice 1d10 × 25} gp, normal starting equipment","500 gp plus {@dice 1d10 × 25} gp, one uncommon magic item, normal starting equipment"],["11th-16th","5,000 gp plus {@dice 1d10 × 250} gp, one uncommon magic item, normal starting equipment","5,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment","5,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, one rare item, normal starting equipment"],["17th-20th","20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, normal starting equipment","20,000 gp plus {@dice 1d10 × 250} gp, two uncommon magic items, one rare item, normal starting equipment","20,000 gp plus {@dice 1d10 × 250} gp, three uncommon magic items, two rare items, one very rare item, normal starting equipment"]],"name":"Starting at Higher Level; Starting Equipment","page":38,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wuxia Weapon Names","colLabels":["Weapon","Other Names (Culture)"],"colStyles":["col-4","col-8"],"rows":[["Battleaxe","fu (China), masakari (Japan)"],["Club","bian (China), tonfa (Japan)"],["Dagger","bishou, tamo (China), kozuka, tanto (Japan)"],["Dart","shuriken (Japan)"],["Flail","nunchaku (Japan)"],["Glaive","guandao (China), bisento, naginata (Japan)"],["Greatclub","tetsubo (Japan)"],["Greatsword","changdao (China), nodachi (Japan)"],["Halberd","ji (China), kamayari (Japan)"],["Handaxe","ono (Japan)"],["Javelin","mau (China), uchi-ne (Japan)"],["Lance","umayari (Japan)"],["Longbow","daikyu (Japan)"],["Longsword","jian (China), katana (Japan)"],["Mace","chui (China), kanabo (Japan)"],["Pike","mao (China), nagaeyari (Japan)"],["Quarterstaff","gun (China), bo (Japan)"],["Scimitar","liuyedao (China), wakizashi (Japan)"],["Shortbow","hankyu (Japan)"],["Shortsword","shuangdao (China)"],["Sickle","kama (Japan)"],["Spear","qiang (China), yari (Japan)"],["Trident","cha (China), magariyari (Japan)"],["Warpick","fang (China), kuwa (Japan)"]],"name":"Wuxia Weapon Names","page":41,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Astral Color Pools","colLabels":["d20","Plane","Pool Color"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Ysgard","Indigo"],["2","Limbo","Jet black"],["3","Pandemonium","Magenta"],["4","The Abyss","Amethyst"],["5","Carceri","Olive"],["6","Hades","Rust"],["7","Gehenna","Russet"],["8","The Nine Hells","Ruby"],["9","Acheron","Flame red"],["10","Mechanus","Diamond blue"],["11","Arcadia","Saffron"],["12","Mount Celestia","Gold"],["13","Bytopia","Amber"],["14","Elysium","Orange"],["15","The Beastlands","Emerald green"],["16","Arborea","Sapphire blue"],["17","The Outlands","Leather brown"],["18","Ethereal Plane","Spiraling white"],["19-20","Material Plane","Silver"]],"name":"Astral Color Pools","page":47,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ethereal Curtains","colLabels":["d8","Plane","Color of Curtain"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Material Plane","Bright turquoise"],["2","Shadowfell","Dusky gray"],["3","Feywild","Opalescent white"],["4","Plane of Air","Pale blue"],["5","Plane of Earth","Reddish-brown"],["6","Plane of Fire","Orange"],["7","Plane of Water","Green"],["8","Elemental Chaos","Swirling mix of colors"]],"name":"Deep Ethereal; Ethereal Curtains","page":48,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ether Cyclones","colLabels":["d20","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-12","Extended journey"],["13-19","Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)"],["20","Hurled into the Astral Plane"]],"name":"Ether Cyclones","page":49,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Feywild Time Warp","colLabels":["d20","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-2","Days become minutes"],["3-6","Days become hours"],["7-13","No change"],["14-17","Days become weeks"],["18-19","Days become months"],["20","Days become years"]],"name":"Feywild Time Warp","page":50,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Shadowfell Despair","colLabels":["d6","Effect"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-3","{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \"I don't believe I can make a difference to anyone or anything.\""],["4-5","{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \"I am convinced that this place is going to kill me.\""],["6","{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \"I can't tell what's real anymore.\""]],"name":"Shadowfell Despair","page":52,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"The Outer Planes","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["Mount Celestia, the Seven Heavens of","LG"],["Bytopia, the Twin Paradises of","NG, LG"],["Elysium, the Blessed Fields of","NG"],["The Beastlands, the Wilderness of","NG, CG"],["Arborea, the Olympian Glades of","CG"],["Ysgard, the Heroic Domains of","CN, CG"],["Limbo, the Ever-Changing Chaos of","CN"],["Pandemonium, the Windswept Depths of","CN, CE"],["The Abyss, the Infinite Layers of","CE"],["Carceri, the Tarterian Depths of","NE, CE"],["Hades, the Gray Waste of","NE"],["Gehenna, the Bleak Eternity of","NE, LE"],["The Nine Hells of Baator","LE"],["Acheron, the Infinite Battlefield of","LN, LE"],["Mechanus, the Clockwork Nirvana of","LN"],["Arcadia, the Peaceable Kingdoms of","LN, LG"]],"name":"The Outer Planes","page":57,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Abyssal Corruption","colLabels":["d10","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-4","{@bold Treachery.} The character gains the following flaw: \"I can only achieve my goals by making sure that my companions don't achieve theirs.\""],["5-7","{@bold Bloodlust.} The character gains the following flaw: \"I enjoy killing for its own sake, and once I start, it's hard to stop.\""],["8-9","{@bold Overwhelming Ambition.} The character gains the following flaw: \"I am destined to rule the Abyss, and my companions are tools to that end.\""],["10","{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1."]],"name":"Optional Rule: Abyssal Corruption; Abyssal Corruption","page":62,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gate-Towns of the Outlands","colLabels":["Town","Gate Destination"],"colStyles":["col-4","col-8"],"rows":[["Excelsior","The Seven Heavens of Mount Celestia"],["Tradegate","The Twin Paradises of Bytopia"],["Ecstasy","The Blessed Fields of Elysium"],["Faunel","The Wilderness of the Beastlands"],["Sylvania","The Olympian Glades of Arborea"],["Glorium","The Heroic Domains of Ysgard"],["Xaos","The Ever-Changing Chaos of Limbo"],["Bedlam","The Windswept Depths of Pandemonium"],["Plague-Mort","The Infinite Layers of the Abyss"],["Curst","The Tarterian Depths of Carceri"],["Hopeless","The Gray Waste of Hades"],["Torch","The Bleak Eternity of Gehenna"],["Ribcage","The Nine Hells of Baator"],["Rigus","The Infinite Battlefield of Acheron"],["Automata","The Clockwork Nirvana of Mechanus"],["Fortitude","The Peaceable Kingdoms of Arcadia"]],"name":"The Outlands and Sigil; Gate-Towns of the Outlands","page":67,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dungeon Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stop the dungeon's monstrous inhabitants from raiding the surface world."],["2","Foil a villain's evil scheme."],["3","Destroy a magical threat inside the dungeon."],["4","Acquire treasure."],["5","Find a particular item for a specific purpose."],["6","Retrieve a stolen item hidden in the dungeon."],["7","Find information needed for a special purpose."],["8","Rescue a captive."],["9","Discover the fate of a previous adventuring party."],["10","Find an NPC who disappeared in the area."],["11","Slay a dragon or some other challenging monster."],["12","Discover the nature and origin of a strange location or phenomenon."],["13","Pursue fleeing foes taking refuge in the dungeon."],["14","Escape from captivity in the dungeon."],["15","Clear a ruin so it can be rebuilt and reoccupied."],["16","Discover why a villain is interested in the dungeon."],["17","Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time."],["18","Parley with a villain in the dungeon."],["19","Hide from a threat outside the dungeon."],["20","Roll twice, ignoring results of 20"]],"name":"Identify the Party's Goals; Dungeon Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wilderness Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why)."],["2","Assess the scope of a natural or unnatural disaster."],["3","Escort an NPC to a destination."],["4","Arrive at a destination without being seen by the villain's forces."],["5","Stop monsters from raiding caravans and farms."],["6","Establish trade with a distant town."],["7","Protect a caravan traveling to a distant town."],["8","Map a new land."],["9","Find a place to establish a colony."],["10","Find a natural resource."],["11","Hunt a specific monster."],["12","Return home from a distant place."],["13","Obtain information from a reclusive hermit."],["14","Find an object that was lost in the wilds."],["15","Discover the fate of a missing group of explorers."],["16","Pursue fleeing foes."],["17","Assess the size of an approaching army."],["18","Escape the reign of a tyrant."],["19","Protect a wilderness site from attackers."],["20","Roll twice, ignoring results of 20."]],"name":"Identify the Party's Goals; Wilderness Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Other Goals","colLabels":["d12","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize control of a fortified location such as a fortress, town, or ship."],["2","Defend a location from attackers."],["3","Retrieve an object from inside a secure location in a settlement."],["4","Retrieve an object from a caravan."],["5","Salvage an object or goods from a lost vessel or caravan."],["6","Break a prisoner out of a jail or prison camp."],["7","Escape from a jail or prison camp."],["8","Successfully travel through an obstacle course to gain recognition or reward."],["9","Infiltrate a fortified location."],["10","Find the source of strange occurrences in a haunted house or other location."],["11","Interfere with the operation of a business."],["12","Rescue a character, monster, or object from a natural or unnatural disaster."]],"name":"Identify the Party's Goals; Other Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Villains","colLabels":["d20","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beast or monstrosity with no particular agenda"],["2","Aberration bent on corruption or domination"],["3","Fiend bent on corruption or destruction"],["4","Dragon bent on domination and plunder"],["5","Giant bent on plunder"],["6-7","Undead with any agenda"],["8","Fey with a mysterious goal"],["9-10","Humanoid cultist"],["11-12","Humanoid conqueror"],["13","Humanoid seeking revenge"],["14-15","Humanoid schemer seeking to rule"],["16","Humanoid criminal mastermind"],["17-18","Humanoid raider or ravager"],["19","Humanoid under a curse"],["20","Misguided humanoid zealot"]],"name":"Identify Important NPCs; Adventure Villains","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Allies","colLabels":["d12","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skilled adventurer"],["2","Inexperienced adventurer"],["3","Enthusiastic commoner"],["4","Soldier"],["5","Priest"],["6","Sage"],["7","Revenge seeker"],["8","Raving lunatic adventurer"],["9","Celestial ally"],["10","Fey ally"],["11","Disguised monster"],["12","Villain posing as an ally"]],"name":"Identify Important NPCs; Adventure Allies","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Patrons","colLabels":["d20","Patron"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Retired adventurer"],["3-4","Local ruler"],["5-6","Military officer"],["7-8","Temple official"],["9-10","Sage"],["11-12","Respected elder"],["13","Deity or celestial"],["14","Mysterious fey"],["15","Old friend"],["16","Former teacher"],["17","Parent or other family member"],["18","Desperate Commoner"],["19","Embattled merchant"],["20","Villain posing as a patron"]],"name":"Identify Important NPCs; Adventure Patrons","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Introduction","colLabels":["d12","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location."],["2","While traveling in the wilderness, the characters notice the entrance to the adventure location."],["3","While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location."],["4","The adventurers find a map on a dead body. In addition to the map setting up the adventure, the adventure's villain wants the map."],["5","A mysterious magic item or a cruel villain teleports the characters to the adventure location."],["6","A stranger approaches the characters in a tavern and urges them toward the adventure location."],["7","A town or village needs volunteers to go to the adventure location."],["8","An NPC the characters care about needs them to go to the adventure location."],["9","An NPC the characters must obey orders them to go to the adventure location."],["10","An NPC the characters respect asks them to go to the adventure location."],["11","One night, the characters all dream about entering the adventure location."],["12","A ghost appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location."]],"name":"Find the Ideal Introduction; Adventure Introduction","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Climax","colLabels":["d12","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers confront the main villain and a group of minions in a bloody battle to the finish."],["2","The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge."],["3","The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape."],["4","The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed."],["5","The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time."],["6","An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)"],["7","A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time."],["8","Traps, hazards, or animated objects turn against the adventurers while the main villain attacks."],["9","The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos."],["10","A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters."],["11","The adventurers must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents."],["12","The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain."]],"name":"Consider the Ideal Climax; Adventure Climax","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Villain Actions","colLabels":["d6","Type of Actions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Big event"],["2","Crime spree"],["3","Growing corruption"],["4","One and done"],["5","Serial crimes"],["6","Step by step"]],"name":"Determine the Villain's Actions; Event-Based Villain Actions","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring the villain to justice."],["2","Clear the name of an innocent NPC."],["3","Protect or hide an NPC."],["4","Protect an object."],["5","Discover the nature and origin of a strange phenomenon that might be the villain's doing."],["6","Find a wanted fugitive."],["7","Overthrow a tyrant."],["8","Uncover a conspiracy to overthrow a ruler."],["9","Negotiate peace between enemy nations or feuding families."],["10","Secure aid from a ruler or council."],["11","Help a villain find redemption."],["12","Parley with a villain."],["13","Smuggle weapons to rebel forces."],["14","Stop a band of smugglers."],["15","Gather intelligence on an enemy force."],["16","Win a tournament."],["17","Determine the villain's identity."],["18","Locate a stolen item."],["19","Make sure a wedding goes off without a hitch."],["20","Roll twice, ignoring results of 20."]],"name":"Determine the Party's Goals; Event-Based Goals","page":76,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Framing Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Anniversary of a monarch's reign"],["03-04","Anniversary of an important event"],["05-06","Arena event"],["07-08","Arrival of a caravan or ship"],["09-10","Arrival of a circus"],["11-12","Arrival of an important NPC"],["13-14","Arrival of marching modrons"],["15-16","Artistic performance"],["17-18","Athletic event"],["19-20","Birth of a child"],["21-22","Birthday of an important NPC"],["23-24","Civic festival"],["25-26","Comet appearance"],["27-28","Commemoration of a past tragedy"],["29-30","Consecration of a new temple"],["31-32","Coronation"],["33-34","Council meeting"],["35-36","Equinox or solstice"],["37-38","Execution"],["39-40","Fertility festival"],["41-42","Full moon"],["43-44","Funeral"],["45-46","Graduation of cadets or wizards"],["47-48","Harvest festival"],["49-50","Holy day"],["51-52","Investiture of a knight or other noble"],["53-54","Lunar eclipse"],["55-58","Midsummer festival"],["59-60","Midwinter festival"],["61-62","Migration of monsters"],["63-64","Monarch's ball"],["65-66","New moon"],["67-68","New year"],["69-70","Pardoning of a prisoner"],["71-72","Planar conjunction"],["73-74","Planetary alignment"],["75-76","Priestly investiture"],["77-78","Procession of ghosts"],["79-80","Remembrance for soldiers lost in war"],["81-82","Royal address or proclamation"],["83-84","Royal audience day"],["85-86","Signing of a treaty"],["87-88","Solar eclipse"],["89-91","Tournament"],["92-94","Trial"],["95-96","Violent uprising"],["97-98","Wedding or wedding anniversary"],["99-100","Concurrence of two events. (roll twice, ignoring results of 99 or 100.)"]],"name":"Framing Events","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Moral Quandaries","colLabels":["d20","Quandary"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Ally quandary"],["4-6","Friend quandary"],["7-12","Honor quandary"],["13-16","Rescue quandary"],["17-20","Respect quandary"]],"name":"Moral Quandaries","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Twists","colLabels":["d10","Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers are racing against other creatures with the same or opposite goal."],["2","The adventurers become responsible for the safety of a noncombatant NPC."],["3","The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them."],["4","The adventurers have a time limit."],["5","The adventurers have received false or extraneous information."],["6","Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy."],["7","The adventurers have two different goals, but they can complete only one."],["8","Completing the goal secretly helps the villain."],["9","The adventurers must cooperate with a known enemy to achieve the goal."],["10","The adventurers are under magical compulsion (such as a geas spell) to complete their goal."]],"name":"Twists","page":80,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Side Quests","colLabels":["d8","Side Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific item rumored to be in the area."],["2","Retrieve a stolen item in the villain's possession."],["3","Receive information from an NPC in the area."],["4","Rescue a captive."],["5","Discover the fate of a missing NPC."],["6","Slay a specific monster."],["7","Discover the nature and origin of a strange phenomenon in the area."],["8","Secure the aid of a character or creature in the area."]],"name":"Side Quests","page":81,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"XP Thresholds by Character Level","basicRules":true,"colLabels":["Character Level","Easy","Medium","Hard","Deadly"],"colStyles":["col-4 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1st","25","50","75","100"],["2nd","50","100","150","200"],["3rd","75","150","225","400"],["4th","125","250","375","500"],["5th","250","500","750","1,100"],["6th","300","600","900","1,400"],["7th","350","750","1,100","1,700"],["8th","450","900","1,400","2,100"],["9th","550","1,100","1,600","2,400"],["10th","600","1,200","1,900","2,800"],["11th","800","1,600","2,400","3,600"],["12th","1,000","2,000","3,000","4,500"],["13th","1,100","2,200","3,400","5,100"],["14th","1,250","2,500","3,800","5,700"],["15th","1,400","2,800","4,300","6,400"],["16th","1,600","3,200","4,800","7,200"],["17th","2,000","3,900","5,900","8,800"],["18th","2,100","4,200","6,300","9,500"],["19th","2,400","4,900","7,300","10,900"],["20th","2,800","5,700","8,500","12,700"]],"name":"Combat Encounter Difficulty; XP Thresholds by Character Level","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Encounter Multipliers","basicRules":true,"colLabels":["Number of Monsters","Multiplier"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1","×1"],["2","×1.5"],["3-6","×2"],["7-10","×2.5"],["11-14","×3"],["15 or more","×4"]],"name":"Modify Total XP for Multiple Monsters; Encounter Multipliers","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventuring Day XP","basicRules":true,"colLabels":["Level","Adjusted XP per Day per Character"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","300"],["2nd","600"],["3rd","1,200"],["4th","1,700"],["5th","3,500"],["6th","4,000"],["7th","5,000"],["8th","6,000"],["9th","7,500"],["10th","9,000"],["11th","10,500"],["12th","11,500"],["13th","13,500"],["14th","15,000"],["15th","18,000"],["16th","20,000"],["17th","25,000"],["18th","27,000"],["19th","30,000"],["20th","40,000"]],"name":"The Adventuring Day; Adventuring Day XP","page":84,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvan Forest Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]],"name":"Probabilities; Sylvan Forest Encounters","page":86,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"NPC Appearance","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Distinctive jewelry: earrings, necklace, circlet, bracelets"],["2","Piercings"],["3","Flamboyant or outlandish clothes"],["4","Formal, clean clothes"],["5","Ragged, dirty clothes"],["6","Pronounced scar"],["7","Missing teeth"],["8","Missing fingers"],["9","Unusual eye color (or two different colors)"],["10","Tattoos"],["11","Birthmark"],["12","Unusual skin color"],["13","Bald"],["14","Braided beard or hair"],["15","Unusual hair color"],["16","Nervous eye twitch"],["17","Distinctive nose"],["18","Distinctive posture (crooked or rigid)"],["19","Exceptionally beautiful"],["20","Exceptionally ugly"]],"name":"NPC Appearance","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Abilities","colLabels":["d6","High Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-powerful, brawny, strong as an ox"],["2","Dexterity-lithe, agile, graceful"],["3","Constitution-hardy, hale, healthy"],["4","Intelligence-studious, learned, inquisitive"],["5","Wisdom-perceptive, spiritual, insightful"],["6","Charisma-persuasive, forceful, born leader"]],"name":"NPC Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Low Abilities","colLabels":["d6","Low Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-feeble, scrawny"],["2","Dexterity-clumsy, fumbling"],["3","Constitution-sickly, pale"],["4","Intelligence-dim-witted, slow"],["5","Wisdom-oblivious, absentminded"],["6","Charisma-dull, boring"]],"name":"NPC Low Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Talents","colLabels":["d20","Talent"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plays a musical instrument"],["2","Speaks several languages fluently"],["3","Unbelievably lucky"],["4","Perfect memory"],["5","Great with animals"],["6","Great with children"],["7","Great at solving puzzles"],["8","Great at one game"],["9","Great at impersonations"],["10","Draws beautifully"],["11","Paints beautifully"],["12","Sings beautifully"],["13","Drinks everyone under the table"],["14","Expert carpenter"],["15","Expert cook"],["16","Expert dart thrower and rock skipper"],["17","Expert juggler"],["18","Skilled actor and master of disguise"],["19","Skilled dancer"],["20","Knows thieves' cant"]],"name":"NPC Talents","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prone to singing, whistling, or humming quietly"],["2","Speaks in rhyme or some other peculiar way"],["3","Particularly low or high voice"],["4","Speaks in an unusually formal manner"],["5","Enunciates overly clearly"],["6","Speaks loudly"],["7","Whispers"],["8","Uses flowery speech or long words"],["9","Frequently uses the wrong word"],["10","Uses colorful oaths and exclamations"],["11","Makes constant jokes or puns"],["12","Prone to predictions of doom"],["13","Fidgets"],["14","Squints"],["15","Stares into the distance"],["16","Chews something"],["17","Paces"],["18","Taps fingers"],["19","Bites fingernails"],["20","Twirls hair or tugs beard"]],"name":"NPC Mannerisms","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Interaction Traits","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Argumentative"],["2","Arrogant"],["3","Blustering"],["4","Rude"],["5","Curious"],["6","Friendly"],["7","Honest"],["8","Hot tempered"],["9","Irritable"],["10","Ponderous"],["11","Quiet"],["12","Suspicious"]],"name":"Interactions with Others; NPC Interaction Traits","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dedicated to fulfilling a personal life goal"],["2","Protective of close family members"],["3","Protective of colleagues or compatriots"],["4","Loyal to a benefactor, patron, or employer"],["5","Captivated by a romantic interest"],["6","Drawn to a special place"],["7","Protective of a sentimental keepsake"],["8","Protective of a valuable possession"],["9","Out for revenge"],["10","Roll twice, ignoring result of 10."]],"name":"NPC Bonds","page":91,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Flaws and Secrets","colLabels":["d12","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Forbidden love or susceptibility to romance"],["2","Enjoys decadent pleasures"],["3","Arrogance"],["4","Envies another creature's possessions or station"],["5","Overpowering greed"],["6","Prone to rage"],["7","Has a powerful enemy"],["8","Prone to sudden suspicion"],["9","Shameful or scandalous history"],["10","Secret crime or misdeed"],["11","Possession of forbidden lore"],["12","Foolhardy bravery"]],"name":"Flaw or Secret; NPC Flaws and Secrets","page":91,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Villain's Scheme","colLabels":["{@dice d8}","Objective","Scheme"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[[{"type":"cell","roll":{"exact":1}},"Immortality ({@dice d4|d4|Immortality})",""],["","1","Acquire a legendary item to prolong life"],["","2","Ascend to godhood"],["","3","Become undead or obtain a younger body"],["","4","Steal a planar creature's essence"],[{"type":"cell","roll":{"exact":2}},"Influence ({@dice d4|d4|Influence})",""],["","1","Seize a position of power or title"],["","2","Win a contest or tournament"],["","3","Win favor with a powerful individual"],["","4","Place a pawn in a position of power"],[{"type":"cell","roll":{"exact":3}},"Magic ({@dice d6|d6|Magic})",""],["","1","Obtain an ancient artifact"],["","2","Build a construct or magical device"],["","3","Carry out a deity's wishes"],["","4","Offer sacrifices to a deity"],["","5","Contact a lost deity or power"],["","6","Open a gate to another world"],[{"type":"cell","roll":{"exact":4}},"Mayhem ({@dice d6|d6|Mayhem})",""],["","1","Fulfill an apocalyptic prophecy"],["","2","Enact the vengeful will of a god or patron"],["","3","Spread a vile contagion"],["","4","Overthrow a government"],["","5","Trigger a natural disaster"],["","6","Utterly destroy a bloodline or clan"],[{"type":"cell","roll":{"exact":5}},"Passion ({@dice d4})",""],["","1","Prolong the life of a loved one"],["","2","Prove worthy of another person's love"],["","3","Raise or restore a dead loved one"],["","4","Destroy rivals for another person's affection"],[{"type":"cell","roll":{"exact":6}},"Power ({@dice d4|d4|Power})",""],["","1","Conquer a region or incite a rebellion"],["","2","Seize control of an army"],["","3","Become the power behind the throne"],["","4","Gain the favor of a ruler"],[{"type":"cell","roll":{"exact":7}},"Revenge ({@dice d4})",""],["","1","Avenge a past humiliation or insult"],["","2","Avenge a past imprisonment or injury"],["","3","Avenge the death of a loved one"],["","4","Retrieve stolen property and punish the thief"],[{"type":"cell","roll":{"exact":8}},"Wealth ({@dice d4|d4|Wealth})",""],["","1","Control natural resources or trade"],["","2","Marry into wealth"],["","3","Plunder ancient ruins"],["","4","Steal land, goods, or money"]],"name":"Villains; 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trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]],"name":"Random Urban Encounters","page":114,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Undersea Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]],"name":"Random Undersea Encounters","page":116,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Underwater Encounter Distance","colLabels":["Creature Size","Encounter Distance"],"colStyles":["col-10","col-2 text-center"],"rows":[["Clear water, bright light","60 ft."],["Clear water, dim light","30 ft."],["Murky water or no light","10 ft."]],"name":"Underwater Encounter Distance","page":117,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Encounters at Sea","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]],"name":"Random Encounters at Sea","page":118,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Airborne and Waterborne Vehicles","srd":true,"colLabels":["Ship","Cost","Speed","Crew","Passengers","Cargo (tons)","AC","HP","Damage Threshold"],"colStyles":["col-2","col-2 text-right","col-2 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center","col-1 text-center"],"rows":[["Airship","20,000 gp","8 mph","10","20","1","13","300","-"],["Galley","30,000 gp","4 mph","80","-","150","15","500","20"],["Keelboat","3,000 gp","1 mph","1","6","1/2","15","100","10"],["Longship","10,000 gp","3 mph","40","150","10","15","300","15"],["Rowboat","50 gp","1½ mph","1","3","-","11","50","-"],["Sailing ship","10,000 gp","2 mph","20","20","100","15","300","15"],["Warship","25,000 gp","2½ mph","60","60","200","15","500","20"]],"name":"Owning a Ship; Airborne and Waterborne Vehicles","page":119,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Trap Save DCs and Attack Bonuses","srd":true,"colLabels":["Trap Danger","Save DC","Attack Bonus"],"colStyles":["col-4","col-4","col-4"],"rows":[["Setback","10-11","+3 to +5"],["Dangerous","12-15","+6 to +8"],["Deadly","16-20","+9 to +12"]],"name":"Trap Effects; Trap Save DCs and Attack Bonuses","page":121,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Damage Severity by Level","srd":true,"colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Trap Effects; Damage Severity by Level","page":121,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Maintenance Costs","colLabels":["Property","Total Cost per Day","Skilled Hirelings","Untrained Hirelings"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Abbey","20 gp","5","25"],["Farm","5 sp","1","2"],["Guildhall, town or city","5 gp","5","3"],["Inn, rural roadside","10 gp","5","10"],["Inn, town or city","5 gp","1","5"],["Keep or small castle","100 gp","50","50"],["Lodge, hunting","5 sp","1","-"],["Noble estate","10 gp","3","15"],["Outpost or fort","50 gp","20","40"],["Palace or large castle","400 gp","200","100"],["Shop","2 gp","1","-"],["Temple, large","25 gp","10","10"],["Temple, small","1 gp","2","-"],["Tower, fortified","25 gp","10","-"],["Trading post","10 gp","4","2"]],"name":"Recurring Expenses; Maintenance Costs","page":126,"source":"DMG","chapter":{"name":"Between Adventures","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Individual Treasure: Challenge 0—4","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-30","{@dice 5d6} (17)","—","—","—","—"],["31-60","—","{@dice 4d6} (14)","—","—","—"],["61-70","—","—","{@dice 3d6} (10)","—","—"],["71-95","—","—","—","{@dice 3d6} (10)","—"],["96-00","—","—","—","—","{@dice 1d6} (3)"]],"name":"Individual Treasure: Challenge 0—4","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 5—10","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-30","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 10} (35)","—","—"],["31-60","—","{@dice 6d6 × 10} (210)","—","{@dice 2d6 × 10} (70)","—"],["61-70","—","—","{@dice 3d6 × 10} (105)","{@dice 2d6 × 10} (70)","—"],["71-95","—","—","—","{@dice 4d6 × 10} (140)","—"],["96-00","—","—","—","{@dice 2d6 × 10} (70)","{@dice 3d6} (10)"]],"name":"Individual Treasure: Challenge 5—10","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 11—16","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-20","—","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 100} (350)","—"],["21-35","—","—","{@dice 1d6 × 100} (350)","{@dice 1d6 × 100} (350)","—"],["36-75","—","—","—","{@dice 2d6 × 100} (700)","{@dice 1d6 × 10} (35)"],["76-00","—","—","—","{@dice 2d6 × 100} (700)","{@dice 2d6 × 10} (70)"]],"name":"Individual Treasure: Challenge 11—16","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 17+","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-15","—","—","{@dice 2d6 × 1,000} (7,000)","{@dice 8d6 × 100} (2,800)","—"],["16-55","—","—","—","{@dice 1d6 × 1,000} (3,500)","{@dice 1d6 × 100} (350)"],["56-00","—","—","—","{@dice 1d6 × 1,000} (3,500)","{@dice 2d6 × 100} (700)"]],"name":"Individual Treasure: Challenge 17+","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"10 gp Gemstones","colLabels":["d12","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Azurite} (opaque mottled deep blue)"],["2","{@item Banded agate} (translucent striped brown, blue, white, or red)"],["3","{@item Blue quartz} (transparent pale blue)"],["4","{@item Eye agate} (translucent circles of gray, white, brown, blue, or green)"],["5","{@item Hematite} (opaque gray-black)"],["6","{@item Lapis lazuli} (opaque light and dark blue with yellow flecks)"],["7","{@item Malachite} (opaque striated light and dark green)"],["8","{@item Moss agate} (translucent pink or yellow-white with mossy gray or green markings)"],["9","{@item Obsidian} (opaque black)"],["10","{@item Rhodochrosite} (opaque light pink)"],["11","{@item Tiger eye} (translucent brown with golden center)"],["12","{@item Turquoise} (opaque light blue-green)"]],"name":"10 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"50 gp Gemstones","colLabels":["d12","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Bloodstone} (opaque dark gray with red flecks)"],["2","{@item Carnelian} (opaque orange to red-brown)"],["3","{@item Chalcedony} (opaque white)"],["4","{@item Chrysoprase} (translucent green)"],["5","{@item Citrine} (transparent pale yellow-brown)"],["6","{@item Jasper} (opaque blue, black, or brown)"],["7","{@item Moonstone} (translucent white with pale blue glow)"],["8","{@item Onyx} (opaque bands of black and white, or pure black or white)"],["9","{@item Quartz} (transparent white, smoky gray, or yellow)"],["10","{@item Sardonyx} (opaque bands of red and white)"],["11","{@item Star rose quartz} (translucent rosy stone with white star-shaped center)"],["12","{@item Zircon} (transparent pale blue-green)"]],"name":"50 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"100 gp Gemstones","colLabels":["d10","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Amber} (transparent watery gold to rich gold)"],["2","{@item Amethyst} (transparent deep purple)"],["3","{@item Chrysoberyl} (transparent yellow-green to pale green)"],["4","{@item Coral} (opaque crimson)"],["5","{@item Garnet} (transparent red, brown-green, or violet)"],["6","{@item Jade} (translucent light green, deep green, or white)"],["7","{@item Jet} (opaque deep black)"],["8","{@item Pearl} (opaque lustrous white, yellow, or pink)"],["9","{@item Spinel} (transparent red, red-brown, or deep green)"],["10","{@item Tourmaline} (transparent pale green, blue, brown, or red)"]],"name":"100 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"500 gp Gemstones","colLabels":["d6","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Alexandrite} (transparent dark green)"],["2","{@item Aquamarine} (transparent pale blue-green)"],["3","{@item Black pearl} (opaque pure black)"],["4","{@item Blue spinel} (transparent deep blue)"],["5","{@item Peridot} (transparent rich olive green)"],["6","{@item Topaz} (transparent golden yellow)"]],"name":"500 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"1,000 gp Gemstones","colLabels":["d8","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black opal} (translucent dark green with black mottling and golden flecks)"],["2","{@item Blue sapphire} (transparent blue-white to medium blue)"],["3","{@item Emerald} (transparent deep bright green)"],["4","{@item Fire opal} (translucent fiery red)"],["5","{@item Opal} (translucent pale blue with green and golden mottling)"],["6","{@item Star ruby} (translucent ruby with white star-shaped center)"],["7","{@item Star sapphire} (translucent blue sapphire with white star-shaped center)"],["8","{@item Yellow sapphire} (transparent fiery yellow or yellow-green)"]],"name":"1,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"5,000 gp Gemstones","colLabels":["d4","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black sapphire} (translucent lustrous black with glowing highlights)"],["2","{@item Diamond} (transparent blue-white, canary, pink, brown, or blue)"],["3","{@item Jacinth} (transparent fiery orange)"],["4","{@item Ruby} (transparent clear red to deep crimson)"]],"name":"5,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"25 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver ewer}"],["2","{@item Carved bone statuette}"],["3","{@item Small gold bracelet}"],["4","{@item Cloth-of-gold vestments}"],["5","{@item Black velvet mask stitched with silver thread}"],["6","{@item Copper chalice with silver filigree}"],["7","{@item Pair of engraved bone dice}"],["8","{@item Small mirror set in a painted wooden frame}"],["9","{@item Embroidered silk handkerchief}"],["10","{@item Gold locket with a painted portrait inside}"]],"name":"25 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"250 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Gold ring set with bloodstones}"],["2","{@item Carved ivory statuette}"],["3","{@item Large gold bracelet}"],["4","{@item Silver necklace with a gemstone pendant}"],["5","{@item Bronze crown}"],["6","{@item Silk robe with gold embroidery}"],["7","{@item Large well-made tapestry}"],["8","{@item Brass mug with jade inlay}"],["9","{@item Box of turquoise animal figurines}"],["10","{@item Gold bird cage with electrum filigree}"]],"name":"250 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"750 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver chalice set with moonstones}"],["2","{@item Silver-plated steel longsword with jet set in hilt}"],["3","{@item Carved harp of exotic wood with ivory inlay and zircon gems}"],["4","{@item Small gold idol}"],["5","{@item Gold dragon comb set with red garnets as eyes}"],["6","{@item Bottle stopper cork embossed with gold leaf and set with amethysts}"],["7","{@item Ceremonial electrum dagger with a black pearl in the pommel}"],["8","{@item Silver and gold brooch}"],["9","{@item Obsidian statuette with gold fittings and inlay}"],["10","{@item Painted gold war mask}"]],"name":"750 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"2,500 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Fine gold chain set with a fire opal}"],["2","{@item Old masterpiece painting}"],["3","{@item Embroidered silk and velvet mantle set with numerous moonstones}"],["4","{@item Platinum bracelet set with a sapphire}"],["5","{@item Embroidered glove set with jewel chips}"],["6","{@item Jeweled anklet}"],["7","{@item Gold music box}"],["8","{@item Gold circlet set with four aquamarines}"],["9","{@item Eye patch with a mock eye set in blue sapphire and moonstone}"],["10","A {@item necklace string of small pink pearls}"]],"name":"2,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"7,500 gp Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Jeweled gold crown}"],["2","{@item Jeweled platinum ring}"],["3","{@item Small gold statuette set with rubies}"],["4","{@item Gold cup set with emeralds}"],["5","{@item Gold jewelry box with platinum filigree}"],["6","{@item Painted gold child's sarcophagus}"],["7","{@item Jade game board with solid gold playing pieces}"],["8","{@item Bejeweled ivory drinking horn with gold filigree}"]],"name":"7,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Rarity","colLabels":["Rarity","Character Level","Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","1st or higher","50-100 gp"],["Uncommon","1st or higher","101-500 gp"],["Rare","5th or higher","501-5,000 gp"],["Very rare","11th or higher","5,001-50,000 gp"],["Legendary","17th or higher","50,001+ gp"]],"name":"Magic Item Rarity","page":135,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Potion Miscibility","colLabels":["d100","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer."],["02-08","The mixture becomes an ingested poison of the DM's choice."],["09-15","Both potions lose their effects."],["16-25","One potion loses its effect."],["26-35","Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way."],["36-90","Both potions work normally."],["91-99","The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."],["00","Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect."]],"name":"Variant: Mixing Potions; Potion Miscibility","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Spell Scroll","srd":true,"colLabels":["Spell Level","Rarity","Save DC","Attack Bonus"],"colStyles":["col-3","col-3","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","Common","13","+5 "],["1st","Common","13","+5 "],["2nd","Uncommon","13","+5 "],["3rd","Uncommon","15","+7"],["4th","Rare","15","+7"],["5th","Rare","17","+9"],["6th","Very rare","17","+9"],["7th","Very rare","18","+10"],["8th","Very rare","18","+10"],["9th","Legendary","19","+11"]],"name":"Spell Scrolls; Spell Scroll","page":139,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Scroll Mishap","colLabels":["d6","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell."],["2","The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target."],["3","The spell affects a random location within the spell's range."],["4","The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold."],["5","The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for {@dice 1d10} minutes."],["6","The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away."]],"name":"Variant: Scroll Mishaps; Scroll Mishap","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Who Created It or Was Intended to Use It?","colLabels":["d20","Creator or Intended User"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving."],["2-4","Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages."],["5","Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive."],["6","Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon."],["7","Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more."],["8-9","Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls."],["10","Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous."],["11","Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock."],["12","Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors."],["13","Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal."],["14-15","Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like."],["16","Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel."],["17","Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive."],["18","Giant. The item is larger than normal and was crafted by giants for use by their smaller allies."],["19","Gnome. The item is crafted to appear ordinary and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function."],["20","Undead. The item incorporates imagery of death such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch"]],"name":"Special Features; Who Created It or Was Intended to Use It?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Is a Detail from Its History?","colLabels":["d8","History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol."],["2","Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy."],["3","Heroic. A great hero once wielded this item. Anyone who's familiar with the item's history expects great deeds from the new owner."],["4","Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface."],["5","Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer."],["6","Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god's followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity."],["7","Sinister. This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion."],["8","Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume its new owner is the item's legitimate inheritor."]],"name":"Special Features; What Is a Detail from Its History?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Minor Property Does It Have","colLabels":["d20","Minor Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light."],["2","Compass. The wielder can use an action to learn which way is north."],["3","Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience."],["4","Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward."],["5","Gleaming. This item never gets dirty."],["6","Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated."],["7","Harmonious. Attuning to this item takes only 1 minute."],["8","Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location."],["9","Key. The item is used to unlock a container, chamber, vault, or other entryway."],["10","Language. The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person."],["11","Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it."],["12","Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song."],["13","Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected."],["14","Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit."],["15","Unbreakable. The item can't be broken. Special means must be used to destroy it."],["16","War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn."],["17","Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength ({@skill Athletics}) checks to swim."],["18","Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so."],["19","Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it."],["20","Roll twice, rerolling any additional 20s."]],"name":"Special Features; What Minor Property Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Quirk Does It Have","colLabels":["d12","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence."],["2","Confident. The item helps its bearer feel self-assured."],["3","Covetous. The item's bearer becomes obsessed with material wealth."],["4","Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit."],["5","Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate."],["6","Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used."],["7","Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use."],["8","Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful."],["9","Painful. The bearer experiences a harmless flash of pain when using the item."],["10","Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)"],["11","Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it."],["12","Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest."]],"name":"Special Features; What Quirk Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table A","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-50","{@item Potion of healing}"],["51-60","{@item Spell scroll (cantrip)}"],["61-70","{@item Potion of climbing}"],["71-90","{@item Spell scroll (1st level)}"],["91-94","{@item Spell scroll (2nd level)}"],["95-98","{@item Potion of greater healing}"],["99","{@item Bag of holding}"],["00","{@item Driftglobe}"]],"name":"Magic Item Table A","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table B","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of greater healing}"],["16-22","{@item Potion of fire breath}"],["23-29","{@item Potion of resistance}"],["30-34","{@item +1 ammunition}"],["35-39","{@item Potion of animal friendship}"],["40-44","{@item Potion of hill giant strength}"],["45-49","{@item Potion of growth}"],["50-54","{@item Potion of water breathing}"],["55-59","{@item Spell scroll (2nd level)}"],["60-64","{@item Spell scroll (3rd level)}"],["65-67","{@item Bag of holding}"],["68-70","{@item Keoghtom's ointment}"],["71-73","{@item Oil of slipperiness}"],["74-75","{@item Dust of disappearance}"],["76-77","{@item Dust of dryness}"],["78-79","{@item Dust of sneezing and choking}"],["80-81","{@item Elemental gem}"],["82-83","{@item Philter of love}"],["84","{@item Alchemy jug}"],["85","{@item Cap of water breathing}"],["86","{@item Cloak of the manta ray}"],["87","{@item Driftglobe}"],["88","{@item Goggles of night}"],["89","{@item Helm of comprehending languages}"],["90","{@item Immovable rod}"],["91","{@item Lantern of revealing}"],["92","{@item Mariner's armor}"],["93","{@item Mithral armor}"],["94","{@item Potion of poison}"],["95","{@item Ring of swimming}"],["96","{@item Robe of useful items}"],["97","{@item Rope of climbing}"],["98","{@item Saddle of the cavalier}"],["99","{@item Wand of magic detection}"],["00","{@item Wand of secrets}"]],"name":"Magic Item Table B","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table C","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of superior healing}"],["16-22","{@item Spell scroll (4th level)}"],["23-27","{@item +2 ammunition}"],["28-32","{@item Potion of clairvoyance}"],["33-37","{@item Potion of diminution}"],["38-42","{@item Potion of gaseous form}"],["43-47","{@item Potion of frost giant strength}"],["48-52","{@item Potion of stone giant strength}"],["53-57","{@item Potion of heroism}"],["58-62","{@item Potion of invulnerability}"],["63-67","{@item Potion of mind reading}"],["68-72","{@item Spell scroll (5th level)}"],["73-75","{@item Elixir of health}"],["76-78","{@item Oil of etherealness}"],["79-81","{@item Potion of fire giant strength}"],["82-84","{@item Quaal's feather token}"],["85-87","{@item Scroll of protection}"],["88-89","{@item Bag of beans}"],["90-91","{@item Bead of force}"],["92","{@item Chime of opening}"],["93","{@item Decanter of endless water}"],["94","{@item Eyes of minute seeing}"],["95","{@item Folding boat}"],["96","{@item Heward's handy haversack}"],["97","{@item Horseshoes of speed}"],["98","{@item Necklace of fireballs}"],["99","{@item Periapt of health}"],["00","{@item Sending stones}"]],"name":"Magic Item Table C","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table D","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","{@item Potion of supreme healing}"],["21-30","{@item Potion of invisibility}"],["31-40","{@item Potion of speed}"],["41-50","{@item Spell scroll (6th level)}"],["51-57","{@item Spell scroll (7th level)}"],["58-62","{@item +3 ammunition}"],["63-67","{@item Oil of sharpness}"],["68-72","{@item Potion of flying}"],["73-77","{@item Potion of cloud giant strength}"],["78-82","{@item Potion of longevity}"],["83-87","{@item Potion of vitality}"],["88-92","{@item Spell scroll (8th level)}"],["93-95","{@item Horseshoes of a zephyr}"],["96-98","{@item Nolzur's marvelous pigments}"],["99","{@item Bag of devouring}"],["00","{@item Portable hole}"]],"name":"Magic Item Table D","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table E","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-30","{@item Spell scroll (8th level)}"],["31-55","{@item Potion of storm giant strength}"],["56-70","{@item Potion of supreme healing}"],["71-85","{@item Spell scroll (9th level)}"],["86-93","{@item Universal solvent}"],["94-98","{@item Arrow of slaying}"],["99-100","{@item Sovereign glue}"]],"name":"Magic Item Table E","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table F","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item +1 weapon}"],["16-18","{@item +1 shield}"],["19-21","{@item Sentinel shield}"],["22-23","{@item Amulet of proof against detection and location}"],["24-25","{@item Boots of elvenkind}"],["26-27","{@item Boots of striding and springing}"],["28-29","{@item Bracers of archery}"],["30-31","{@item Brooch of shielding}"],["32-33","{@item Broom of flying}"],["34-35","{@item Cloak of elvenkind}"],["36-37","{@item Cloak of protection}"],["38-39","{@item Gauntlets of ogre power}"],["40-41","{@item Hat of disguise}"],["42-43","{@item Javelin of lightning}"],["44-45","{@item Pearl of power}"],["46-47","{@item +1 rod of the pact keeper}"],["48-49","{@item Slippers of spider climbing}"],["50-51","{@item Staff of the adder}"],["52-53","{@item Staff of the python}"],["54-55","{@item Sword of vengeance}"],["56-57","{@item Trident of fish command}"],["58-59","{@item Wand of magic missiles}"],["60-61","{@item +1 wand of the war mage}"],["62-63","{@item Wand of web}"],["64-65","{@item Weapon of warning}"],["66","{@item Adamantine chain mail}"],["67","{@item Adamantine chain shirt}"],["68","{@item Adamantine scale mail}"],["69","{@item Bag of tricks, gray}"],["70","{@item Bag of tricks, rust}"],["71","{@item Bag of tricks, tan}"],["72","{@item Boots of the winterlands}"],["73","{@item Circlet of blasting}"],["74","{@item Deck of illusions}"],["75","{@item Eversmoking bottle}"],["76","{@item Eyes of charming}"],["77","{@item Eyes of the eagle}"],["78","{@item Figurine of wondrous power, silver raven}"],["79","{@item Gem of brightness}"],["80","{@item Gloves of missile snaring}"],["81","{@item Gloves of swimming and climbing}"],["82","{@item Gloves of thievery}"],["83","{@item Headband of intellect}"],["84","{@item Helm of telepathy}"],["85","{@item Instrument of the bards, doss lute}"],["86","{@item Instrument of the bards, fochlucan bandore}"],["87","{@item Instrument of the bards, mac-fuirmidh cittern}"],["88","{@item Medallion of thoughts}"],["89","{@item Necklace of adaptation}"],["90","{@item Periapt of wound closure}"],["91","{@item Pipes of haunting}"],["92","{@item Pipes of the sewers}"],["93","{@item Ring of jumping}"],["94","{@item Ring of mind shielding}"],["95","{@item Ring of warmth}"],["96","{@item Ring of water walking}"],["97","{@item Quiver of ehlonna}"],["98","{@item Stone of good luck}"],["99","{@item Wind fan}"],["00","{@item Winged boots}"]],"name":"Magic Item Table F","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table G","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-11","{@item +2 weapon}"],["12-14",{"type":"table","caption":"Figurine of Wondrous Power","colLabels":["d8","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@item Figurine of wondrous power, bronze griffon}"],["02","{@item Figurine of wondrous power, ebony fly}"],["03","{@item Figurine of wondrous power, golden lions}"],["04","{@item Figurine of wondrous power, ivory goats}"],["05","{@item Figurine of wondrous power, marble elephant}"],["06-07","{@item Figurine of wondrous power, onyx dog}"],["08","{@item Figurine of wondrous power, serpentine owl}"]],"data":{"tableIgnore":true}}],["15","{@item Adamantine breastplate}"],["16","{@item Adamantine splint armor}"],["17","{@item Amulet of health}"],["18","{@item Armor of vulnerability}"],["19","{@item Arrow-catching shield}"],["20","{@item Belt of dwarvenkind}"],["21","{@item Belt of hill giant strength}"],["22","{@item Berserker axe}"],["23","{@item Boots of levitation}"],["24","{@item Boots of speed}"],["25","{@item Bowl of commanding water elementals}"],["26","{@item Bracers of defense}"],["27","{@item Brazier of commanding fire elementals}"],["28","{@item Cape of the mountebank}"],["29","{@item Censer of controlling air elementals}"],["30","{@item +1 chain mail}"],["31","{@item armor of resistance||Chain mail of resistance|}"],["32","{@item +1 chain shirt}"],["33","{@item armor of resistance||Chain shirt of resistance|}"],["34","{@item Cloak of displacement}"],["35","{@item Cloak of the bat}"],["36","{@item Cube of force}"],["37","{@item Daern's instant fortress}"],["38","{@item Dagger of venom}"],["39","{@item Dimensional shackles}"],["40","{@item Dragon slayer}"],["41","{@item Elven chain}"],["42","{@item Flame tongue}"],["43","{@item Gem of seeing}"],["44","{@item Giant slayer}"],["45","{@item Glamoured studded leather}"],["46","{@item Helm of teleportation}"],["47","{@item Horn of blasting}"],["48","Horn of Valhalla ({@item Horn of Valhalla, Silver||Silver|} or {@item Horn of Valhalla, Brass||Brass|})"],["49","{@item Instrument of the bards, canaith mandolin}"],["50","{@item Instrument of the bards, cli lyre}"],["51","{@item Ioun stone, awareness}"],["52","{@item Ioun stone, protection}"],["53","{@item Ioun stone, reserve}"],["54","{@item Ioun stone, sustenance}"],["55","{@item Iron bands of bilarro}"],["56","{@item +1 leather armor}"],["57","{@item armor of resistance||Leather armor of resistance|}"],["58","{@item Mace of disruption}"],["59","{@item Mace of smiting}"],["60","{@item Mace of terror}"],["61","{@item Mantle of spell resistance}"],["62","{@item Necklace of prayer beads}"],["63","{@item Periapt of proof against poison}"],["64","{@item Ring of animal influence}"],["65","{@item Ring of evasion}"],["66","{@item Ring of feather falling}"],["67","{@item Ring of free action}"],["68","{@item Ring of protection}"],["69","{@item Ring of resistance}"],["70","{@item Ring of spell storing}"],["71","{@item Ring of the ram}"],["72","{@item Ring of x-ray vision}"],["73","{@item Robe of eyes}"],["74","{@item Rod of rulership}"],["75","{@item +2 rod of the pact keeper}"],["76","{@item Rope of entanglement}"],["77","{@item +1 scale mail}"],["78","{@item armor of resistance||Scale mail of resistance|}"],["79","{@item +2 shield}"],["80","{@item Shield of missile attraction}"],["81","{@item Staff of charming}"],["82","{@item Staff of healing}"],["83","{@item Staff of swarming insects}"],["84","{@item Staff of the woodlands}"],["85","{@item Staff of withering}"],["86","{@item Stone of controlling earth elementals}"],["87","{@item Sun blade}"],["88","{@item Sword of life stealing}"],["89","{@item Sword of wounding}"],["90","{@item Tentacle rod}"],["91","{@item Vicious weapon}"],["92","{@item Wand of binding}"],["93","{@item Wand of enemy detection}"],["94","{@item Wand of fear}"],["95","{@item Wand of fireballs}"],["96","{@item Wand of lightning bolts}"],["97","{@item Wand of paralysis}"],["98","{@item +2 wand of the war mage}"],["99","{@item Wand of wonder}"],["00","{@item Wings of flying}"]],"name":"Magic Item Table G","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table H","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@item +3 weapon}"],["11-12","{@item Amulet of the planes}"],["13-14","{@item Carpet of flying}"],["15-16","{@item Crystal ball}"],["17-18","{@item Ring of regeneration}"],["19-20","{@item Ring of shooting stars}"],["21-22","{@item Ring of telekinesis}"],["23-24","{@item Robe of scintillating colors}"],["25-26","{@item Robe of stars}"],["27-28","{@item Rod of absorption}"],["29-30","{@item Rod of alertness}"],["31-32","{@item Rod of security}"],["33-34","{@item +3 rod of the pact keeper}"],["35-36","{@item Scimitar of speed}"],["37-38","{@item +3 shield}"],["39-40","{@item Staff of fire}"],["41-42","{@item Staff of frost}"],["43-44","{@item Staff of power}"],["45-46","{@item Staff of striking}"],["47-48","{@item Staff of thunder and lightning}"],["49-50","{@item Sword of sharpness}"],["51-52","{@item Wand of polymorph}"],["53-54","{@item +3 wand of the war mage}"],["55","{@item Adamantine half plate armor}"],["56","{@item Adamantine plate armor}"],["57","{@item Animated shield}"],["58","{@item Belt of fire giant strength}"],["59","Belt of {@item Belt of Frost Giant Strength||Frost|} or {@item Belt of Stone Giant Strength||Stone|} giant strength"],["60","{@item +1 breastplate}"],["61","{@item armor of resistance||Breastplate of resistance|}"],["62","{@item Candle of invocation}"],["63","{@item +2 chain mail}"],["64","{@item +2 chain shirt}"],["65","{@item Cloak of arachnida}"],["66","{@item Dancing sword}"],["67","{@item Demon armor}"],["68","{@item Dragon scale mail}"],["69","{@item Dwarven plate}"],["70","{@item Dwarven thrower}"],["71","{@item Efreeti bottle}"],["72","{@item Figurine of wondrous power, obsidian steed}"],["73","{@item Frost brand}"],["74","{@item Helm of brilliance}"],["75","{@item Horn of valhalla, bronze}"],["76","{@item Instrument of the bards, anstruth harp}"],["77","{@item Ioun stone, absorption}"],["78","{@item Ioun stone, agility}"],["79","{@item Ioun stone, fortitude}"],["80","{@item Ioun stone, insight}"],["81","{@item Ioun stone, intellect}"],["82","{@item Ioun stone, leadership}"],["83","{@item Ioun stone, strength}"],["84","{@item +2 leather armor}"],["85","{@item Manual of bodily health}"],["86","{@item Manual of gainful exercise}"],["87","{@item Manual of golems}"],["88","{@item Manual of quickness of action}"],["89","{@item Mirror of life trapping}"],["90","{@item Nine lives stealer}"],["91","{@item Oathbow}"],["92","{@item +2 scale mail}"],["93","{@item Spellguard shield}"],["94","{@item +1 splint armor}"],["95","{@item armor of resistance||Splint armor of resistance|}"],["96","{@item +1 studded leather armor}"],["97","{@item armor of resistance||Studded leather armor of resistance|}"],["98","{@item Tome of clear thought}"],["99","{@item Tome of leadership and influence}"],["00","{@item Tome of understanding}"]],"name":"Magic Item Table H","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table I","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@item Defender}"],["06-10","{@item Hammer of thunderbolts}"],["11-15","{@item Luck blade}"],["16-20","{@item Sword of answering}"],["21-23","{@item Holy avenger}"],["24-26","{@item Ring of djinni summoning}"],["27-29","{@item Ring of invisibility}"],["30-32","{@item Ring of spell turning}"],["33-35","{@item Rod of lordly might}"],["36-38","{@item Staff of the magi}"],["39-41","{@item Vorpal sword}"],["42-43","{@item Belt of cloud giant strength}"],["44-45","{@item +2 breastplate}"],["46-47","{@item +3 chain mail}"],["48-49","{@item +3 chain shirt}"],["50-51","{@item Cloak of invisibility}"],["52-53","{@item Crystal ball (legendary version)}"],["54-55","{@item +1 half plate armor}"],["56-57","{@item Iron flask}"],["58-59","{@item +3 leather armor}"],["60-61","{@item +1 plate armor}"],["62-63","{@item Robe of the archmagi}"],["64-65","{@item Rod of resurrection}"],["66-67","{@item +1 scale mail}"],["68-69","{@item Scarab of protection}"],["70-71","{@item +2 splint armor}"],["72-73","{@item +2 studded leather armor}"],["74-75","{@item Well of many worlds}"],["76",{"type":"table","caption":"Magic armor","colLabels":["1d12",""],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","{@item +2 half plate armor}"],["3-4","{@item +2 plate armor}"],["5-6","{@item +3 studded leather armor}"],["7-8","{@item +3 breastplate}"],["9-10","{@item +3 splint armor}"],["11","{@item +3 half plate armor}"],["12","{@item +3 plate armor}"]],"data":{"tableIgnore":true}}],["77","{@item Apparatus of kwalish}"],["78","{@item Armor of invulnerability}"],["79","{@item Belt of storm giant strength}"],["80","{@item Cubic gate}"],["81","{@item Deck of many things}"],["82","{@item Efreeti chain}"],["83","{@item armor of resistance||Half plate armor of resistance|}"],["84","{@item Horn of valhalla, iron}"],["85","{@item Instrument of the bards, ollamh harp}"],["86","{@item Ioun stone, greater absorption}"],["87","{@item Ioun stone, mastery}"],["88","{@item Ioun stone, regeneration}"],["89","{@item Plate armor of etherealness}"],["90","{@item armor of resistance||Plate armor of resistance|}"],["91","{@item Ring of air elemental command}"],["92","{@item Ring of earth elemental command}"],["93","{@item Ring of fire elemental command}"],["94","{@item Ring of three wishes}"],["95","{@item Ring of water elemental command}"],["96","{@item Sphere of annihilation}"],["97","{@item Talisman of pure good}"],["98","{@item Talisman of the sphere}"],["99","{@item Talisman of ultimate evil}"],["00","{@item Tome of the stilled tongue}"]],"name":"Magic Item Table I","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Communication","srd":true,"colLabels":["d100","Communication"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-60","The item communicates by transmitting emotion to the creature carrying or wielding it."],["61-90","The item can speak, read, and understand one or more languages."],["91-100","The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it."]],"name":"Sentient Magic Item Communication","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Senses","srd":true,"colLabels":["d4","Senses"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hearing and normal vision out to 30 feet."],["2","Hearing and normal vision out to 60 feet"],["3","Hearing and normal vision out to 120 feet."],["4","Hearing and darkvision out to 120 feet."]],"name":"Sentient Magic Item Senses","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Alignment","srd":true,"colLabels":["d100","Alignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","Lawful good"],["16-35","Neutral good"],["36-50","Chaotic good"],["51-63","Lawful neutral"],["64-73","Neutral"],["74-85","Chaotic neutral"],["86-89","Lawful evil"],["90-96","Neutral evil"],["97-100","Chaotic evil"]],"name":"Sentient Magic Item Alignment","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Special Purpose","srd":true,"colLabels":["d10","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)"],["2","Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards."],["3","Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids."],["4","Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity."],["5","Templar: The item seeks to defend the servants and interests of a particular deity."],["6","Destroyer: The item craves destruction and goads its user to fight arbitrarily."],["7","Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure."],["8","Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."],["9","Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events."],["10","Creator Seeker: The item seeks its creator and wants to understand why it was created."]],"name":"Sentient Special Purpose","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, you gain proficiency in one skill of the DM's choice."],["21-30","While attuned to the artifact, you are immune to disease."],["31-40","While attuned to the artifact, you can't be {@condition charmed} or {@condition frightened}."],["41-50","While attuned to the artifact, you have resistance against one damage type of the DM's choice."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter cantrip|spells|level=0} (chosen by the DM) from it."],["61-70","While attuned to the artifact, you can use an action to cast one {@filter 1st-level|spells|level=1} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["71-80","As 61-70 above, except the spell is {@filter 2nd level|spells|level=2}."],["81-90","As 61-70 above, except the spell is {@filter 3rd level|spells|level=3}."],["91-00","While attuned to the artifact, you gain a +1 bonus to Armor Class."]],"name":"Artifact Properties; Minor Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24."],["21-30","While attuned to the artifact, you regain {@dice 1d6} hit points at the start of your turn if you have at least 1 hit point."],["31-40","When you hit with a weapon attack while attuned to the artifact, the target takes an extra {@dice 1d6} damage of the weapon's type."],["41-50","While attuned to the artifact, your walking speed increases by 10 feet."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter 4th-level|spells|level=4} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["61-70","As 51-60 above, except the spell is {@filter 5th level|spells|level=5}."],["71-80","As 51-60 above, except the spell is {@filter 6th level|spells|level=6}."],["81-90","As 51-60 above, except the spell is {@filter 7th level|spells|level=7}."],["91-00","While attuned to the artifact, you can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}."]],"name":"Artifact Properties; Major Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While attuned to the artifact, you have disadvantage on saving throws against spells."],["06-10","The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half."],["11-15","While attuned to the artifact, you are {@condition blinded} when you are more than 10 feet away from it."],["16-20","While attuned to the artifact, you have disadvantage on saving throws against poison."],["21-30","While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away."],["31-35","While attuned to the artifact, all holy water within 10 feet of you is destroyed."],["36-40","While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution."],["41-45","While attuned to the artifact, your weight increases by {@dice 1d4 × 10} pounds."],["46-50","While attuned to the artifact, your appearance changes as the DM decides."],["51-55","While attuned to the artifact, you are {@condition deafened} when you are more than 10 feet away from it."],["56-60","While attuned to the artifact, your weight drops by {@dice 1d4 × 5} pounds."],["61-65","While attuned to the artifact, you can't smell."],["66-70","While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you."],["71-80","While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you."],["81-85","While attuned to the artifact, you deal {@dice 1d6} necrotic damage to any plant you touch that isn't a creature."],["86-90","While you are attuned to the artifact, animals within 30 feet of you are hostile toward you."],["91-95","While attuned to the artifact, you must eat and drink six times the normal amount each day."],["96-00","While you are attuned to the artifact, your flaw is amplified in a way determined by the DM."]],"name":"Artifact Properties; Minor Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A {@spell regenerate} spell restores lost body parts."],["06-10","While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a {@dice d6} twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil."],["11-15","When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the {@spell geas} spell. Once you complete the quest, you are no longer affected by this property."],["16-20","The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a {@chance 50} chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished using magic such as the {@spell dispel evil and good} spell."],["21-25","Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact."],["26-30","The artifact imprisons a {@creature death slaad} (see the Monster Manual). Each time you use one of the artifact's properties as an action, the slaad has a {@chance 10} chance of escaping, whereupon it appears within 15 feet of you and attacks you."],["31-35","While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you."],["36-40","The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical."],["41-45","The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical."],["46-50","Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes {@dice 1d4} damage of the appropriate type."],["51-60","When you become attuned to the artifact, you gain a form of {@book long-term madness|dmg|8|madness effects} (see chapter 8, \"Running the Game\")."],["61-65","You take {@dice 4d10} psychic damage when you become attuned to the artifact."],["66-70","You take {@dice 8d10} psychic damage when you become attuned to the artifact."],["71-75","Before you can become attuned to the artifact, you must kill a creature of your alignment."],["76-80","When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A {@spell greater restoration} spell restores the ability to normal."],["81-85","Each time you become attuned to the artifact, you age {@dice 3d10} years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a {@creature wight} (see the Monster Manual) under the DM's control that is sworn to protect the artifact."],["86-90","While attuned to the artifact, you lose the ability to speak."],["91-95","While attuned to the artifact, you have vulnerability to all damage."],["96-00","When you become attuned to the artifact, there is a {@chance 10} chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an {@creature empyrean} (see the Monster Manual). Once it obtains the artifact, the avatar vanishes."]],"name":"Artifact Properties; Major Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]],"name":"Ability Checks","page":237,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Saving Throws","colLabels":["Ability","Used For..."],"colStyles":["col-2","col-10"],"rows":[["Strength","Opposing a force that would physically move or bind you"],["Dexterity","Dodging out of harm's way"],["Constitution","Enduring a disease, poison, or other hazard that saps vitality"],["Intelligence","Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both"],["Wisdom","Resisting effects that charm, frighten, or otherwise assault your willpower"],["Charisma","Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence"]],"name":"Saving Throws","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Typical DCs","colLabels":["Task","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]],"name":"Difficulty Class; Typical DCs","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]],"name":"Using a Map; Map Travel Pace","page":242,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Tracking DCs","page":244,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Object Armor Class","page":246,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Object Hit Points","page":247,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Improvising Damage","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Improvising Damage; Damage Severity and Level","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]],"name":"Adjudicating Areas of Effect; Targets in Areas of Effect","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]],"name":"Handling Mobs; Mob Attacks","page":250,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]],"name":"Creature Size on Squares and Hexes; Creature Size and Space","page":251,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]],"name":"Ending a Chase; Escape Factors","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]],"name":"Urban Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]],"name":"Wilderness Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]],"name":"Poisons","page":257,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]],"name":"Short-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]],"name":"Long-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]],"name":"Indefinite Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Proficiency Dice","colLabels":["Level","Proficiency Bonus","Proficiency Die"],"colStyles":["col-2 no-wrap text-center","col-5 text-center","col-5 text-center"],"rows":[["1st-4th","+2","{@dice 1d4}"],["5th-8th","+3","{@dice 1d6}"],["9th-12th","+4","{@dice 1d8}"],["13th-16th","+5","{@dice 1d10}"],["17th-20th","+6","{@dice 1d12}"]],"name":"Proficiency Dice","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Ability Check Proficiency by Class","colLabels":["Class","Ability Check"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength, Dexterity, or Wisdom"],["{@class Bard}","Any one"],["{@class Cleric}","Intelligence, Wisdom, or Charisma"],["{@class Druid}","Intelligence or Wisdom"],["{@class Fighter}","Strength, Dexterity, or Wisdom"],["{@class Monk}","Strength, Dexterity, or Intelligence"],["{@class Paladin}","Strength, Wisdom, or Charisma"],["{@class Ranger}","Strength, Dexterity, or Wisdom"],["{@class Rogue}","Dexterity, Intelligence, Wisdom, or Charisma"],["{@class Sorcerer}","Intelligence or Charisma"],["{@class Warlock}","Intelligence or Charisma"],["{@class Wizard}","Intelligence or Wisdom"]],"name":"Ability Check Proficiency by Class","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Figuring Out Alien Technology","colLabels":["Int. Check Total","Result"],"colStyles":["col-3 no-wrap","col-9"],"rows":[["9 or lower","One failure; one charge or use is wasted, if applicable; character has disadvantage on next check"],["10-14","One failure"],["15-19","One success"],["20 or higher","One success; character has advantage on next check"]],"name":"Figuring Out Alien Technology","page":268,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Lingering Injuries","colLabels":["d20","Injury"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1","{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}."],["2","{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["3","{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["4","{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp."],["5-7","{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting."],["8-10","{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10."],["11-13","{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."],["14-16","{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom ({@skill Medicine}) check once every 24 hours. After ten successes, the wound heals."],["17-20","{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."]],"name":"Lingering Injuries","page":272,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"System Shock","colLabels":["d10","Effect"],"colStyles":["col-1 text-center no-wrap","col-12"],"rows":[["1","The creature drops to 0 hit points."],["2-3","The creature drops to 0 hit points but is stable."],["4-5","The creature is {@condition stunned} until the end of its next turn."],["6-7","The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn."],["8-10","The creature can't take reactions until the end of its next turn."]],"name":"Massive Damage; System Shock","page":273,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Statistics by Challenge Rating","colLabels":["CR","Prof. Bonus","Armor Class","Hit Points","Attack Bonus","Damage/Round","Save DC"],"colStyles":["col-1 text-center","col-1 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["0","+2","≤ 13","1-6","≤ +3","0-1","≤ 13"],["1/8","+2","13","7-35","+3","2-3","13"],["1/4","+2","13","36-49","+3","4-5","13"],["1/2","+2","13","50-70","+3","6-8","13"],["1","+2","13","71-85","+3","9-14","13"],["2","+2","13","86-100","+3","15-20","13"],["3","+2","13","101-115","+4","21-26","13"],["4","+2","14","116-130","+5","27-32","14"],["5","+3","15","131-145","+6","33-38","15"],["6","+3","15","146-160","+6","39-44","15"],["7","+3","15","161-175","+6","45-50","15"],["8","+3","16","176-190","+7","51-56","16"],["9","+4","16","191-205","+7","57-62","16"],["10","+4","17","206-220","+7","63-68","16"],["11","+4","17","221-235","+8","69-74","17"],["12","+4","17","236-250","+8","75-80","17"],["13","+5","18","251-265","+8","81-86","18"],["14","+5","18","266-280","+8","87-92","18"],["15","+5","18","281-295","+8","93-98","18"],["16","+5","18","296-310","+9","99-104","18"],["17","+6","19","311-325","+10","105-110","19"],["18","+6","19","326-340","+10","111-116","19"],["19","+6","19","341-355","+10","117-122","19"],["20","+6","19","356-400","+10","123-140","19"],["21","+7","19","401-445","+11","141-158","20"],["22","+7","19","446-490","+11","159-176","20"],["23","+7","19","491-535","+11","177-194","20"],["24","+7","19","536-580","+12","195-212","21"],["25","+8","19","581-625","+12","213-230","21"],["26","+8","19","626-670","+12","231-248","21"],["27","+8","19","671-715","+13","249-266","22"],["28","+8","19","716-760","+13","267-284","22"],["29","+9","19","761-805","+13","285-302","22"],["30","+9","19","806-850","+14","303-320","23"]],"name":"Creating Quick Monster Stats; Monster Statistics by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Experience Points by Challenge Rating","basicRules":true,"srd":true,"colLabels":["CR","XP"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["0","0 or 10"],["1/8","25"],["1/4","50"],["1/2","100"],["1","200"],["2","450"],["3","700"],["4","1,100"],["5","1,800"],["6","2,300"],["7","2,900"],["8","3,900"],["9","5,000"],["10","5,900"],["11","7,200"],["12","8,400"],["13","10,000"],["14","11,500"],["15","13,000"],["16","15,000"],["17","18,000"],["18","20,000"],["19","22,000"],["20","25,000"],["21","33,000"],["22","41,000"],["23","50,000"],["24","62,000"],["25","75,000"],["26","90,000"],["27","105,000"],["28","120,000"],["29","135,000"],["30","155,000"]],"name":"Final Challenge Rating; Experience Points by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Hit Dice by Size","srd":true,"basicRules":true,"colLabels":["Monster Size","Hit Die","Average HP per Die"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Tiny","{@dice d4}","2½"],["Small","{@dice d6}","3½"],["Medium","{@dice d8}","4½"],["Large","{@dice d10}","5½"],["Huge","{@dice d12}","6½"],["Gargantuan","{@dice d20}","10½"]],"name":"Assign Hit Dice; Hit Dice by Size","page":276,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Effective Hit Points Based on Resistances and Immunities","colLabels":["Expected Challenge Rating","HP Multiplier for Resistances","HP Multiplier for Immunities"],"colStyles":["col-3","col-3","col-3"],"rows":[["1-4","× 2","× 2"],["5-10","× 1.5","× 2"],["11-16","× 1.25","× 1.5"],["17 or more","× 1","× 1.25"]],"name":"Damage Vulnerabilities, Resistances, and Immunities; Effective Hit Points Based on Resistances and Immunities","page":277,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Features","colLabels":["Name","Example Monster","Effect on Challenge Rating"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aggressive","{@creature Orc}","Increase the monster's effective per-round damage output by 2."],["Ambusher","{@creature Doppelganger}","Increase the monster's effective attack bonus by 1."],["Amorphous","{@creature Black pudding}","—"],["Amphibious","{@creature Kuo-toa}","—"],["Angelic Weapons","{@creature Deva}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Antimagic Susceptibility","{@creature Flying sword}","—"],["Avoidance","{@creature Demilich}","Increase the monster's effective AC by 1."],["Blind Senses","{@creature Grimlock}","—"],["Blood Frenzy","{@creature Sahuagin}","Increase the monster's effective attack bonus by 4."],["Breath Weapon","{@creature Ancient black dragon}","For the purpose of determining effective damage output, assume the breath weapon hits two targets, and that each target fails its saving throw."],["Brute","{@creature Bugbear}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Chameleon Skin","{@creature Troglodyte}","—"],["Change Shape","{@creature Ancient brass dragon}","—"],["Charge","{@creature Centaur}","Increase the monster's damage on one attack by the amount noted in the trait."],["Charm","{@creature Vampire}","—"],["Constrict","{@creature Constrictor snake}","Increase the monster's effective AC by 1."],["Damage Absorption","{@creature Flesh golem}","—"],["Damage Transfer","{@creature Cloaker}","Double the monster's effective hit points. Add one-third of the monster's hit points to its per-round damage."],["Death Burst","{@creature Magmin}","Increase the monster's effective damage output for 1 round by the amount noted in the trait, and assume it affects two creatures."],["Devil Sight","{@creature Barbed devil}","—"],["Dive","{@creature Aarakocra}","Increase the monster's effective damage on one attack by the amount noted in the trait."],["Echolocation","{@creature Hook horror}","—"],["Elemental Body","{@creature Azer}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Enlarge","{@creature Duergar}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Etherealness","{@creature Night hag}","—"],["False Appearance","{@creature Gargoyle}","—"],["Fey Ancestry","{@creature Drow}","—"],["Fiendish Blessing","{@creature Cambion}","Apply the monster's Charisma modifier to its actual AC."],["Flyby","{@creature Peryton}","—"],["Frightful Presence","{@creature Ancient black dragon}","Increase the monster's effective hit points by 25% if the monster is meant to face characters of 10th level or lower."],["Grappler","{@creature Mimic}","—"],["Hold Breath","{@creature Lizardfolk}","—"],["Horrifying Visage","{@creature Banshee}","See Frightful Presence."],["Illumination","{@creature Flameskull}","—"],["Illusory Appearance","{@creature Green hag}","—"],["Immutable Form","{@creature Iron golem}","—"],["Incorporeal Movement","{@creature Ghost}","—"],["Innate Spellcasting","{@creature Djinni}","See step 13 under \"Creating a Monster Stat Block.\""],["Inscrutable","{@creature Androsphinx}","—"],["Invisibility","{@creature Imp}","—"],["Keen Senses","{@creature Hell hound}","—"],["Labyrinthine Recall","{@creature Minotaur}","—"],["Leadership","{@creature Hobgoblin captain}","—"],["Legendary Resistance","{@creature Ancient black dragon}","Each per-day use of this trait increases the monster's effective hit points based on the expected challenge rating: 1-4, 10 hp: 5-10, 20 hp: 11 or higher, 30 hp."],["Life Drain","{@creature Wight}","—"],["Light Sensitivity","{@creature Shadow demon}","—"],["Magic Resistance","{@creature Balor}","Increase the monster's effective AC by 2."],["Magic Weapons","{@creature Balor}","—"],["Martial Advantage","{@creature Hobgoblin}","Increase the effective damage of one attack per round by the amount gained from this trait."],["Mimicry","{@creature Kenku}","—"],["Nimble Escape","{@creature Goblin}","Increase the monster's effective AC and effective attack bonus by 4 (assuming the monster hides every round)."],["Otherworldly Perception","{@creature Kuo-toa}","—"],["Pack Tactics","{@creature Kobold}","Increase the monster's effective attack bonus by 1."],["Parry","{@creature Hobgoblin warlord}","Increase the monster's effective AC by 1."],["Possession","{@creature Ghost}","Double the monster's effective hit points."],["Pounce","{@creature Tiger}","Increase the monster's effective damage for 1 round by the amount it deals with the bonus action gained from this trait."],["Psychic Defense","{@creature Githzerai monk}","Apply the monster's Wisdom modifier to its actual AC if the monster isn't wearing armor or wielding a shield."],["Rampage","{@creature Gnoll}","Increase the monster's effective per-round damage by 2."],["Reactive","{@creature Marilith}","—"],["Read Thoughts","{@creature Doppelganger}","—"],["Reckless","{@creature Minotaur}","—"],["Redirect Attack","{@creature Goblin boss}","—"],["Reel","{@creature Roper}","—"],["Regeneration","{@creature Troll}","Increase the monster's effective hit points by 3 × the number of hit points the monster regenerates each round."],["Rejuvenation","{@creature Lich}","—"],["Relentless","{@creature Wereboar}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Shadow Stealth","{@creature Shadow demon}","Increase the monster's effective AC by 4."],["Shapechanger","{@creature Wererat}","—"],["Siege Monster","{@creature Earth elemental}","—"],["Slippery","{@creature Kuo-toa}","—"],["Spellcasting","{@creature Lich}","See step 13 under \"Creating a Monster Stat Block.\""],["Spider Climb","{@creature Ettercap}","—"],["Standing Leap","{@creature Bullywug}","—"],["Steadfast","{@creature Bearded devil}","—"],["Stench","{@creature Troglodyte}","Increase the monster's effective AC by 1."],["Sunlight Sensitivity","{@creature Kobold}","—"],["Superior Invisibility","{@creature Faerie dragon (violet)||Faerie dragon}","Increase the monster's effective AC by 2."],["Sure-Footed","{@creature Dao}","—"],["Surprise Attack","{@creature Bugbear}","Increase the monster's effective damage for 1 round by the amount noted in the trait."],["Swallow","{@creature Behir}","Assume the monster swallows one creature and deals 2 rounds of acid damage to it."],["Teleport","{@creature Balor}","—"],["Terrain Camouflage","{@creature Bullywug}","—"],["Tunneler","{@creature Umber hulk}","—"],["Turn Immunity","{@creature Revenant}","—"],["Turn Resistance","{@creature Lich}","—"],["Two Heads","{@creature Ettin}","—"],["Undead Fortitude","{@creature Zombie}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Web","{@creature Giant spider}","Increase the monster's effective AC by 1."],["Web Sense","{@creature Giant spider}","—"],["Web Walker","{@creature Giant spider}","—"],["Wounded Fury","{@creature Quaggoth}","Increase the monster's damage for 1 round by the amount noted in the trait."]],"name":"Creating a Monster Stat Block; Monster Features","page":275,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"NPC Features","colLabels":["Race","Ability Modifiers","Features"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aarakocra","+2 Dex, +2 Wis","Dive Attack: talon attack action, speed 20 ft., fly 50 ft., speaks Auran"],["Bullywug","-2 Int, -2 Cha","Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap: speed 20 ft., swim 40 ft.: speaks Bullywug"],["Dragonborn*","+2 Str, +1 Cha","Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry, speaks Common and Draconic"],["Drow*","+2 Dex, +1 Cha","Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity, darkvision 120 ft., speaks Elvish and Undercommon"],["Dwarf*","+2 Str or Wis, +2 Con","Dwarven Resilience, Stonecunning, speed 25 ft., darkvision 60 ft., speaks Common and Dwarvish"],["Elf*","+2 Dex, +1 Int or Wis","Fey Ancestry, Trance, darkvision 60 ft., proficiency in the Perception skill, speaks Common and Elvish"],["Gnoll","+2 Str, -2 Int","Rampage, darkvision 60 ft."],["Gnome*","+2 Int, +2 Dex or Con","Gnome Cunning, Small size: speed 25 ft., darkvision 60 ft., speaks Common and Gnomish"],["Gnome, deep","+1 Str, +2 Dex","Gnome Cunning, Innate Spellcasting, Stone Camouflage, Small size, speed 20 ft., darkvision 120 ft., speaks Gnomish, Terran, and Undercommon"],["Goblin","-2 Str, +2 Dex","Nimble Escape, Small size, darkvision 60 ft., speaks Common and Goblin"],["Grimlock","+2 Str, -2 Cha","Blind Senses, Keen Hearing and Smell, Stone Camouflage, can't be blinded, blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), speaks Undercommon"],["Half-elf*","+1 Dex, +1 Int, +2 Cha","Fey Ancestry, darkvision 60 ft., proficiency in two skills, speaks Common and Elvish"],["Half-orc*","+2 Str, +1 Con","Relentless Endurance, darkvision 60 ft., proficiency in the Intimidation skill, speaks Common and Orc"],["Halfling*","+2 Dex, +1 Con or Cha","Brave, Halfling Nimbleness, Lucky, Small size, speed 25 ft., speaks Common and Halfling"],["Hobgoblin","None","Martial Advantage, darkvision 60 ft., speaks Common and Goblin"],["Kenku","+2 Dex","Ambusher, Mimicry, understands Auran and Common but speaks only through the use of its Mimicry trait"],["Kobold","-4 Str, +2 Dex","Pack Tactics, Sunlight Sensitivity, Small size, darkvision 60 ft., speaks Common and Draconic"],["Kuo-toa","None","Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity, speed 30 ft., swim 30 ft., darkvision 120 ft., speaks Undercommon"],["Lizardfolk","+2 Str, -2 Int","Hold Breath (15 min.), +3 natural armor bonus to AC, speed 30 ft., swim 30 ft., speaks Draconic"],["Merfolk","None","Amphibious, speed 10 ft., swim 40 ft., speaks Aquan and Common"],["Orc","+2 Str, -2 Int","Aggressive, darkvision 60 ft., speaks Common and Orc"],["Skeleton","+2 Dex, -4 Int, -4 Cha","Vulnerable to bludgeoning damage, immune to poison damage and {@condition exhaustion}, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"],["Tiefling*","+1 Int, +2 Cha","Infernal Legacy (use challenge rating instead of level to determine spells), resistance to fire damage, darkvision 60 ft., speaks Common and Infernal"],["Troglodyte","+2 Str, +2 Con, -4 Int, -4 Cha","Chameleon Skin, Stench, Sunlight Sensitivity, +1 natural armor bonus to AC, darkvision 60 ft., speaks Troglodyte"],["Zombie","+1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha","Undead Fortitude, immune to poison damage, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"]],"footnotes":["* See the {@i Player's Handbook} for descriptions of this race's features, none of which alter the NPC's challenge rating."],"name":"Creating NPCs from Scratch; NPC Features","page":282,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Damage","colLabels":["Spell Level","One Target","Multiple Targets"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","{@dice 1d10}","{@dice 1d6}"],["1st","{@dice 2d10}","{@dice 2d6}"],["2nd","{@dice 3d10}","{@dice 4d6}"],["3rd","{@dice 5d10}","{@dice 6d6}"],["4th","{@dice 6d10}","{@dice 7d6}"],["5th","{@dice 8d10}","{@dice 8d6}"],["6th","{@dice 10d10}","{@dice 11d6}"],["7th","{@dice 11d10}","{@dice 12d6}"],["8th","{@dice 12d10}","{@dice 13d6}"],["9th","{@dice 15d10}","{@dice 14d6}"]],"name":"Spell Damage","page":283,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Magic Item Power by Rarity","colLabels":["Rarity","Max Spell Level","Max Bonus"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Common","1st","—"],["Uncommon","3rd","+1"],["Rare","6th","+2"],["Very rare","8th","+3"],["Legendary","9th","+4"]],"name":"Power Level; Magic Item Power by Rarity","page":285,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Point Cost","colLabels":["Spell Level","Point Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st",2],["2nd",3],["3rd",5],["4th",6],["5th",7],["6th",9],["7th",10],["8th",11],["9th",13]],"name":"Variant: Spell Points; Spell Point Cost","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Points by Level","colLabels":["Class Level","Spell Points","Max Spell Level"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["1st",4,"1st"],["2nd",6,"1st"],["3rd",14,"2nd"],["4th",17,"2nd"],["5th",27,"3rd"],["6th",32,"3rd"],["7th",38,"4th"],["8th",44,"4th"],["9th",57,"5th"],["10th",64,"5th"],["11th",73,"6th"],["12th",73,"6th"],["13th",83,"7th"],["14th",83,"7th"],["15th",94,"8th"],["16th",94,"8th"],["17th",107,"9th"],["18th",114,"9th"],["19th",123,"9th"],["20th",133,"9th"]],"name":"Variant: Spell Points; Spell Points by Level","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Starting Area","colLabels":["d10","Configuration"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Square, 20 × 20 ft.; passage on each wall"],["2","Square, 20 × 20 ft.; door on two walls, passage in third wall"],["3","Square, 40 × 40 ft.; doors on three walls"],["4","Rectangle, 80 × 20 ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall"],["5","Rectangle, 20 × 40 ft.; passage on each wall"],["6","Circle, 40 ft. diameter; one passage at each cardinal direction"],["7","Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)"],["8","Square, 20 × 20 ft.; door on two walls, passage on third wall, secret door on fourth wall"],["9","Passage, 10 ft. wide; T intersection"],["10","Passage, 10 ft. wide; four-way intersection"]],"name":"Starting Area","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage","colLabels":["d20","Detail"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Continue straight 30 ft., no doors or side passages"],["3","Continue straight 20 ft., door to the right, then an additional 10 ft. ahead"],["4","Continue straight 20 ft., door to the left, then an additional 10 ft. ahead"],["5","Continue straight 20 ft.; passage ends in a door"],["6-7","Continue straight 20 ft., side passage to the right, then an additional 10 ft. ahead"],["8-9","Continue straight 20 ft., side passage to the left, then an additional 10 ft. ahead"],["10","Continue straight 20 ft., comes to a dead end; {@chance 10} chance of a secret door"],["11-12","Continue straight 20 ft., then the passage turns left and continues 10 ft."],["13-14","Continue straight 20 ft., then the passage turns right and continues 10 ft."],["15-19","Chamber (roll on the Chamber table)"],["20","Stairs* (roll on the Stairs table)"]],"footnotes":["* The existence of stairs presumes a dungeon with more than one level. If you don't want a multilevel dungeon, reroll this result, use the stairs as an alternative entrance, or replace them with another feature of your choice."],"name":"Passages; Passage","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage Width","colLabels":["{@dice d12;d20}","Width"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"min":1,"max":2}},"5 ft."],[{"type":"cell","roll":{"min":3,"max":12}},"10 ft."],[{"type":"cell","roll":{"min":13,"max":14}},"20 ft."],[{"type":"cell","roll":{"min":15,"max":16}},"30 ft."],[{"type":"cell","roll":{"exact":17}},"40 ft., with row of pillars down the middle"],[{"type":"cell","roll":{"exact":18}},"40 ft., with double row of pillars"],[{"type":"cell","roll":{"exact":19}},"40 ft. wide, 20 ft. high"],[{"type":"cell","roll":{"exact":20}},"40 ft. wide, 20 ft. high, gallery 10 ft. above floor allows access to level above"]],"name":"Passages; Passage Width","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Door Type","colLabels":["d20","Door Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Wooden"],["11-12","Wooden, barred or locked"],["13","Stone"],["14","Stone, barred or locked"],["15","Iron"],["16","Iron, barred or locked"],["17","Portcullis"],["18","Portcullis, locked in place"],["19","Secret door"],["20","Secret door, barred or locked"]],"name":"Doors; Door Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Beyond a Door","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Passage extending 10 ft., then T intersection extending 10 ft. to the right and left"],["3-8","Passage 20 ft. straight ahead"],["9-18","Chamber (roll on the Chamber table)"],["19","Stairs (roll on the Stairs table)"],["20","False door with trap"]],"name":"Doors; Beyond a Door","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber","colLabels":["d20","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Square, 20 × 20 ft.¹"],["3-4","Square, 30 × 30 ft.¹"],["5-6","Square, 40 × 40 ft.¹"],["7-9","Rectangle, 20 × 30 ft.¹"],["10-12","Rectangle, 30 × 40 ft.¹"],["13-14","Rectangle, 40 × 50 ft.²"],["15","Rectangle, 50 × 80 ft.²"],["16","Circle, 30 ft. diameter¹"],["17","Circle, 50 ft. diameter²"],["18","Octagon, 40 × 40 ft.²"],["19","Octagon, 60 × 60 ft.²"],["20","Trapezoid, roughly 40 × 60 ft.²"]],"footnotes":["¹ Use the Normal Chamber column on the Chamber Exits table.","² Use the Large Chamber column on the Chamber Exits table."],"name":"Chambers; Chamber","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber Exits","colLabels":["d20","Normal Chamber","Large Chamber"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1-3","0","0"],["4-5","0","1"],["6-8","1","1"],["9-11","1","2"],["12-13","2","2"],["14-15","2","3"],["16-17","3","3"],["18","3","4"],["19","4","5"],["20","4","6"]],"name":"Chambers; Chamber Exits","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Location","colLabels":["d20","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-7","Wall opposite entrance"],["8-12","Wall left of entrance"],["13-17","Wall right of entrance"],["18-20","Same wall as entrance"]],"name":"Chambers; Exit Location","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Type","colLabels":["d20","Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Door (roll on the Door Type table)"],["11-20","Corridor, 10 ft. long"]],"name":"Chambers; Exit Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Stairs","colLabels":["d20","Stairs"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Down one level to a chamber"],["5-8","Down one level to a passage 20 ft. long"],["9","Down two levels to a chamber"],["10","Down two levels to a passage 20 ft. long"],["11","Down three levels to a chamber"],["12","Down three levels to a passage 20 ft. long"],["13","Up one level to a chamber"],["14","Up one level to a passage 20 ft. long"],["15","Up to a dead end"],["16","Down to a dead end"],["17","Chimney up one level to a passage 20 ft. long"],["18","Chimney up two levels to a passage 20 ft. long"],["19","Shaft (with or without elevator) down one level to a chamber"],["20","Shaft (with or without elevator) up one level to a chamber and down one level to a chamber"]],"name":"Stairs","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Death Trap","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber or waiting room for spectators"],["2-8","Guardroom fortified against intruders"],["9-11","Vault for holding important treasures, accessible only by locked or secret door ({@chance 75} chance of being trapped)"],["12-14","Room containing a puzzle that must be solved to bypass a trap or monster"],["15-19","Trap designed to kill or capture creatures"],["20","Observation room, allowing guards or spectators to observe creatures moving through the dungeon"]],"name":"Chamber Purpose; Dungeon: Death Trap","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Lair","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armory stocked with weapons and armor"],["2","Audience chamber, used to receive guests"],["3","Banquet room for important celebrations"],["4","Barracks where the lair's defenders are quartered"],["5","Bedroom, for use by leaders"],["6","Chapel where the lair's inhabitants worship"],["7","Cistern or well for drinking water"],["8-9","Guardroom for the defense of the lair"],["10","Kennel for pets or guard beasts"],["11","Kitchen for food storage and preparation"],["12","Pen or prison where captives are held"],["13-14","Storage, mostly nonperishable goods"],["15","Throne room where the lair's leaders hold court"],["16","Torture chamber"],["17","Training and exercise room"],["18","Trophy room or museum"],["19","Latrine or bath"],["20","Workshop for the construction of weapons, armor, tools, and other goods"]],"name":"Chamber Purpose; Dungeon: Lair","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Maze","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conjuring room, used to summon creatures that guard the maze"],["2-5","Guard room for sentinels that patrol the maze"],["6-10","Lair for guard beasts that patrol the maze"],["11","Pen or prison accessible only by secret door, used to hold captives condemned to the maze"],["12","Shrine dedicated to a god or other entity"],["13-14","Storage for food, as well as tools used by the maze's guardians to keep the complex in working order"],["15-18","Trap to confound or kill those sent into the maze"],["19","Well that provides drinking water"],["20","Workshop where doors, torch sconces, and other furnishings are repaired and maintained"]],"name":"Chamber Purpose; Dungeon: Maze","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Mine","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Barracks for miners"],["3","Bedroom for a supervisor or manager"],["4","Chapel dedicated to a patron deity of miners, earth, or protection"],["5","Cistern providing drinking water for miners"],["6-7","Guardroom"],["8","Kitchen used to feed workers"],["9","Laboratory used to conduct tests on strange minerals extracted from the mine"],["10-15","Lode where metal ore is mined ({@chance 75} chance of being depleted)"],["16","Office used by the mine supervisor"],["17","Smithy for repairing damaged tools"],["18-19","Storage for tools and other equipment"],["20","Strong room or vault used to store ore for transport to the surface"]],"name":"Chamber Purpose; Dungeon: Mine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Planar Gate","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Decorated foyer or antechamber"],["04-08","Armory used by the portal's guardians"],["09-10","Audience chamber for receiving visitors"],["11-19","Barracks used by the portal's guards"],["20-23","Bedroom for use by the high-ranking members of the order that guards the portal"],["24-30","Chapel dedicated to a deity or deities related to the portal and its defenders"],["31-35","Cistern providing fresh water"],["36-38","Classroom for use of initiates learning about the portal's secrets"],["39","Conjuring room for summoning creatures used to investigate or defend the portal"],["40-41","Crypt where the remains of those that died guarding the portal are kept"],["42-47","Dining room"],["48-50","Divination room used to investigate the portal and events tied to it"],["51-55","Dormitory for visitors and guards"],["56-57","Entry room or vestibule"],["58-59","Gallery for displaying trophies and objects related to the portal and those that guard it"],["60-67","Guardroom to protect or watch over the portal"],["68-72","Kitchen"],["73-77","Laboratory for conducting experiments relating to the portal and creatures that emerge from it"],["78-80","Library holding books about the portal's history"],["81-85","Pen or prison for holding captives or creatures that emerge from the portal"],["86-87","Planar junction, where the gate to another plane once stood ({@chance 25} chance of being active)"],["88-90","Storage"],["91","Strong room or vault, for guarding valuable treasures connected to the portal or funds used to pay the planar gate's guardians"],["92-93","Study"],["94","Torture chamber, for questioning creatures that pass through the portal or that attempt to clandestinely use it"],["95-98","Latrine or bath"],["99-00","Workshop for constructing tools and gear needed to study the portal"]],"name":"Chamber Purpose; Dungeon: Planar Gate","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Stronghold","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Antechamber where visitors seeking access to the stronghold wait"],["03-05","Armory holding high-quality gear, including light siege weapons such as ballistas"],["06","Audience chamber used by the master of the stronghold to receive visitors"],["07","Aviary or zoo for keeping exotic creatures"],["08-11","Banquet room for hosting celebrations and guests"],["12-15","Barracks used by elite guards"],["16","Bath outfitted with a marble floor and other luxurious accoutrements"],["17","Bedroom for use by the stronghold's master or important guests"],["18","Chapel dedicated to a deity associated with the stronghold's master"],["19-21","Cistern providing drinking water"],["22-25","Dining room for intimate gatherings or informal meals"],["26","Dressing room featuring a number of wardrobes"],["27-29","Gallery for the display of expensive works of art and trophies"],["30-32","Game room used to entertain visitors"],["33-50","Guardroom"],["51","Kennel where monsters or trained animals that protect the stronghold are kept"],["52-57","Kitchen designed to prepare exotic foods for large numbers of guests"],["58-61","Library with an extensive collection of rare books"],["62","Lounge used to entertain guests"],["63-70","Pantry, including cellar for wine or spirits"],["71-74","Sitting room for family and intimate guests"],["75-78","Stable"],["79-86","Storage for mundane goods and supplies"],["87","Strong room or vault for protecting important treasures ({@chance 75} chance of being hidden behind a secret door)"],["88-92","Study, including a writing desk"],["93","Throne room, elaborately decorated"],["94-96","Waiting room where lesser guests are held before receiving an audience"],["97-98","Latrine or bath"],["99-00","Crypt belonging to the stronghold's master or someone else of importance"]],"name":"Chamber Purpose; Dungeon: Stronghold","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Temple or Shrine","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Armory filled with weapons and armor, battle banners, and pennants"],["04-05","Audience chamber where priests of the temple receive commoners and low-ranking visitors"],["06-07","Banquet room used for celebrations and holy days"],["08-10","Barracks for the temple's military arm or its hired guards"],["11-14","Cells where the faithful can sit in quiet contemplation"],["15-24","Central temple built to accommodate rituals"],["25-28","Chapel dedicated to a lesser deity associated with the temple's major deity"],["29-31","Classroom used to train initiates and priests"],["32-34","Conjuring room, specially sanctified and used to summon extraplanar creatures"],["35-40","Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps"],["41-42","Dining room (large) for the temple's servants and lesser priests"],["43","Dining room (small) for the temple's high priests"],["44-46","Divination room, inscribed with runes and stocked with soothsaying implements"],["47-50","Dormitory for lesser priests or students"],["51-56","Guardroom"],["57","Kennel for animals or monsters associated with the temple's deity"],["58-60","Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)"],["61-65","Library, well stocked with religious treatises"],["66-68","Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)"],["69-73","Robing room containing ceremonial outfits and items"],["74","Stable for riding horses and mounts belonging to the temple, or for visiting messengers and caravans"],["75-79","Storage holding mundane supplies"],["80","Strong room or vault holding important relics and ceremonial items, heavily trapped"],["81-82","Torture chamber, used in inquisitions (in good or neutral temples with a lawful bent) or for the sheer joy of causing pain (evil temples)"],["83-89","Trophy room where art celebrating key figures and events from mythology is displayed"],["90","Latrine or bath"],["91-94","Well for drinking water, defendable in the case of attack or siege"],["95-00","Workshop for repairing or creating weapons, religious items, and tools"]],"name":"Chamber Purpose; Dungeon: Temple or Shrine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Tomb","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals"],["2-3","Chapel dedicated to deities that watch over the dead and protect their resting places"],["4-8","Crypt for less important burials"],["9","Divination room, used in rituals to contact the dead for guidance"],["10","False crypt (trapped) to kill or capture thieves"],["11","Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth"],["12","Grand crypt for a noble, high priest, or other important individual"],["13-14","Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep"],["15","Robing room for priests to prepare for burial rituals"],["16-17","Storage, stocked with tools for maintaining the tomb and preparing the dead for burial"],["18","Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps"],["19-20","Workshop for embalming the dead"]],"name":"Chamber Purpose; Dungeon: Tomb","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Treasure Vault","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for visiting dignitaries"],["2","Armory containing mundane and magic gear used by the treasure vault's guards"],["3-4","Barracks for guards"],["5","Cistern providing fresh water"],["6-9","Guardroom to defend against intruders"],["10","Kennel for trained beasts used to guard the treasure vault"],["11","Kitchen for feeding guards"],["12","Watch room that allows guards to observe those who approach the dungeon"],["13","Prison for holding captured intruders"],["14-15","Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door"],["16","Torture chamber for extracting information from captured intruders"],["17-20","Trap or other trick designed to kill or capture creatures that enter the dungeon"]],"name":"Chamber Purpose; Dungeon: Treasure Vault","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"General Dungeon Chambers","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","Antechamber"],["02-03","Armory"],["04","Audience chamber"],["05","Aviary"],["06-07","Banquet room"],["08-10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14-16","Cell"],["17","Chantry"],["18","Chapel"],["19-20","Cistern"],["21","Classroom"],["22","Closet"],["23-24","Conjuring room"],["25-26","Court"],["27-29","Crypt"],["30-31","Dining room"],["32-33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36","Entry room or vestibule"],["37-38","Gallery"],["39-40","Game room"],["41-43","Guardroom"],["44-45","Hall"],["46-47","Hall, great"],["48-49","Hallway"],["50","Kennel"],["51-52","Kitchen"],["53-54","Laboratory"],["55-57","Library"],["58-59","Lounge"],["60","Meditation chamber"],["61","Observatory"],["62","Office"],["63-64","Pantry"],["65-66","Pen or prison"],["67-68","Reception room"],["69-70","Refectory"],["71","Robing room"],["72","Salon"],["73-74","Shrine"],["75-76","Sitting room"],["77-78","Smithy"],["79","Stable"],["80-81","Storage room"],["82-83","Strong room or vault"],["84-85","Study"],["86-88","Temple"],["89-90","Throne room"],["91","Torture chamber"],["92-93","Training or exercise room"],["94-95","Trophy room or museum"],["96","Waiting room"],["97","Nursery or schoolroom"],["98","Well"],["99-00","Workshop"]],"name":"Chamber Purpose; General Dungeon Chambers","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Current Chamber State","colLabels":["d20","Features"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Rubble, ceiling partially collapsed"],["4-5","Holes, floor partially collapsed"],["6-7","Ashes, contents mostly burned"],["8-9","Used as a campsite"],["10-11","Pool of water; chamber's original contents are water damaged"],["12-16","Furniture wrecked but still present"],["17-18","Converted to some other use (roll on the General Dungeon Chambers table)"],["19","Stripped bare"],["20","Pristine and in original state"]],"name":"Current Chamber State","page":295,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Chamber Contents","colLabels":["d100","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-08","Monster (dominant inhabitant)"],["09-15","Monster (dominant inhabitant) with treasure"],["16-27","Monster (pet or allied creature)"],["28-33","Monster (pet or allied creature) guarding treasure"],["34-42","Monster (random creature)"],["43-50","Monster (random creature) with treasure"],["51-58","Dungeon hazard (see \"Random Dungeon Hazards\") with incidental treasure"],["59-63","Obstacle (see \"Random Obstacles\")"],["64-73","Trap (see \"Random Traps\")"],["74-76","Trap (see \"Random Traps\") protecting treasure"],["77-80","Trick (see \"Random Tricks\")"],["81-88","Empty room"],["89-94","Empty room with dungeon hazard (see \"Random Dungeon Hazards\")"],["95-00","Empty room with treasure"]],"name":"Dungeon Chamber Contents","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Monster Motivation","colLabels":["d20","Goals"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Find a sanctuary"],["3-5","Conquer the dungeon"],["6-8","Seek an item in the dungeon"],["9-11","Slay a rival"],["12-13","Hide from enemies"],["14-15","Recover from a battle"],["16-17","Avoid danger"],["18-20","Seek wealth"]],"name":"Monsters and Motivations; Monster Motivation","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Hazards","colLabels":["d20","Hazard"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@hazard Brown mold}"],["4-8","{@hazard Green slime}"],["9-10","{@creature Shrieker}"],["11-15","{@hazard webs||Spiderwebs}"],["16-17","{@creature Violet fungus}"],["18-20","{@hazard Yellow mold}"]],"name":"Random Dungeon Hazards; Dungeon Hazards","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Obstacles","colLabels":["d20","Obstacle"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antilife aura with a radius of {@dice 1d10 × 10} ft.; while in the aura, living creatures can't regain hit points"],["2","Battering winds reduce speed by half, impose disadvantage on ranged attack rolls"],["3","{@spell Blade barrier} blocks passage"],["4-8","Cave-in"],["9-12","Chasm {@dice 1d4 × 10} ft. wide and {@dice 2d6 × 10} ft. deep, possibly connected to other levels of the dungeon"],["13-14","Flooding leaves {@dice 2d10} ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising sta irs to contain the water"],["15","Lava flows through the area ({@chance 50} chance of a stone bridge crossing it)"],["16","Overgrown mushrooms block progress and must be hacked down ({@chance 25} chance of a mold or fungus dungeon hazard hidden among them)"],["17","Poisonous gas (deals {@dice 1d6} poison damage per minute of exposure)"],["18","Reverse gravity effect causes creatures to fall toward the ceiling"],["19","{@spell Wall of fire} blocks passage"],["20","{@spell Wall of force} blocks passage"]],"name":"Random Obstacles; Obstacles","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trap Trigger","colLabels":["d6","Trigger"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","stepped on (floor, stairs)"],["2","moved through (doorway, hallway)"],["3","touched (doorknob, 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in locked room"],["13-14","Chute opens in floor"],["15-16","Clanging noise attracts nearby monsters"],["17-19","Touching an object triggers a {@spell disintegrate} spell"],["20-23","Door or other object is coated with contact poison"],["24-27","Fire shoots out from wall, floor, or object"],["28-30","Touching an object triggers a {@spell flesh to stone} spell"],["31-33","Floor collapses or is an illusion"],["34-36","Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing"],["37-39","Floor tiles are electrified"],["40-43","{@spell Glyph of warding}"],["44-46","Huge wheeled statue rolls down corridor"],["47-49","{@spell Lightning bolt} shoots from wall or object"],["50-52","Locked room floods with water or acid"],["53-56","Darts shoot out of an opened chest"],["57-59","A {@creature flying sword||weapon}, {@creature animated armor||suit of armor}, or {@creature rug of smothering||rug} animates and attacks when touched (see \"Animated Objects\" in the Monster Manual)"],["60-62","Pendulum, either bladed or weighted as a maul, swings across the room or hall"],["63-67","Hidden pit opens beneath characters ({@chance 25} chance that a {@creature black pudding} or {@creature gelatinous cube} fills the bottom of the pit)"],["68-70","Hidden pit floods with acid or fire"],["71-73","Locking pit floods with water"],["74-77","Scything blade emerges from wall or object"],["78-81","Spears (possibly poisoned) spring out"],["82-84","Brittle stairs collapse over spikes"],["85-88","{@spell Thunderwave} knocks characters into a pit or spikes"],["89-91","Steel or stone jaws restrain a character"],["92-94","Stone block smashes across hallway"],["95-97","{@spell Symbol}"],["98-100","Walls slide together"]],"name":"Random Traps; Trap Effects","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trick Objects","colLabels":["d20","Object"],"colStyles":["col-2 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or vulnerability"],["14-16","Changes a character's alignment, personality, size, appearance, or sex when touched"],["17-19","Changes one substance to another, such as gold to lead or metal to brittle crystal"],["20-22","Creates a force field"],["23-26","Creates an illusion"],["27-29","Suppresses magic items for a time"],["30-32","Enlarges or reduces characters"],["33-35","{@spell Magic mouth} speaks a riddle"],["36-38","{@spell Confusion} (targets all creatures within 10 ft.)"],["39-41","Gives directions (true or false)"],["42-44","Grants a wish"],["45-47","Flies about to avoid being touched"],["48-50","Casts {@spell geas} on the characters"],["51-53","Increases, reduces, negates, or reverses gravity"],["54-56","Induces greed"],["57-59","Contains an imprisoned creature"],["60-62","Locks or unlocks exits"],["63-65","Offers a game of chance, with the promise of a reward or valuable information"],["66-68","Helps or harms certain types of creatures"],["69-71","Casts {@spell polymorph} on 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scrabbling"],["73-74","Screaming"],["75-77","Scuttling"],["78","Shuffling"],["79-80","Slithering"],["81","Snapping"],["82","Sneezing"],["83","Sobbing"],["84","Splashing"],["85","Splintering"],["86-87","Squeaking"],["88","Squealing"],["89-90","Tapping"],["91-92","Thud"],["93-94","Thumping"],["95","Tinkling"],["96","Twanging"],["97","Whining"],["98","Whispering"],["99-00","Whistling"]],"name":"Dungeon Dressing; Noises","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Air","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-60","Clear and damp"],["61-70","Clear and drafty"],["71-80","Clear but cold"],["81-83","Foggy or misty and cold"],["84-85","Clear, with mist covering floor"],["86-90","Clear and warm"],["91-93","Hazy and humid"],["94-96","Smoky or steamy"],["97-98","Clear, with smoke covering ceiling"],["99-00","Clear and windy"]],"name":"Dungeon Dressing; 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(wardrobe)"],["31","Coal"],["32-33","Couch"],["34","Crate"],["35","Cresset"],["36","Cupboard"],["37","Cushion"],["38","Dais"],["39","Desk"],["40-42","Fireplace and wood"],["43","Fireplace with mantle"],["44","Firkin (small cask, 10 gallons)"],["45","Fountain"],["46","Fresco"],["47","Grindstone"],["48","Hamper"],["49","Hassock"],["50","Hogshead (large cask, 65 gallons)"],["51","Idol (large)"],["52","Keg (small barrel, 20 gallons)"],["53","Loom"],["54","Mat"],["55","Mattress"],["56","Pail"],["57","Painting"],["58-60","Pallet"],["61","Pedestal"],["62-64","Pegs"],["65","Pillow"],["66","Pipe (large cask, 105 gallons)"],["67","Quilt"],["68-70","Rug (small or medium)"],["71","Rushes"],["72","Sack"],["73","Sconce"],["74","Screen"],["75","Sheet"],["76-77","Shelf"],["78","Shrine"],["79","Sideboard"],["80","Sofa"],["81","Staff, normal"],["82","Stand"],["83","Statue"],["84","Stool, high"],["85","Stool, normal"],["86","Table, large"],["87","Table, long"],["88","Table, low"],["89","Table, 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(container)"],["85-86","Tube (piping)"],["87","Tweezers"],["88-90","Vial"],["91","Water clock"],["92","Wire"],["93-00","Workbench"]],"name":"Dungeon Dressing; Mage Furnishings","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Utensils and Personal Items","colLabels":["d100","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Awl"],["2","Bandages"],["3","Basin"],["4-5","Basket"],["6-7","Book"],["8-9","Bottle"],["10","Bowl"],["11","Box"],["12-13","Brush"],["14","Candle"],["15","Candle snuffer"],["16","Candlestick"],["17","Cane or walking stick"],["18","Case"],["19","Casket (small)"],["20-21","Coffer"],["22","Cologne or perfume"],["23","Comb"],["24","Cup"],["25","Decanter"],["26-27","Dish"],["28","Ear spoon"],["29","Ewer"],["30","Flagon, mug, or tankard"],["31-32","Flask or jar"],["33","Food"],["34","Fork"],["35","Grater"],["36","Grinder"],["37","Horn, drinking"],["38","Hourglass"],["39","Jug 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Name"],"colStyles":["col-5","col-3","col-5"],"rows":[["1","Hammer","Deepwinter"],["Annual Holiday: Midwinter","",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of Sunsets"],["4","Tarsahk","The Claw of Storms"],["Annual Holiday: Greengrass","",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["Annual Holiday: Midsummer","",""],["Quadrennial Holiday: Shieldmeet","",""],["8","Eleasis","Highsun"],["9","Elient","The Fading"],["Annual Holiday: Highharvestide","",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["Annual Holiday: The Feast of the Moon","",""],["12","Nightal","The Drawing Down"]],"name":"The Shifting of the Seasons; The Calendar of Harptos","page":15,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Akadi, goddess of air","N","Tempest","Cloud"],["Amaunator, god of the sun","LN","Life, Light","Golden sun"],["Asmodeus, god of indulgence","LE","Knowledge, Trickery","Three inverted triangles arranged in a long triangle"],["Auril, goddess of winter","NE","Nature, Tempest","Six-pointed snowflake"],["Azuth, god of wizardry","LN","Arcana, Knowledge","Left hand pointing upward, outlined in fire"],["Bane, god of tyranny","LE","War","Upright black hand, thumb and fingers together"],["Beshaba, goddess of misfortune","CE","Trickery","Black antlers"],["Bhaal, god of murder","NE","Death","Skull surrounded by ring of bloody droplets"],["Chauntea, goddess of agriculture","NG","Life","Sheaf of grain or a blooming rose over grain"],["Cyric, god of lies","CE","Trickery","White jawless skull on black or purple sunburst"],["Deneir, god of writing","NG","Arcana, Knowledge","Lit candle above an open eye"],["Eldath, goddess of peace","NG","Life, Nature","Waterfall plunging into a still pool"],["Gond, god of craft","N","Knowledge","Toothed cog with four spokes"],["Grumbar, god of earth","N","Knowledge","Mountain"],["Gwaeron Windstrom, god of tracking","NG","Knowledge, Nature","Paw print with a five-pointed star in its center"],["Helm, god of watchfulness","LN","Life, Light","Staring eye on upright left gauntlet"],["Hoar, god of revenge and retribution","LN","War","A coin with a two-faced head"],["Ilmater, god of endurance","LG","Life","Hands bound at the wrist with red cord"],["Istishia, god of water","N","Tempest","Wave"],["Jergal, scribe of the dead","LN","Knowledge, Death","A skull biting a scroll"],["Kelemvor, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["Kossuth, god of fire","N","Light","Flame"],["Lathander, god of dawn and renewal","NG","Life, Light","Road traveling into a sunrise"],["Leira, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["Lliira, goddess of joy","CG","Life","Triangle of three six-pointed stars"],["Loviatar, goddess of pain","LE","Death","Nine-tailed barbed scourge"],["Malar, god of the hunt","CE","Nature","Clawed paw"],["Mask, god of thieves","CN","Trickery","Black mask"],["Mielikki, goddess of forests","NG","Nature","Unicorn's head"],["Milil, god of poetry and song","NG","Light","Five-stringed harp made of leaves"],["Myrkul, god of death","NE","Death","White human skull"],["Mystra, goddess of magic","NG","Arcana, Knowledge","Circle of seven stars, nine stars encircling a flowing red mist, or a single star"],["Oghma, god of knowledge","N","Knowledge","Blank scroll"],["The Red Knight, goddess of strategy","LN","War","Red knight lanceboard piece with stars for eyes"],["Savras, god of divination and fate","LN","Arcana, Knowledge","Crystal ball containing many kinds of eyes"],["Selûne, goddess of the moon","CG","Knowledge, Life","Pair of eyes surrounded by seven stars"],["Shar, goddess of darkness and loss","NE","Death, Trickery","Black disk encircled with a purple border"],["Silvanus, god of wild nature","N","Nature","Oak leaf"],["Sune, goddess of love and beauty","CG","Life, Light","Face of a beautiful red-haired woman"],["Talona, goddess of poison and disease","CE","Death","Three teardrops in a triangle"],["Talos, god of storms","CE","Tempest","Three lightning bolts radiating from a point"],["Tempus, god of war","N","War","Upright flaming sword"],["Torm, god of courage and self-sacrifice","LG","War","White right gauntlet"],["Tymora, goddess of good fortune","CG","Trickery","Face-up coin"],["Tyr, god of justice","LG","War","Balanced scales resting on a warhammer"],["Umberlee, goddess of the sea","CE","Tempest","Wave curling left and right"],["Valkur, Northlander god of sailors","CG","Tempest, War","A cloud and three lightning bolts"],["Waukeen, goddess of trade","N","Knowledge, Trickery","Upright coin with Waukeen's profile facing left"]],"name":"The Faerûnian Pantheon","page":21,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Abbathor, god of greed","NE","Trickery","Jeweled dagger, point-down"],["Berronar Truesilver, goddess of hearth and home","LG","Life, Light","Intertwined silver rings"],["Clangeddin Silverbeard, god of war","LG","War","Crossed silver battleaxes"],["Deep Duerra, duergar goddess of conquest and psionics","LE","Arcana, War","Mind flayer skull"],["Dugmaren Brightmantle, god of discovery","CG","Knowledge","Open book"],["Dumathoin, god of buried secrets","N","Death, Knowledge","Mountain silhouette with a central gemstone"],["Gorm Gulthyn, god of vigilance","LG","War","Bronze half-mask"],["Haela Brightaxe, goddess of war-luck","CG","War","Upright sword whose blade is spiraled in flame"],["Laduguer, duergar god of magic and slavery","LE","Arcana, Death","Broken arrow"],["Marthammor Duin, god of wanderers","NG","Nature, Trickery","Upright mace in front of a tall boot"],["Moradin, god of creation","LG","Knowledge","Hammer and anvil"],["Sharindlar, goddess of healing","CG","Life","Burning needle"],["Vergadain, god of luck and wealth","N","Trickery","Gold coin with the face of a dwarf"]],"name":"The Dwarven Pantheon","page":22,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Aerdrie Faenya, goddess of the sky","CG","Tempest, Trickery","Bird silhouetted against a cloud"],["Angharradh, triple goddess of wisdom and protection","CG","Knowledge, Life","Triangle with three interlocking circles within"],["Corellon Larethian, god of art and magic","CG","Arcana, Light","Crescent moon"],["Deep Sashelas, god of the sea","CG","Nature","Dolphin"],["Erevan Ilesere, god of 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dancing drow female silhouetted against the full moon"],["Kiaransalee, goddess of necromancy","CE","Arcana","Female drow hand wearing many silver rings"],["Lolth, goddess of spiders","CE","Trickery","Spider"],["Selvetarm, god of warriors","CE","War","Spider over crossed sword-and-mace"],["Vhaeraun, god of thieves","CE","Trickery","Black mask with blue glass lenses inset over eyes"]],"name":"The Drow Pantheon","page":23,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Arvoreen, god of vigilance and war","LG","War","Crossed short swords"],["Brandobaris, god of thievery and adventure","N","Trickery","Halfling footprint"],["Cyrrollalee, goddess of hearth and home","LG","Life","An open door"],["Sheela Peryroyl, goddess of agriculture and weather","N","Nature, Tempest","Flower"],["Urogalan, god of earth and 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luck","CG","Knowledge, Trickery","Bellows and a lizard tail"],["Segojan Earthcaller, god of earth and the dead","NG","Light","Glowing gemstone"],["Urdlen, god of greed and murder","CE","Death, War","White clawed mole emerging from ground"]],"name":"The Gnomish Pantheon","page":24,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Bahgtru, god of strength","LE","War","Broken thigh bone"],["Gruumsh, god of storms and war","CE","Tempest, War","Unblinking eye"],["Ilneval, god of strategy and hordes","LE","War","Upright blood-spattered sword"],["Luthic, mother-goddess of fertility and healing","LE","Life, Nature","Orcish rune meaning \"cave entrance\""],["Shargaas, god of stealth and darkness","NE","Trickery","Red crescent moon with a skull between the moon's horns"],["Yurtrus, god of death and 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Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. My trophies are proof of my success. (Evil)"],["2","Community. My hierarchy of minions keeps me safe. (Lawful)"],["3","Intolerance. All other beholders are imperfect and must be destroyed. (Evil)"],["4","Stability. I must maintain the current balance of power in the region. (Lawful)"],["5","Perfection. Although I am perfect as I am, I can strive to be even better. (Neutral)"],["6","Power. I will be secure when I rule over all. (Evil)"]],"name":"Roleplaying a Beholder; Beholder Ideals","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My followers are all spying on me, and I seek motivated, powerful allies to destroy them."],["2","I miss the kinship of my identical twin, who disappeared years ago."],["3","I must recover an artifact that was stolen from me."],["4","I have foreseen the moment of my death and know what will kill me. I hope to curry favor with my slayer to forestall my end."],["5","I was lucky to escape my enemy, and I worry that I might be discovered again before I am ready."],["6","I scheme endlessly to recover an ancient tome that contains the secret of creating perfect, obedient clones of myself."]],"name":"Roleplaying a Beholder; Beholder Bonds","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I usually ignore advice from my minions."],["2","I enjoy taunting rivals with hints of my plans."],["3","I am very quick to take offense."],["4","I frequently have terrifying dreams."],["5","I often take out my frustrations on my minions."],["6","I sometimes forget that others don't have access to all of my knowledge."]],"name":"Roleplaying a Beholder; Beholder Flaws","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Barixis"],["2","Chelm"],["3","Derukoskai"],["4","Eddalx"],["5","Famax"],["6","Irv"],["7","Jantroph"],["8","Khoa"],["9","Lanuhsh"],["10","Nagish"],["11","Orox"],["12","Qualnus"],["13","Ralakor"],["14","Selthdrych"],["15","Sokhalsh"],["16","Thimnoll"],["17","Velxer"],["18","Xeo"],["19","Zalshox"],["20","Zirlarq"]],"name":"Beholder Names","page":9,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Lesser Minions","colLabels":["d100","Lesser Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","{@dice 10d10 + 50} {@creature bandit||bandits} and {@dice 3d6} {@creature bandit captain||bandit captains}"],["5-8","{@dice 10d6} {@creature bugbear||bugbears} and {@dice 1d3} {@creature bugbear chief||bugbear chiefs}"],["9-12","{@dice 1d10} {@creature cultist||cultists} and {@dice 4d6} {@creature cult fanatic||cult fanatics}"],["13-14","{@dice 10d6} {@creature duergar}"],["15-22","{@dice 10d10 + 50} {@creature goblin||goblins} and {@dice 3d4} {@creature goblin boss||goblin bosses}"],["23-25","{@dice 10d10 + 50} {@creature grimlock||grimlocks}"],["26-35","{@dice 10d10 } {@creature hobgoblin||hobgoblins} and {@dice 2d4} {@creature hobgoblin captain||hobgoblin captains}"],["36-43","{@dice 10d10 + 50} {@creature kobold||kobolds}, {@dice 2d4} {@creature kobold inventor|vgm|kobold inventors}, and {@dice 2d6} {@creature kobold scale sorcerer|vgm|kobold scale sorcerers}"],["44-48","{@dice 10d10 + 50} {@creature lizardfolk}"],["49-56","{@dice 10d10} {@creature orc||orcs} and {@dice 1d6} {@creature orc war chief||orc war chiefs}"],["57-59","{@dice 6d6} {@creature quaggoth||quaggoths}"],["60-65","{@dice 10d10 + 50} {@creature troglodyte||troglodytes}"],["66-100","Roll twice, ignoring results above 65"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its humanoid minions with zombies."],"name":"Pets; Beholder Lesser Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Greater Minions","colLabels":["d100","Greater Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 2d4} {@creature barlgura||barlguras}"],["4-10","{@dice 1d12} {@creature ettin||ettins}"],["11-20","{@dice 1d2} {@creature fire giant||fire giants}, {@dice 1d3} {@creature frost giant||frost giants}, {@dice 2d4} {@creature hill giant||hill giants} or {@dice 1d6} {@creature stone giant||stone giants} (as appropriate to the terrain)"],["21-25","{@dice 3d6} {@creature hook horror||hook horrors}"],["26-32","{@dice 3d6} {@creature manticore||manticores}"],["33-40","{@dice 3d6} {@creature minotaur||minotaurs}"],["41-55","{@dice 6d6} {@creature ogre||ogres}"],["56-70","{@dice 2d4} {@creature troll||trolls}"],["71-75","{@dice 3d6} {@creature wight||wights}"],["76-100","Roll twice, ignoring results above 75"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its living minions with ogre zombies."],"name":"Pets; Beholder Greater Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Pets","colLabels":["d100","Pets"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@dice 1d3} {@creature basilisk||basilisks}"],["11-13","{@dice 1d3} {@creature beholder zombie||beholder zombies}"],["14-22","{@dice 1d4} {@creature chimera||chimeras}"],["23-26","{@dice 1d4} {@creature flesh golem||flesh golems}"],["27-29","{@dice 3d6} {@creature gazer|vgm|gazers}"],["30-37","{@dice 3d6} {@creature hell hound||hell hounds}"],["38-41","{@dice 2d6} {@creature nothic||nothics}"],["42-53","{@dice 2d4} {@creature otyugh||otyughs}"],["54-66","{@dice 2d4} {@creature roper||ropers}"],["67-75","{@dice 1d6} {@creature wyvern||wyverns}"],["76-100","Roll twice, ignoring results above 75"]],"name":"Beholder Pets","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Life Spans","colLabels":["Giant Type","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Living the Giant Life; Giant Life Spans","page":22,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brutality of my peers is a relic of a bygone era that should be stamped out. I seek a more enlightened path."],["2","As the most powerful beings in creation, we have a duty to use our strength for the benefit of all."],["3","I take what I want. I don't care who gets hurt."],["4","A giant lives for a few centuries, but giantkind is eternal. Everything I do is to glorify my ancestors and make my descendants proud."],["5","Dragons are my mortal enemies. Everything I do is to ensure their destruction."],["6","I measure a creature's worth by its size. The small folk are beneath my concern."],["7","The small folk are vermin. I enjoy torturing and killing them."],["8","Good or bad, Annam's sons represent the ideals that we, as giants, must strive to uphold."]],"name":"Roleplaying a Giant; Giant Personality Traits","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Ordning. Annam created the ordning for the good of all giants, and it's our duty to uphold his vision. (Lawful)"],["2","Skill. What sets my clan apart is its mastery of our traditional crafts. (Good)"],["3","Strength. No other race can match the strength of giants, and none should dare to try. (Evil)"],["4","Lordship. Giants are the rightful rulers of the world. All will be well when our empire is restored. (Neutral)"],["5","Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don't pay willingly, we will take by force. (Chaotic)"],["6","Religion. Of Annam's many sons, none is greater than my patron deity. (Any)"]],"name":"Roleplaying a Giant; Giant Ideals","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My clan is the most important influence on my life, our collective place in the ordning depends on our devotion to one another."],["2","My clan mates who serve in our deity's temples are the closest companions I'll ever know."],["3","My place in the ordning is ordained by our patron deity, and it would be blasphemous to aspire to anything higher or lower."],["4","Though I can never rise above my clan's position in the ordning, I can be a leader among my clan."],["5","My own kind have turned their backs on me, so I make my way among the lesser creatures of the world."],["6","Humans have proven their worth in the world and earned a measure of respect from giantkind."]],"name":"Roleplaying a Giant; Giant Bonds","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ordning is too restrictive for the likes of me."],["2","The lesser creatures of the world have no souls"],["3","Unity among giants is a myth, anyone not of my clan is a fair target for my weapons."],["4","I care nothing for what others expect, to the point where I cannot help but contradict what others ask of me."],["5","I am terrified of arcane magic and can be cowed by overt displays of it."],["6","Ancient dragons fill me with dread. My knees grow weak in their presence."]],"name":"Roleplaying a Giant; Giant Flaws","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aargab"],["2","Alark"],["3","Andak"],["4","Ethak"],["5","Eyeth"],["6","Ignar"],["7","Immor"],["8","Oduk"],["9","Orrom"],["10","Otal"],["11","Ulthak"],["12","Ustar"]],"name":"Gnoll Names","page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Name","isNameGenerator":true,"colLabels":["d6","Name Part 1","Name Part 2"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Abyssal","Harbingers"],["2","Dire","Hunters"],["3","Howling","Mongrels"],["4","Rabid","Mutilators"],["5","Rotted","Ravagers"],["6","Screaming","Slayers"]],"name":"Creating a Gnoll War Band; Gnoll War Band Name","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Composition","colLabels":["War Band Composition","Number Appearing"],"colStyles":["col-6","col-6"],"rows":[["Gnoll fangs ofYeenoghu","{@dice 1d4 + 1}"],["Gnoll hunters","{@dice 1d4 + 1}"],["Gnoll flesh gnawers","{@dice 2d4}"],["Warriors (common gnolls)","{@dice 6d6}"],["Hyenas","{@dice 4d6}"]],"name":"Creating a Gnoll War Band; Gnoll War Band Composition","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"War Band Leadership","colLabels":["d6","Leader","Number Appearing Modifier"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Gnoll War Band Flind Leader","Double"],["2-4","Gnoll War Band Gnoll Pack Lord Leader","None"],["5-6","No Leader","Halve"]],"name":"Creating a Gnoll War Band; War Band Leadership","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Special Creatures","colLabels":["d20","Special Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature Barlgura}"],["2-5","{@dice 3d6} {@creature Dretch||Dretches}"],["6-8","{@dice 2d6} {@creature Ghoul||Ghouls}"],["9-10","{@dice 2d6} {@creature Gnoll Witherling|VGM|Gnoll Witherlings}"],["11","1 {@creature Hezrou}"],["12-13","{@dice 1d4} {@creature Leucrotta|VGM|Leucrottas}"],["14-16","{@dice 2d6} {@creature Manes}"],["17-18","{@dice 2d4} {@creature Maw Demon|VGM|Maw Demons}"],["19","1 {@creature Shoosuva|VGM}"],["20","{@dice 1d3} {@creature Troll||Trolls}"]],"name":"Creating a Gnoll War Band; Gnoll War Band Special Creatures","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Shared Physical Trait","colLabels":["d10","Shared Physical Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rune branded on forehead"],["2","Bone piercings"],["3","Ritual scarring"],["4","Surrounded by clouds of flies"],["5","Constant, cackling laugh"],["6","Covered with strange mushroom growths"],["7","Horrid stench"],["8","Eyes glow like fire"],["9","Long, black fangs"],["10","Albinos"]],"name":"Creating a Gnoll War Band; Shared Physical Trait","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Notable Behavior or Tactics","colLabels":["d8","Notable behavior or Tactics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Use of flaming arrows and burning pitch"],["2","Use of drums and screeching horns to spread fear"],["3","Attempts to capture and use siege engines"],["4","Carry and spread disease"],["5","Prisoners kept in cages and tormented"],["6","Use of nets to take captives for feasting later"],["7","Leader has a powerful item, such as a horn of blasting"],["8","Actions magically controlled by a spellcaster"]],"name":"Creating a Gnoll War Band; Notable Behavior or Tactics","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demonic Influence","colLabels":["d12","Demonic Influence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Food and drink spoil"],["2","Animals become rabid, vicious"],["3","Terrible storms erupt"],["4","Minor earthquakes strike"],["5","Residents suffer bursts of short-term madness"],["6","Folk indulge in decadence, excessive drinking"],["7","Quarrels turn violent"],["8","Friends betray one another"],["9-12","None"]],"name":"Creating a Gnoll War Band; Demonic Influence","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Status Symbols","colLabels":["d20","Status Symbol"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Earrings and notches in an ear"],["2","Rib bones tied into hair"],["3","A belt made from raccoon pelts"],["4","A gnome's boot used as a hat"],["5","A pouch of toenail clippings from an allied ogre"],["6","A frog kept in a jar"],["7","Fragile helmets made from axebeak eggs"],["8","Nose rings"],["9","Painted or stained hands"],["10","Bugs kept in a bag for snacking"],["11","War cry tattooed on chest"],["12","Shields made from ankheg chitin"],["13","Bracelet made of pieces of goblins turned to stone"],["14","Special breed of rat kept as pet"],["15","Teeth pulled out in certain places"],["16","Owlbear-feather cloaks"],["17","Scars from lashings"],["18","Orc-tusk lip piercings"],["19","Umbrellas made from dead darkmantles"],["20","Cloaks made of scraps from an elven tapestry"]],"name":"Status Symbols","page":42,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"isStriped":false,"colStyles":["col-6","col-6"],"rows":[["1st rank: Warlord","5th rank: Spear"],["2nd rank: General","6th rank: Fist"],["3rd rank: Captain","7th rank: Soldier"],["4th rank: Fatal Axe",""]],"name":"Rank, Status, and Title","page":46,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have made subtle insults into an art form."],["2","I always act unpleasant so others never learn of my secret affections."],["3","I enjoy wagers as parts of my bargains, which increase the risk and the stakes."],["4","I laugh at my own jokes-the darker, the better."],["5","I never volunteer information, and I respond only to questions."],["6","I offer generous terms in my deals, but the cost for defaulting is exceedingly high."],["7","I require all of my bargains to be put in writing and signed in the other party's blood."],["8","I am very superstitious, and I see omens in every event and action around me."]],"name":"Roleplaying a Hag; Hag Personality Traits","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Change. I will metamorphose into every kind of hag and live a century as each, becoming something even greater in the end. (Chaotic)"],["2","Community. Loneliness is the path to madness. That is why I have minions to keep me company. (Lawful)"],["3","Greed. I will acquire the rarest and most valuable holy treasures to keep them from being used for good. (Evil)"],["4","Independence. I neither require nor want a coven. I will not be someone's equal. (Neutral)"],["5","Power. I will become an auntie or a grandmother, even if I have to kill my own mother to do it. (Evil)"],["6","Ugliness. I want to be envied for my appearance and my cruel heart. (Evil)"]],"name":"Roleplaying a Hag; Hag Ideals","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Bonds","colLabels":["d8","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I hate a certain mortal family and steal one of their children each generation for my own purposes."],["2","I am involved in a centuries-long feud with a rival of similar power and status."],["3","My house holds everything that I hold dear. I can't abide visitors who threaten my hearth and home."],["4","I owe a great favor to a hag grandmother."],["5","I traded away something before I realized it was priceless, and now I want it back."],["6","My daughter was taken from me, and I want to find her and train her."],["7","My greatest rival and I know a secret word that will destroy both of us simultaneously."],["8","The ones who looted and burned my home will pay for their offense."]],"name":"Roleplaying a Hag; Hag Bonds","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am too eager for gossip."],["2","I can't resist flirting with a handsome man."],["3","I have an allergy to a creature (such as cats or ravens) or a substance (such as apples or blood) that is important to my work."],["4","I will not tell a lie, but I can still say nothing, nod suggestively, or bend the truth a little to suit my needs."],["5","I am greatly weakened on the nights of the full moon."],["6","I can't resist a clever riddle."]],"name":"Roleplaying a Hag; Hag Flaws","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Names","isNameGenerator":true,"colLabels":["d12","Title","First Name","Last Name"],"colStyles":["col-3 text-center","col-3","col-3","col-3"],"rows":[["1","Auntie","Agatha","Bonechewer"],["2","Black","Agnes","Frogwart"],["3","Cackling","Ethel","Greenteeth"],["4","Dismal","May","Gristlegums"],["5","Dread","Mathilda","Knucklebones"],["6","Driftwood","Morgan","Middenheap"],["7","Granny","Olga","Mudwallow"],["8","Old","Peggy","Pigtooth"],["9","Rickety","Polly","Titchwillow"],["10","Rotten","Sally","Toestealer"],["11","Turtleback","Ursula","Twigmouth"],["12","Wicked","Zilla","Wormwiggle"]],"name":"Hag Names","page":55,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Servants","colLabels":["d8","Servant(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Flameskull||Flameskulls}"],["2","{@creature Flesh Golem||Flesh Golems}"],["3","{@creature Helmed Horror||Helmed Horrors}"],["4","{@creature Rug of Smothering}"],["5","{@creature Scarecrow||Scarecrows}"],["6","{@creature Shadow Mastiff|VGM|Shadow Mastiffs}"],["7","{@dice 2d4} {@creature swarm of insects||swarms of insects} or {@creature swarm of rats||swarms of rats}"],["8","{@creature Yeth Hound|VGM|Yeth Hounds}"]],"name":"Random Hag Minions; Servants","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Brutes","colLabels":["d12","Brute(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bugbear||Bugbears}"],["2","{@creature Doppelganger||Doppelgangers}"],["3","{@creature Ettercap||Ettercaps}"],["4","{@creature Gargoyle||Gargoyles}"],["5","{@creature Jackalwere||Jackalweres}"],["6","{@creature Kenku}"],["7","{@creature Meenlock|VGM|Meenlocks}"],["8","{@creature Oni}"],["9","{@creature Quickling|VGM|Quicklings}"],["10","{@creature Redcap|VGM|Redcaps}"],["11","{@creature Wererat||Wererats}"],["12","{@creature Werewolf||Werewolves}"]],"name":"Random Hag Minions; Brutes","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless."],["2","The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes."],["3","A perfectly smooth, round stone the size of a human's fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water."],["4","A sickly crow with clipped wings. The only sound it can make is to roar like a lion."],["5","A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls {@dice 1d6} happy memories from the life of a long dead elf lord."],["6","A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity."],["7","A black box, 3 feet on each side. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions."],["8","An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby."],["9","A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby village."],["10","A small painting that depicts a placid field. 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(Evil)"]],"name":"Roleplaying a Mind Flayer; Mind Flayer Ideals","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I think the elder brain is wrong about something, and I want to convince it."],["2","I have a secret I wish to keep even from other mind flayers."],["3","The more the colony grows, the more powerful we all become."],["4","Nothing is more important than rebuilding our lost empire."],["5","Persistence of my colony is the greatest good."],["6","I have important research that must be protected at all costs."]],"name":"Roleplaying a Mind Flayer; Mind Flayer Bonds","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am oblivious to the emotions expressed by others."],["2","I believe my minions will always do precisely as I intend."],["3","I never assume others understand and always explain everything."],["4","I have a memory that isn't mine. 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The serpent gods continue to advise us."],["2","I have very high standards for food, drink, and physical pleasures."],["3","I prefer to be alone rather than among other creatures, including my own kind."],["4","I sometimes become consumed by philosophy."],["5","I believe I am superior to others of my caste."],["6","I am driven by wanderlust and want to explore lands far from our cities."],["7","I am interested in modern human culture, even as primitive as it is."],["8","I await the day when we again conquer lands by force, as we did in the old times."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Personality Traits","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. I display my wealth as a sign of my power and prosperity. (Evil)"],["2","Aspiration. I strive to follow the path toward becoming an anathema. 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My fate is theirs to decide."],["4","I have an interest in an unsuitable mate, which I can't suppress."],["5","I respect and emulate a great hero or ancestor."],["6","An enemy destroyed something of value to me, and I will find where it lives and kill the offender."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Bonds","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I feel twinges of emotion, and it shames me that I am imperfect in this way."],["2","I put too much credence in the dictates of a particular god."],["3","I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward."],["4","I worship a forbidden god."],["5","I secretly believe things would be better if I was in charge."],["6","If I could get away with it, I would gladly kill and eat a superior yuan-ti."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Flaws","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Asutali"],["2","Eztli"],["3","Hessatal"],["4","Hitotee"],["5","Issahu"],["6","Itstli"],["7","Manuya"],["8","Meztli"],["9","Nesalli"],["10","Otleh"],["11","Shalkashlah"],["12","Sisava"],["13","Sitlali"],["14","Soakosh"],["15","Ssimalli"],["16","Suisatal"],["17","Talash"],["18","Teoshi"],["19","Yaotal"],["20","Zihu"]],"name":"Yuan-ti Names","page":99,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Agents","colLabels":["d100","Agents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-20","{@creature Cultist||Cultists}"],["21-30","{@creature Cult Fanatic||Cult Fanatics}"],["31-34","{@creature Doppelganger||Doppelgangers}"],["35-50","{@creature Guard||Guards}"],["51-60","{@creature Noble||Nobles}"],["61-72","{@creature Priest||Priests}"],["73-86","{@creature Scout||Scouts}"],["87-100","{@creature Spy||Spies}"]],"name":"Random Yuan-ti Servants; Yuan-ti Agents","page":102,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Protectors","colLabels":["d100","Protector(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@creature Bandit Captain||Bandit Captains} and {@creature Bandit||Bandits}"],["11-12","{@creature Basilisk||Basilisks}"],["13-18","{@creature Constrictor Snake||Constrictor Snakes}"],["19-26","{@creature Cult Fanatic||Cult Fanatics} and {@creature Cultist||Cultists}"],["27-28","{@creature Flying Snake||Flying Snakes}"],["29-35","{@creature Giant Constrictor Snake||Giant Constrictor Snakes}"],["36-45","{@creature Giant Poisonous Snake||Giant Poisonous Snakes}"],["46-50","{@creature Gladiator||Gladiators}"],["51-55","{@creature Guard||Guards}"],["56-58","{@creature Hydra||Hydras}"],["59-60","{@creature Medusa||Medusas}"],["61","{@creature Mummy||Mummies}*"],["62-63","{@creature Poisonous Snake||Poisonous Snakes}"],["64-68","{@creature Priest||Priests}"],["69-70","{@creature Skeleton||Skeletons}"],["71","{@creature Stone Golem||Stone Golems}"],["72-81","{@creature Swarm of Poisonous Snakes||Swarms of Poisonous Snakes}"],["82-91","{@creature Tribal Warrior||Tribal Warriors}"],["92-97","{@creature Veteran||Veterans}"],["98-100","{@creature Zombie||Zombies}"]],"footnotes":["* The mummies are the undead remains of yuan-ti malisons or purebloods. 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But their true fate lies in the hands of the sinister Nicol Bolas."],"id":"014"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/018.webp"},"credit":"James Paick","width":137,"height":137},{"type":"entries","name":"Dominaria","entries":["Home to the volcanic continent of Shiv, the time-shattered isle of Tolaria, and the cold mountains of Keld, Dominaria is the setting for brutal conflicts and home to powerful mages."],"id":"015"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/019.webp"},"credit":"Jung Park","width":151,"height":151},{"type":"entries","name":"Innistrad","entries":["For centuries, the archangel Avacyn and her hosts protected the humans of Innistrad from the terrors of the night. But then she turned on the people she was supposed to protect as an alien madness seized the plane."],"id":"016"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/020.webp"},"credit":"Daniel Ljunggren","width":150,"height":150},{"type":"entries","name":"Kaladesh","entries":["Kaladesh is a vibrant, beautiful land in the midst of an inventors' renaissance, teeming with creativity and optimism."],"id":"017"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/021.webp"},"credit":"Tomasz Jedruszek","width":151,"height":151},{"type":"entries","name":"New Phyrexia","entries":["Once known as Mirrodin, this metallic plane has been transformed by the vile Phyrexian corruption. Its natives fought and lost the war for their world, and now struggle to survive each day."],"id":"018"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/022.webp"},"credit":"Richard Wright","width":152,"height":150},{"type":"entries","name":"Ravnica","entries":["This worldwide cityscape holds countless grand halls, decrepit slums, and ancient ruins. Ten guilds maintain an uneasy peace in governing the various aspects of life in the majestic city."],"id":"019"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/023.webp"},"credit":"John Severin Brassell","width":150,"height":151},{"type":"entries","name":"Shandalar","entries":["Rich with mana, Shandalar is a place where magic flows freely. Planeswalkers seek out this plane for its plentiful, powerful magic."],"id":"01a"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/024.webp"},"credit":"Jung Park","width":151,"height":150},{"type":"entries","name":"Theros","entries":["Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath."],"id":"01b"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/025.webp"},"credit":"Sam Burley","width":151,"height":151},{"type":"entries","name":"Zendikar","entries":["This land of primal mana is slowly recovering from the unnatural disaster of colossal predators from the Aether rampaging across the plane."],"id":"01c"}]],"name":"Appendix: Planeswalkers and the Multiverse","source":"PSA","chapter":{"name":"Planeswalkers and the Multiverse","ordinal":{"type":"appendix"},"index":5}},{"caption":"Subclasses","colLabels":["Class","Subclass","Level Available","Description"],"colStyles":["col-1","col-2","col-1 text-center","col-6"],"rows":[["Barbarian","{@class Barbarian|phb|Path of the Ancestral Guardian|Ancestral Guardian|xge}","3rd","Calls on the spirits of honored ancestors to protect others"],["Barbarian","{@class Barbarian|phb|Path of the Storm Herald|Storm Herald|xge}","3rd","Filled with a rage that channels the primal magic of the storm"],["Barbarian","{@class Barbarian|phb|Path of the Zealot|Zealot|xge}","3rd","Fueled by a religious zeal that visits destruction on foes"],["Bard","{@class Bard|phb|College of Glamour|Glamour|xge}","3rd","Wields the beguiling, glorious magic of the Feywild"],["Bard","{@class Bard|phb|College of Swords|Swords|xge}","3rd","Entertains and slays with daring feats of weapon prowess"],["Bard","{@class Bard|phb|College of Whispers|Whispers|xge}","3rd","Plants fear and doubt in the minds of others "],["Cleric","{@class Cleric|phb|Forge Domain|Forge|XGE}","1st","Clad in heavy armor, serves a god of the forge or creation"],["Cleric","{@class Cleric|phb|Grave Domain|Grave|XGE}","1st","Opposes the blight of undeath"],["Druid","{@class Druid|phb|Circle of Dreams|Dreams|xge}","2nd","Mends wounds, guards the weary, and strides through dreams"],["Druid","{@class Druid|phb|Circle of the Shepherd|Shepherd|xge}","2nd","Summons nature spirits to bolster friends and harry foes"],["Fighter","{@class Fighter|phb|Arcane Archer|Arcane Archer|xge}","3rd","Imbues arrows with spectacular magical effects"],["Fighter","{@class Fighter|phb|Cavalier|Cavalier|xge}","3rd","Defends allies and knocks down enemies, often on horseback"],["Fighter","{@class Fighter|phb|Samurai|Samurai|xge}","3rd","Combines resilience with courtly elegance and mighty strikes"],["Monk","{@class Monk|phb|Way of the Drunken Master|Drunken Master|xge}","3rd","Confounds foes through a martial arts tradition inspired by the swaying of a drunkard"],["Monk","{@class Monk|phb|Way of the Kensei|Kensei|xge}","3rd","Channels ki through a set of mastered weapons"],["Monk","{@class Monk|phb|Way of the Sun Soul|Sun Soul|xge}","3rd","Transforms ki into bursts of fire and searing bolts of light"],["Paladin","{@class Paladin|phb|Oath of Conquest|Conquest|xge}","3rd","Strikes terror in enemies and crushes the forces of chaos"],["Paladin","{@class Paladin|phb|Oath of Redemption|Redemption|xge}","3rd","Offers redemption to the worthy and destruction to those who refuse mercy or righteousness"],["Ranger","{@class Ranger|phb|Gloom Stalker|Gloom Stalker|xge}","3rd","Unafraid of the dark, relentlessly stalks and ambushes foes"],["Ranger","{@class Ranger|phb|Horizon Walker|Horizon Walker|xge}","3rd","Finds portals to other worlds and channels planar magic"],["Ranger","{@class Ranger|phb|Monster Slayer|Monster Slayer|xge}","3rd","Hunts down creatures of the night and wielders of grim magic"],["Rogue","{@class Rogue|phb|Inquisitive|Inquisitive|xge}","3rd","Roots out secrets, akin to a masterful detective"],["Rogue","{@class Rogue|phb|Mastermind|Mastermind|xge}","3rd","A master tactician, manipulates others"],["Rogue","{@class Rogue|phb|Scout|Scout|xge}","3rd","Combines stealth with a knack for survival"],["Rogue","{@class Rogue|phb|Swashbuckler|Swashbuckler|xge}","3rd","Delivers deadly strikes with speed and panache "],["Sorcerer","{@class Sorcerer|phb|Divine Soul|Divine Soul|xge}","1st","Harnesses magic bestowed by a god or other divine source"],["Sorcerer","{@class Sorcerer|phb|Shadow Magic|Shadow|xge}","1st","Wields the grim magic of the Shadowfell"],["Sorcerer","{@class Sorcerer|phb|Storm Sorcery|Storm|xge}","1st","Crackles with the power of the storm"],["Warlock","{@class Warlock|phb|The Celestial|Celestial|xge}","1st","Forges a pact with a being from celestial realms"],["Warlock","{@class Warlock|phb|The Hexblade|Hexblade|xge}","1st","Serves a shadowy entity that bestows dread curses"],["Wizard","{@class Wizard|phb|War Magic|War|xge}","2nd","Mixes evocation and abjuration magic to dominate the battlefield"]],"name":"Character Options; Subclasses","page":7,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Parents","colLabels":["d100","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-95","You know who your parents are or were."],["96-100","You do not know who your parents were."]],"name":"Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Elf Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","One parent was an elf and the other was a human."],["6","One parent was an elf and the other was a half-elf."],["7","One parent was a human and the other was a half-elf."],["8","Both parents were half-elves."]],"name":"Half-Elf Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Orc Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","One parent was an orc and the other was a human."],["4-5","One parent was an orc and the other was a half-orc."],["6-7","One parent was a human and the other was a half-orc."],["8","Both parents were half-orcs."]],"name":"Half-Orc Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tiefling Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Both parents were humans, their infernal heritage dormant until you came along."],["5-6","One parent was a tiefling and the other was a human."],["7","One parent was a tiefling and the other was a devil."],["8","One parent was a human and the other was a devil."]],"name":"Tiefling Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birthplace","colLabels":["d100","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-50","Home"],["51-55","Home of a family friend"],["56-63","Home of a healer or midwife"],["64-65","Carriage, cart, or wagon"],["66-68","Barn, shed, or other outbuilding"],["69-70","Cave"],["71-72","Field"],["73-74","Forest"],["75-77","Temple"],["78","Battlefield"],["79-80","Alley or street"],["81-82","Brothel, tavern, or inn"],["83-84","Castle, keep, tower, or palace"],["85","Sewer or rubbish heap"],["86-88","Among people of a different race"],["89-91","On board a boat or a ship"],["92-93","In a prison or in the headquarters of a secret organization"],["94-95","In a sage's laboratory"],["96","In the Feywild"],["97","In the Shadowfell"],["98","On the Astral Plane or the Ethereal Plane"],["99","On an Inner Plane of your choice"],["100","On an Outer Plane of your choice"]],"name":"Birthplace","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Number of Siblings","colLabels":["d10","Siblings"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","None"],["3-4","{@dice 1d3}"],["5-6","{@dice 1d4+1}"],["7-8","{@dice 1d6+2}"],["9-10","{@dice 1d8+3}"]],"name":"Number of Siblings","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birth Order","colLabels":["2d6","Birth Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Twin, triplet, or quadruplet"],["3-7","Older"],["8-12","Younger"]],"name":"Other Details; Birth Order","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family","colLabels":["d100","Family"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None"],["2","Institution, such as an asylum"],["3","Temple"],["4-5","Orphanage"],["6-7","Guardian"],["8-15","Paternal or maternal aunt, uncle, or both"],["16-25","Paternal or maternal grandparent(s)"],["26-35","Adoptive family (same or different race)"],["36-55","Single father or stepfather"],["56-75","Single mother or stepmother"],["76-100","Mother and father"]],"name":"Supplemental Tables; Family","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Absent Parent","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parent died (roll on the Cause of Death supplemental table)."],["2","Your parent was imprisoned, enslaved, or otherwise taken away."],["3","Your parent abandoned you"],["4","Your parent disappeared to an unknown fate."]],"name":"Supplemental Tables; Absent Parent","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family Lifestyle","colLabels":["3d6","Lifestyle*"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","Wretched (-40)"],["4-5","Squalid (-20)"],["6-8","Poor (-10)"],["9-12","Modest (+0)"],["13-15","Comfortable (+10)"],["16-17","Wealthy (+20)"],["18","Aristocratic (+40)"]],"footnotes":["* Use the number in this result as a modifier to your roll on the Childhood Home table."],"name":"Supplemental Tables; Family Lifestyle","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Home","colLabels":["{@dice d100 + #$prompt_number:title=Enter Lifestyle Modifier$#}","Home"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","On the streets"],["1-20","Rundown shack"],["21-30","No permanent residence"],["31-40","Encampment or village in the wilderness"],["41-50","Apartment in a rundown neighborhood"],["51-70","Small house"],["71-90","Large house"],["91-110","Mansion"],["111-140","Palace or castle"]],"name":"Supplemental Tables; Childhood Home","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Memories","colLabels":["{@dice 3d6 + #$prompt_number:title=Enter Charisma Modifier$#}","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","I am still haunted by my childhood, when I was treated badly by my peers."],["4-5","I spent most of my childhood alone, with no close friends."],["6-8","Others saw me as being different or strange, and so I had few companions."],["9-12","I had a few close friends and lived an ordinary childhood."],["13-15","I had several friends, and my childhood was generally a happy one."],["16-17","I always found it easy to make friends, and I loved being around people."],["18-25","Everyone knew who I was, and I had friends everywhere I went."]],"name":"Supplemental Tables; Childhood Memories","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events by Age","colLabels":["d100","Current Age","Life Events"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1-20","20 years or younger","1"],["21-59","21-30 years","{@dice 1d4}"],["60-69","31-40 years","{@dice 1d6}"],["70-89","41-50 years","{@dice 1d8}"],["90-99","51-60 years","{@dice 1d10}"],["100","61 years or older","{@dice 1d12}"]],"name":"Life Events by Age","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You suffered a tragedy. Roll on the Tragedies table."],["11-20","You gained a bit of good fortune. Roll on the Boons table."],["21-30","You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest."],["31-40","You made an enemy of an adventurer. Roll a {@dice d6}. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you."],["41-50","You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began."],["51-70","You spent time working in a job related to your background. Start the game with an extra {@dice 2d6} gp."],["71-75","You met someone important. Use the supplemental tables to determine this character's identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory."],["76-80","You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered."],["81-85","You had a supernatural experience. Roll on the Supernatural Events table to find out what it was."],["86-90","You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war."],["91-95","You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you."],["96-99","You encountered something magical. Roll on the Arcane Matters table."],["100","Something truly strange happened to you. Roll on the Weird Stuff table."]],"name":"Life Events","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Adventures","colLabels":["d100","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You nearly died. You have nasty scars on your body, and you are missing an ear, {@dice 1d3} fingers, or {@dice 1d4} toes."],["11-20","You suffered a grievous injury. Although the wound healed, it still pains you from time to time."],["21-30","You were wounded, but in time you fully recovered."],["31-40","You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray hair."],["41-50","You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage."],["51-60","You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions."],["61-70","You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate."],["71-80","You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll."],["81-90","You found some treasure on your adventure. You have {@dice 2d6} gp left from your share of it."],["91-99","You found a considerable amount of treasure on your adventure. You have {@dice 1d20+50} gp left from your share of it."],["100","You came across a common magic item (of the DM's choice)."]],"name":"Secondary Tables; Adventures","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Arcane Matters","colLabels":["d10","Magical Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were {@condition charmed} or {@condition frightened} by a spell."],["2","You were injured by the effect of a spell."],["3","You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard."],["4","You drank a potion (of the DM's choice)."],["5","You found a spell scroll (of the DM's choice) and succeeded in casting the spell it contained."],["6","You were affected by teleportation magic."],["7","You turned {@condition invisible} for a time."],["8","You identified an illusion for what it was."],["9","You saw a creature being conjured by magic."],["10","Your fortune was read by a diviner. Roll twice on the Life Events table, but don't apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true)."]],"name":"Secondary Tables; Arcane Matters","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Boons","colLabels":["d10","Boon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly wizard gave you a spell scroll containing one cantrip (of the DM's choice)."],["2","You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperiled. Determine details about this character by using the supplemental tables and working with your DM."],["3","You found a riding horse."],["4","You found some money. You have {@dice 1d20} gp in addition to your regular starting funds."],["5","A relative bequeathed you a simple weapon of your choice."],["6","You found something interesting. You gain one additional trinket."],["7","You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum."],["8","A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose."],["9","You found a treasure map."],["10","A distant relative left you a stipend that enables you to live at the comfortable lifestyle for {@dice 1d20} years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period."]],"name":"Secondary Tables; Boons","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Crime","colLabels":["d8","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Murder"],["2","Theft"],["3","Burglary"],["4","Assault"],["5","Smuggling"],["6","Kidnapping"],["7","Extortion"],["8","Counterfeiting"]],"name":"Secondary Tables; Crime","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Punishment","colLabels":["d12","Punishment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","You did not commit the crime and were exonerated after being accused."],["4-6","You committed the crime or helped do so, but nonetheless the authorities found you not guilty."],["7-8","You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred."],["9-12","You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of {@dice 1d4} years or succeeded in escaping after that much time."]],"name":"Secondary Tables; Punishment","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Supernatural Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","You were ensorcelled by a fey and enslaved for {@dice 1d6} years before you escaped."],["6-10","You saw a demon and ran away before it could do anything to you."],["11-15","A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it's not evil already), and you start the game with an additional {@dice 1d20+50} gp."],["16-20","You woke up one morning miles from your home, with no idea how you got there."],["21-30","You visited a holy site and felt the presence of the divine there."],["31-40","You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort."],["41-50","You escaped certain death and believe it was the intervention of a god that saved you."],["51-60","You witnessed a minor miracle."],["61-70","You explored an empty house and found it to be haunted."],["71-75","You were briefly possessed. Roll a {@dice d6} to determine what kind of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead."],["76-80","You saw a ghost."],["81-85","You saw a ghoul feeding on a corpse."],["86-90","A Celestial or Fiend visited you in your dreams to give a warning of dangers to come."],["91-95","You briefly visited the Feywild or Shadowfell."],["96-100","You saw a portal that you believe leads to another plane of existence."]],"name":"Secondary Tables; Supernatural Events","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tragedies","colLabels":["d12","Tragedy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how."],["3","A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did."],["4","You lost all your possessions in a disaster, and you had to rebuild your life."],["5","You were imprisoned for a crime you didn't commit and spent {@dice 1d6} years at hard labor, in jail, or shackled to an oar in a slave galley."],["6","War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else."],["7","A lover disappeared without a trace. You have been looking for that person ever since."],["8","A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member."],["9","You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you."],["10","For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live."],["11","A romantic relationship ended. Roll a {@dice d6}. An odd number means it ended with bad feelings, while an even number means it ended amicably."],["12","A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a {@dice d12}. On a 1, you were responsible, whether directly or indirectly."]],"name":"Secondary Tables; Tragedies","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"War","colLabels":["d12","War Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were knocked out and left for dead. You woke up hours later with no recollection of the battle."],["2-3","You were badly injured in the fight, and you still bear the awful scars of those wounds."],["4","You ran away from the battle to save your life, but you still feel shame for your cowardice."],["5-7","You suffered only minor injuries, and the wounds all healed without leaving scars."],["8-9","You survived the battle, but you suffer from terrible nightmares in which you relive the experience."],["10-11","You escaped the battle unscathed, though many of your friends were injured or lost."],["12","You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery."]],"name":"Secondary Tables; War","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Weird Stuff","colLabels":["d12","What Happened"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were turned into a toad and remained in that form for {@dice 1d4} weeks."],["2","You were {@condition petrified} and remained a stone statue for a time until someone freed you."],["3","You were enslaved by a hag, a satyr, or some other being and lived in that creature's thrall for {@dice 1d6} years."],["4","A dragon held you as a prisoner for {@dice 1d4} months until adventurers killed it."],["5","You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped."],["6","You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer."],["7","You went insane for {@dice 1d6} years and recently regained your sanity. A tic or some other bit of odd behavior might linger."],["8","A lover of yours was secretly a silver dragon."],["9","You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. 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Resources and Resolution","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Ingredients","colLabels":["Item Rarity","CR Range"],"colStyles":["col-6","col-6 text-center"],"rows":[["Common","1—3"],["Uncommon","4—8"],["Rare","9—12"],["Very rare","13—18"],["Legendary","19+"]],"name":"Crafting Magic Items; Magic Item Ingredients","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Crafting Time and Cost","colLabels":["Item Rarity","Workweeks*","Cost*"],"colStyles":["col-4","col-4 text-center","col-4 text-right"],"rows":[["Common","1","50 gp"],["Uncommon","2","200 gp"],["Rare","10","2,000 gp"],["Very rare","25","20,000 gp"],["Legendary","50","100,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Crafting Magic Items; Magic Item Crafting Time and Cost","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rumors swirl that what you're working on is unstable and a threat to the community.*"],["2","Your tools are stolen, forcing you to buy new ones.*"],["3","A local wizard shows keen interest in your work and insists on observing you."],["4","A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*"],["5","A dwarf clan accuses you of stealing its secret lore to fuel your work.*"],["6","A competitor spreads rumors that your work is shoddy and prone to failure.*"]],"footnotes":["*Might involve a rival"],"name":"Crafting Complications","page":129,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Potion of Healing Creation","colLabels":["Type","Time","Cost"],"colStyles":["col-4","col-4","col-4 text-right"],"rows":[["Healing","1 day","25 gp"],["Greater healing","1 workweek","100 gp"],["Superior healing","3 workweeks","1,000 gp"],["Supreme healing","4 workweeks","10,000 gp"]],"name":"Brewing Potions of Healing; Potion of Healing Creation","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loot Value","colLabels":["DC","Value"],"colStyles":["col-2 text-center","col-10"],"rows":[["10","50 gp, robbery of a struggling merchant"],["15","100 gp, robbery of a prosperous merchant"],["20","200 gp, robbery of a noble"],["25","1,000 gp, robbery of one of the richest figures in town"]],"name":"Crime; Loot Value","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crime Complications","colLabels":["d8","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bounty equal to your earnings is offered for information about your crime.*"],["2","An unknown person contacts you, threatening to reveal your crime if you don't render a service.*"],["3","Your victim is financially ruined by your crime."],["4","Someone who knows of your crime has been arrested on an unrelated matter.*"],["5","Your loot is a single, easily identified item that you can't fence in this region."],["6","You robbed someone who was under a local crime lord's protection, and who now wants revenge."],["7","Your victim calls in a favor from a guard, doubling the efforts to solve the case."],["8","Your victim asks one of your adventuring companions to solve the crime."]],"footnotes":["*Might involve a rival"],"name":"Crime Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose all the money you bet, and accrue a debt equal to that amount."],["1 success","Lose half the money you bet."],["2 successes","Gain the amount you bet plus half again more."],["3 successes","Gain double the amount you bet."]],"name":"Gambling Results","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are accused of cheating. You decide whether you actually did cheat or were framed.*"],["2","The town guards raid the gambling hall and throw you in jail.*"],["3","A noble in town loses badly to you and loudly vows to get revenge.*"],["4","You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back."],["5","A local crime boss insists you start frequenting the boss's gambling parlor and no others."],["6","A high-stakes gambler comes to town and insists that you take part in a game."]],"footnotes":["*Might involve a rival"],"name":"Gambling Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose your bouts, earning nothing."],["1 success","Win 50 gp."],["2 successes","Win 100 gp."],["3 successes","Win 200 gp."]],"name":"Pit Fighting Results","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An opponent swears to take revenge on you.*"],["2","A crime boss approaches you and offers to pay you to intentionally lose a few matches.*"],["3","You defeat a popular local champion, drawing the crowd's ire."],["4","You defeat a noble's servant, drawing the wrath of the noble's house.*"],["5","You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*"],["6","You accidentally deliver a near-fatal wound to a foe."]],"footnotes":["*Might involve a rival"],"name":"Pit Fighting Complications","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service","colLabels":["Check Total","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","No effect. Your efforts fail to make a lasting impression."],["11—20","You earn one favor."],["21+","You earn two favors."]],"name":"Religious Service","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You have offended a priest through your words or actions.*"],["2","Blasphemy is still blasphemy, even if you did it by accident."],["3","A secret sect in the temple offers you membership."],["4","Another temple tries to recruit you as a spy.*"],["5","The temple elders implore you to take up a holy quest."],["6","You accidentally discover that an important person in the temple is a fiend worshiper."]],"footnotes":["*Might involve a rival"],"name":"Religious Service Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Outcomes","colLabels":["Check Total","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—5","No effect."],["6—10","You learn one piece of lore."],["11—20","You learn two pieces of lore."],["21+","You learn three pieces of lore."]],"name":"Research Outcomes","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You accidentally damage a rare book."],["2","You offend a sage, who demands an extravagant gift.*"],["3","If you had known that book was cursed, you never would have opened it."],["4","A sage becomes obsessed with convincing you of a number of strange theories about reality.*"],["5","Your actions cause you to be banned from a library until you make reparations.*"],["6","You uncovered useful lore, but only by promising to complete a dangerous task in return."]],"footnotes":["*Might involve a rival"],"name":"Research Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spell Scroll Costs","colLabels":["Spell Level","Time","Cost"],"colStyles":["col-4 text-center","col-4","col-4 text-right"],"rows":[["Cantrip","1 day","15 gp"],["1st","1 day","25 gp"],["2nd","3 days","250 gp"],["3rd","1 workweek","500 gp"],["4th","2 workweeks","2,500 gp"],["5th","4 workweeks","5,000 gp"],["6th","8 workweeks","15,000 gp"],["7th","16 workweeks","25,000 gp"],["8th","32 workweeks","50,000 gp"],["9th","48 workweeks","250,000 gp"]],"name":"Resources; Spell Scroll Costs","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Scribe a Scroll Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You bought up the last of the rare ink used to craft scrolls, angering a wizard in town."],["2","The priest of a temple of good accuses you of trafficking in dark magic.*"],["3","A wizard eager to collect one of your spells in a book presses you to sell the scroll."],["4","Due to a strange error in creating the scroll, it is instead a random spell of the same level."],["5","The rare parchment you bought for your scroll has a barely visible map on it."],["6","A thief attempts to break into your workroom.*"]],"footnotes":["*Might involve a rival"],"name":"Scribe a Scroll Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Base Prices","colLabels":["Rarity","Base Price*"],"colStyles":["col-2 text-center","col-10"],"rows":[["Common","100 gp"],["Uncommon","400 gp"],["Rare","4,000 gp"],["Very rare","40,000 gp"],["Legendary","200,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Resolution; Magic Item Base Prices","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Offer","colLabels":["Check Total","Offer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","50% of base price"],["11—20","100% of base price"],["21+","150% of base price"]],"name":"Resolution; Magic Item Offer","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Sale Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your enemy secretly arranges to buy the item to use it against you.*"],["2","A thieves' guild, alerted to the sale, attempts to steal your item.*"],["3","A foe circulates rumors that your item is a fake.*"],["4","A sorcerer claims your item as a birthright and demands you hand it over."],["5","Your item's previous owner, or surviving allies of the owner, vow to retake the item by force."],["6","The buyer is murdered before the sale is finalized.*"]],"footnotes":["*Might involve a rival"],"name":"Magic Item Sale Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Training Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your instructor disappears, forcing you to spend one workweek finding a new one.*"],["2","Your teacher instructs you in rare, archaic methods, which draw comments from others."],["3","Your teacher is a spy sent to learn your plans.*"],["4","Your teacher is a wanted criminal."],["5","Your teacher is a cruel taskmaster."],["6","Your teacher asks for help dealing with a threat."]],"footnotes":["*Might involve a rival"],"name":"Training Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wages","colLabels":["Check Total","Earnings"],"colStyles":["col-2 text-center","col-10"],"rows":[["9 or lower","Poor lifestyle for the week"],["10—14","Modest lifestyle for the week"],["15—20","Comfortable lifestyle for the week"],["21+","Comfortable lifestyle for the week + 25 gp"]],"name":"Resolution; Wages","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Work Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A difficult customer or a fight with a coworker reduces the wages you earn by one category.*"],["2","Your employer's financial difficulties result in your not being paid.*"],["3","A coworker with ties to an important family in town takes a dislike to you.*"],["4","Your employer is involved with a dark cult or a criminal enterprise."],["5","A crime ring targets your business for extortion.*"],["6","You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*"]],"footnotes":["*Might involve a rival"],"name":"Work Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Tier","colLabels":["Character Level","Minor Items","Major Items","All Items"],"colStyles":["col-6","col-2","col-1","col-3"],"rows":[["1-4","9","2","11"],["5-10","28","6","34"],["11-16","24","6","30"],["17-20","19","6","25"],["Total","80","20","100"]],"name":"Distribution by Rarity; Magic Items Awarded by Tier","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Minor","colLabels":["Level/CR","Common","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-4","col-2","col-2","col-1","col-2","col-2"],"rows":[["1-4","6","2","1","0","0"],["5-10","10","12","5","1","0"],["11-16","3","6","9","5","1"],["17+","0","0","4","9","6"],["Total","19","20","19","15","7"]],"name":"Magic Items Awarded by Rarity - Minor","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Major","colLabels":["Level/CR","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-6","col-2","col-2","col-2","col-2"],"rows":[["1-4","2","0","0","0"],["5-10","5","1","0","0"],["11-16","1","2","2","1"],["17+","0","1","2","3"],["Total","8","4","4","4"]],"name":"Magic Items Awarded by Rarity - Major","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["1d10","Reason for Cooperating"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The characters begin the campaign captured, whether as prisoners of the Legion of Dusk, captives in a pirate ship's brig, or trapped in jungle snares."],["2","The characters are fighting each other when a dinosaur attacks."],["3","The characters are trapped together by a cave-in, a sinkhole opening, or some similar disaster."],["4","Each character has one piece of a treasure map, or one key of several required to open a treasure vault."],["5","A strange dream leads each of the characters to the same destination."],["6","The characters are all hopelessly lost in the jungle."],["7","Leaders of the characters' factions have ordered them to cooperate on a secret mission."],["8","A pirate captain or other villain is a common enemy to all the characters."],["9","A magical or natural phenomenon threatens all folk of Ixalan."],["10","The characters are all trying to avert the catastrophe of a fullscale war among their peoples."]],"name":"Four Peoples, One Party; 1","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} The invaders must be driven out and the ancient capital of Orazca reclaimed."],["2","{@b Glory.} I wish to earn great glory in battle—ideally, by making my foes surrender."],["3","{@b Poetry.} Beauty is to be found in all things, from creation to destruction, and it should all be recorded in words."],["4","{@b Zeal.} I am devoted to the Threefold Sun and the commands of the priests."],["5","{@b History.} I seek to understand the empire's history so I can better chart a course for its future."],["6","{@b Peace.} I would like to believe that peace can be forged among the peoples of this land."]],"name":"Four Peoples, One Party; Suggested Ideals","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I left behind a family (living or dead) when I set out on my journey of exploration."],["2","I have ties to the imperial line."],["3","I come from a noble family, and have kin who live as hostages in the imperial capital."],["4","I have fallen in love with a member of a pirate crew."],["5","I discovered an ancient ruin in the jungle, but I keep it a secret."],["6","I will one day find the Immortal Sun and restore the empire's ancient glory"]],"name":"Four Peoples, One Party; Suggested Bonds","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["{@dice 1d6}","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harmony.}. The peoples of this world should strive for the same harmony that exists between air and water."],["2","{@b Nature.} In the midst of war, it is often the forest that suffers most—unless we protect it."],["3","{@b Knowledge.} True understanding of one's self and the world is the highest good."],["4","{@b Reverence.} The wisdom of the shamans and elders is our best guide in the world."],["5","{@b Cleverness.} The best way to defeat your opponents is to outsmart them."],["6","{@b Defense.} The golden city must remain hidden, and its power kept from those who would abuse it."]],"name":"River Heralds; Suggested Ideals","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["{@dice 1d6}","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have carried on secret trade with a Sun Empire merchant for years now."],["2","I am related to the shaman of my band."],["3","I am fascinated by the culture and beliefs of the strangers in our land."],["4","A small tributary to the Great River is in my care, and I will do anything to defend it."],["5","I aspire to become the leader of my band—either as a shaman, or by supplanting the shaman as a war leader."],["6","I will one day find the Immortal Sun and use its power to drive the invaders from our land."]],"name":"River Heralds; Suggested Bonds","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Conquest.} The destiny of my people is to rule the world."],["2","{@b Order.} The purpose of our conquest is to establish law and order in the lands we rule."],["3","{@b Devotion.} Following the tenets of the church is the only way to earn eternal life in the coming age of ever-flowing blood."],["4","{@b Slaughter.} I love the feeling of warm blood running down my chin."],["5","{@b Glory.} Those who prove their worth in battle will win eternal life."],["6","{@b Strength.} In life as in war, the stronger force wins."]],"name":"Legion of Dusk; Suggested Ideals","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My family has been feuding with another noble family for seven hundred years."],["2","I became friends with a merfolk shaman I captured."],["3","I am a knight of the Bloodstained order, and have forsaken all other bonds since the day I slaughtered my own family."],["4","I carry a relic of one of the vampire saints known as the Venerables, counting it as my dearest possession."],["5","I would do anything for the soldiers in my company."],["6","I will one day find the Immortal Sun and use its power to supplant the queen."]],"name":"Legion of Dusk; Suggested Bonds","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Wealth.} Money can buy anything."],["2","{@b Freedom.} The sea is the freedom to go anywhere and do anything."],["3","{@b Knowledge.} I'm as greedy for secrets and lore as others are for treasure."],["4","{@b Pillage.} It's not the having, it's the taking that shows who's strongest."],["5","{@b Crew.} I'm committed to my crewmates, not to ideals."],["6","{@b Coalition.} I believe we're not just stronger but also better when we join forces in unity."]],"name":"Brazen Coalition; Suggested Ideals","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My captain is dearer to me than any other person or possession."],["2","My greatest dream is to return across the sea to the land my ancestors left."],["3","I abandoned a child to be fostered in a city somewhere."],["4","I was shipwrecked on an island with a vampire, and we became good friends."],["5","I buried a great treasure somewhere... and lost the map."],["6","I have one piece of a treasure map, and no idea where the other pieces are."]],"name":"Brazen Coalition; Suggested Bonds","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"White Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I can find common ground with even the fiercest enemies, empathizing with them and always working toward peace."],["2","I would rather make a new friend than a new enemy."],["3","If someone is in trouble, I'm always ready to lend aid."],["4","I get overly upset when people break even minor rules."],["5","I am honest to the point of being blunt or rude."],["6","I go into every situation with at least one backup plan, but I can get lost when my plans go awry."],["7","I have no patience for selfish or greedy people."],["8","I like my environment to be well ordered and clean."]],"name":"White Personality Traits","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"White Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Harmony.} I long for a world in which everyone gets along."],["2","{@b Community.} It is the duty of all civilized people to strengthen the bonds of community and the security of civilization."],["3","{@b Peace.} It is each person's responsibility to make the most happiness for the whole community."],["4","{@b Solidarity.} Working together, we are stronger than any of us alone."],["5","{@b Law and Order.} We all must obey those in authority and follow laws, or society will devolve into chaos."],["6","{@b Honor.} If I dishonor myself, I undermine the foundation of my community."]],"name":"White Ideals","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I employ a polysyllabic vocabulary that conveys the impression of tremendous erudition."],["2","I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others."],["3","I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings."],["4","I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist."],["5","I want to know how things work and what makes people act as they do."],["6","There's nothing I like more than a good mystery."],["7","Messing up just means an opportunity to learn from my mistakes."],["8","There's no need to rush into action; I prefer to plan before I act."]],"name":"Blue Personality Traits","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Perfection.} The goal of a life of study is to constantly improve oneself."],["2","{@b Education.} Information can change the world only when it is widely shared."],["3","{@b Knowledge.} The path to power and self-improvement comes through mastery of what can be known."],["4","{@b Change.} The world is in constant flux, and we must be ready to change with it."],["5","{@b Logic.} Emotions must not cloud our clear thinking."],["6","{@b Self-Knowledge.} If you know yourself, there's nothing left to know."]],"name":"Blue Ideals","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The best way to get me to do something is to tell me I can't do it."],["2","If you do me an injury, I will crush you, ruin your name, and salt your family's lands for all time."],["3","The first thing I do in a new place is note the locations of everything valuable—or where such things might be hidden."],["4","I get bitter if I'm not the center of attention."],["5","I can't stand the dangerous idiots who deny their own needs in order to help others. It's often difficult to motivate them to do what I want."],["6","If others won't do things when you ask nicely, stop asking nicely."],["7","Inspiring fear can be the most effective way to motivate people."],["8","I don't care about morality or taboos—only results. I'll do whatever it takes to get the results I want."]],"name":"Black Personality Traits","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Power.} Power is the only way to guarantee your ability to control your life—and thus your happiness."],["2","{@b Self-Interest.} If I don't look out for myself, no one else is going to."],["3","Strength. Helping the weak is merely delaying their inevitable failure."],["4","{@b Freedom.} If I need something, I'm a fool if I let laws or morality stand in my way."],["5","{@b Greed.} The clearest way to get ahead in this world is with money."],["6","{@b Independence.} No one tells me what to do."]],"name":"Black Ideals","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I always speak and act before I think."],["2","My changing emotions dominate my personality, leaving no one in any doubt about what I'm feeling."],["3","I fall in and out of love faster than the weather changes."],["4","I'm always angry."],["5","I either love something or I hate it; there is no in-between."],["6","I'm always working on some piece of art to express my feelings."],["7","I revel in the storms and the destruction that give expression to the turmoil inside me."],["8","I have no patience for people who think they can boss others around."]],"name":"Red Personality Traits","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Freedom.} Everyone should be free to pursue their own dreams."],["2","{@b Emotion.} My heart tells me what it needs. All I have to do is listen and act accordingly."],["3","{@b Adventure.} Life is an adventure, and it's up to each individual to experience it."],["4","{@b Relationships.} Part of life is embracing the passion, loyalty, and camaraderie that ties us to others."],["5","{@b Creativity.} The world is in need of new ideas and bold action."],["6","{@b Sincerity.} No one should pretend to be something they're not."]],"name":"Red Ideals","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I'm sharply attuned to the cycles of nature, and can almost feel the pull of the full moon."],["2","My instincts never lead me astray."],["3","I get along better with animals than I do with most people."],["4","There is more wisdom in a forest pool than in any library."],["5","Beasts of the wild have no need for manners, and neither do I."],["6","Nothing raises my ire like seeing people treat life as disposable."],["7","I can identify hundreds of bird species by their songs."],["8","I see omens in every ripple, gust of wind, and flight of birds."]],"name":"Green Personality Traits","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Acceptance.} Things are as they are for a reason, and it's foolish to try to change them."],["2","{@b Nature.} The natural world is more important than the constructs of civilization."],["3","{@b Potential.} The secret to happiness is to find one's place in the natural order and embrace it."],["4","{@b Interdependence.} My role is deeply connected to the web of life, and my actions have consequences for everyone around me."],["5","{@b Live and Let Live.} Ideals aren't worth killing or going to war for."],["6","{@b History.} Only through studying the past can we avoid repeating past mistakes."]],"name":"Green Ideals","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Layers and Rulers of the Nine Hells","colLabels":["Layer","Layer Name","Ruler"],"colStyles":["col-1 text-center","col-5","col-6"],"rows":[["1","Avernus","{@creature Zariel|MTF}"],["2","Dis","Dispater"],["3","Minauros","Mammon"],["4","Phlegethos","Belial and Fierna"],["5","Stygia","Levistus"],["6","Malbolge","Glasya"],["7","Maladomini","Baalzebul"],["8","Cania","Mephistopheles"],["9","Nessus","Asmodeus"]],"name":"Lords of the Nine; Layers and Rulers of the Nine Hells","page":9,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enjoy telling lies."],["2","Threats are my only language."],["3","I fawn over others to make my betrayal more unexpected."],["4","I crush those I can defeat, and lie in wait to weaken and overwhelm those I must respect."],["5","I will do anything to survive. Anything."],["6","Someday all will worship me. Until then, I track their insults with obsessive attention."]],"name":"Demon Customization Tables; Demon Personality Traits","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Self-Preservation. It's everything and everyone for themselves in this cruel world."],["2","Might. The world is divided into the strong who rule and the weak who obey or die."],["3","Cunning. Always have a backup plan ready, especially if it involves betraying someone."],["4","Strength. Strength is the one coin accepted in all realms and by all folk."],["5","Ambition. We reach the station in the cosmos that we deserve due to our drive and talents."],["6","Cruelty. Strength without regular demonstrations of its potential is an empty weapon."]],"name":"Demon Customization Tables; Demon Ideals","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-6","I am a perfect product of creation, destined to one day shape the cosmos to my whims. Everything I do verifies my destiny."]],"name":"Demon Customization Tables; Demon Bonds","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I act based on instinct, rarely with a plan."],["2","I am cowed by threats, and even preposterous ones make me pause."],["3","Deep down, I know I am doomed to anonymity."],["4","My natural inclination is to grovel and beg for the favor of those stronger than me."],["5","I rage, but I use anger to distract from my fear of confrontation."],["6","I become entangled and betrayed by my own machinations."]],"name":"Demon Customization Tables; Demon Flaws","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Unusual Demon Features","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Belches Flies. Once per day, the demon can use an action to belch enough flies to create an effect as though it cast fog cloud."],["2","Tiny Wings. The demon gains a flying speed of 10 feet. If it could already fly, its flying speed becomes 10 feet."],["3","Ever-Open Extra Eye. The demon gains advantage on Perception checks related to sight."],["4","Bleeds Wasps. The first time in each combat the demon is reduced to half its hit points or less, a {@creature swarm of wasps||swarm of insects (wasps)} forms around it. The swarm considers creatures other than the demon to be enemies."],["5","Extra Arm. The demon gains advantage on Sleight of Hand checks."],["6","Enormous Ears. The demon gains advantage on Perception checks to hear sounds."],["7","Silver Bones. The demon's natural weapons are considered silvered."],["8","Snake Hair. Creatures that grapple the demon or are grappled by it are poisoned until the grapple ends."],["9","Endlessly Mumbling Second Mouth. The demon suffers disadvantage on Stealth checks against creatures that can hear."],["10","Huge Feet. The demon suffers disadvantage on Stealth, Athletics, and Acrobatics checks when they involve moving its feet."],["11","Translucent Skin. The demon's skin is slimy and translucent. It has advantage on attempts to escape a grapple."],["12","Oily Boils. Each time the demon takes bludgeoning, piercing, or slashing damage, the area within 5 feet of it becomes {@quickref difficult terrain||3} until the end of the demon's next turn."],["13","Thick Lead Skull. The demon can't use telepathy or be contacted by telepathy. It can't be charmed, frightened, or stunned."],["14","Worm Tongue. The demon can't speak any language."],["15","Head Hands. The demon has heads where its hands should be and uses the heads' mouths to manipulate objects. If the demon had claw attacks, they become bite attacks that deal piercing damage."],["16","Blimp Body. The demon can float at will as if under the effect of the levitate spell (no concentration required). While it has half its hit points or less, it loses this ability."],["17","Immaterial. The demon has resistance to all damage except psychic damage, and all damage it deals is halved."],["18","Long Arms. The demon's reach is 5 feet longer than normal."],["19","Eyeless. The demon is blind. It has blindsight with a radius of 60 feet."],["20","Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can't be blinded, deafened, or stunned."]],"name":"Demon Customization Tables; Unusual Demon Features","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Political power, control over the local area"],["2","The death of a hated enemy or rival"],["3","Control of a guild or similar institution"],["4","Recovery of an artifact or magic item that could prove useful in the Blood War"],["5","Revenge for an insult, wrong, or past defeat"],["6","Personal power and comfort for its leaders"]],"name":"Fiendish Cults; Cult Goals","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Resources","colLabels":["d6","Resource"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult uses a respectable guild, business, or institution as a front."],["2","The cult thrives through the support of generations of a powerful noble family."],["3","The cult controls the local officers of the law."],["4","The cult has access to a cache of powerful magic."],["5","The cult can open a direct portal to the Outer Planes, allowing fiends to intercede on their behalf."],["6","The cult's leader is a renegade fiend seeking to evade its enemies."]],"name":"Fiendish Cults; Cult Resources","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Organization","colLabels":["d6","Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conspiracy. Members use passwords and double-blind communication."],["2","False Front. The cult puts on an elaborate deception to appear as a harmless civic group."],["3","Criminal Enterprise. The cult is organized through a thieves' guild."],["4","Network. The cult has a secret alliance of members who have infiltrated the lower ranks of every organization of note in the region."],["5","Cult of Personality. The cult leader is a beloved figure renowned for great, benevolent deeds."],["6","Entrenched. The cult is part of the local culture, a tradition that established decades ago and kept secret from outsiders."]],"name":"Fiendish Cults; Cult Organization","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Hardship","colLabels":["d6","Hardship"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult is wracked with infighting."],["2","A rival cult strives to destroy this group and replace it."],["3","The cult struggles to rein in its dark, violent impulses in order to remain undetected."],["4","Murder and betrayal leads to a constant turnover in cult leadership."],["5","The cult leader is a figurehead. The real power is a crime lord behind the scenes."],["6","The cult is a disposable pawn manipulated by its master."]],"name":"Fiendish Cults; Cult Hardship","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Elf Deities (The Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Aerdrie Faenya|elven|mtf}","CG","Air, rain, fertility, birth","Life, Tempest, Trickery","Bird silhouetted against a cloud"],["{@deity Angharradh|elven|mtf}","CG","Wisdom, growth, protection","Knowledge, Life, War","Three interlocking circles"],["{@deity Alathrien Druanna|elven|mtf}","N","Runes, writing, spellcasting","Arcana,** Knowledge","A quill or glyph"],["{@deity Alobal Lorfiril|elven|mtf}","CG","Revelry, mirth","Life, Trickery","Wine glass"],["{@deity Araleth Letheranil|elven|mtf}","CG","Light, stars, revelations","Knowledge, Light","Shaft of light"],["{@deity Corellon Larethian|elven|mtf}","CG","Primary god of elves","Arcana,** Life, Light, War","Quarter moon or starburst"],["{@deity Darahl Tilvenar|elven|mtf}","LN","Fire, earth, metalwork","Forge,* Light","Flame between hands"],["{@deity Deep Sashelas|elven|mtf}","CG","Creativity, knowledge, sea","Knowledge, Nature, Tempest","Dolphin"],["{@deity Elebrin Liothiel|elven|mtf}","CG","Abundance, gardens, the harvest","Life, Nature","Acorn"],["{@deity Erevan Ilesere|elven|mtf}","CN","Mischief, change","Trickery","Asymmetrical starburst"],["{@deity Fenmarel Mestarine|elven|mtf}","CN","Solitude, outcasts","Nature, Trickery","Two peering elven eyes"],["{@deity Gadhelyn|elven|mtf}","CN","Independence, outlawry","Nature, Trickery","Leaf-shaped arrowhead"],["{@deity Hanali Celanil|elven|mtf}","CG","Love, beauty, the arts","Life","Golden heart"],["{@deity Kirith Sotheril|elven|mtf}","NG","Divination, illusion","Knowledge, Trickery","Rainbow sphere"],["{@deity Labelas Enoreth|elven|mtf}","CG","Time, history, memory","Arcana,** Knowledge, Life","Setting sun"],["{@deity Melira Taralen|elven|mtf}","CG","Poetry, songs","Knowledge, Life, Trickery","Lute"],["{@deity Mythrien Sarath|elven|mtf}","CG","Abjuration, mythals","Arcana,** Forge,* Knowledge","Row of three intertwined rings"],["{@deity Naralis Analor|elven|mtf}","NG","Healing, suffering, death","Life, Grave*","White dove"],["{@deity Rellavar Danuvien|elven|mtf}","NG","Winter, harsh weather","Tempest","Spear between two circles"],["{@deity Rillifane Rallathil|elven|mtf}","CG","Nature, beasts, the seasons","Nature","Oak"],["{@deity Sarula Iliene|elven|mtf}","CG","Lakes, streams","Tempest, Trickery","Three lines symbolizing waves"],["{@deity Sehanine Moonbow|elven|mtf}","CG","Dreams, death, travel","Grave,* Knowledge, Light","Full moon under a moonbow"],["{@deity Shevarash|elven|mtf}","CN","Vengeance, loss, hatred","War","Broken arrow over a tear"],["{@deity Solonor Thelandira|elven|mtf}","CG","Archery, hunting, survival","Nature, War","Silver arrow with green fletching"],["{@deity Tarsellis Meunniduin|elven|mtf}","CN","Mountains, rivers, wild places","Nature, Tempest","Mountain with a river"],["{@deity Tethrin Veraldé|elven|mtf}","NG","Battle, sword fighting","War","Crossed swords beneath a quarter moon and above a full moon"],["{@deity Vandria Gilmadrith|elven|mtf}","LN","War, grief, justice, vigilance","Grave,* War","Weeping eye"],["{@deity Ye'Cind|elven|mtf}","CG","Music, enchantment","Life, Trickery","Recorder"],["{@deity Zandilar|elven|mtf}","CN","Romance, lust, dance","Life","Lips"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Elf Deities (The Seldarine)","page":43,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Deities (The Dark Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-1","col-1 text-center","col-4","col-2","col-4"],"rows":[["{@deity Eilistraee|drow|mtf}","CG","Freedom, moonlight, song","Life, Light, Nature","Sword-wielding, dancing female drow silhouetted against the full moon"],["{@deity Ghaunadaur|drow|mtf}","CE","Oozes, slimes, outcasts","War","Purple eye with black sclera"],["{@deity Keptolo|drow|mtf}","CE","Beauty, hedonism, fertility","Nature, Trickery","Mushroom"],["{@deity Kiaransalee|drow|mtf}","CE","Necromancy","Arcana,* Death","Drow hand wearing many silver rings"],["{@deity Malyk|drow|mtf}","CE","Chaos, rebellion, wild magic","Tempest, Trickery","A flame in a tear or a multihued vortex"],["{@deity Lolth|drow|mtf}","CE","Primary god of drow, spiders","Trickery, War","Spider"],["{@deity Selvetarm|drow|mtf}","CE","Warriors, slaughter","War","Spider over crossed sword and mace"],["{@deity Vhaeraun|drow|mtf}","CE","Arrogance, thieves","Trickery, War","Black mask with blue glass lenses inset over eyes"],["{@deity Zinzerena|drow|mtf}","CN","Assassination, illusion, lies","Trickery","Shortsword draped with cloth"]],"footnotes":["*Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Drow Deities (The Dark Seldarine)","page":53,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Subrace","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-1 text-center","col-2 text-center","col-2 text-center","col-4 text-center"],"rows":[["Eladrin","4'6\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."],["Sea elf","4'6\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."],["Shadar-kai","4'8\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."]],"name":"Elf Random Height and Weight","page":63,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Elf (Non-drow) Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe the key to reuniting the elves with Corellon lies somewhere in the wider world, not within elven society, and you're determined to find it."],["2","Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it."],["3","A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend."],["4","A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love."],["5","Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it."],["6","Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come."],["7","You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person."],["8","When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny."]],"name":"Elf Tables; Elf (Non-drow) Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You overheard members of your own house plotting to poison you, so you fled from the Underdark to save yourself. You won't return until you've amassed enough fortune to surround yourself with loyal mercenary bodyguards."],["2","You were enslaved as punishment for trying to poison an influential rival, but you escaped and fled to the surface. If you return to the Underdark and are captured, you'll be re-enslaved."],["3","You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left."],["4","You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them."],["5","A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed."],["6","You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself."],["7","All your life, you were alienated and terrified by the cruelty of your kin. The first chance you got, you volunteered to go on a surface raid, then deserted the group and remained behind. Now you're hated and feared wherever you go, but at least you've found a small group of adventurous friends who trust and support each other."],["8","You were part of a delegation carrying diplomatic messages to another drow city when duergar attacked the caravan for slaves and treasure. Only you and one other guard escaped. If you'd returned home, you'd have been poisoned or worse for failure. Becoming a mercenary was your best option."]],"name":"Elf Tables; Drow Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow House Specialty","colLabels":["d10","Specialty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adamantine weapons"],["2","Assassinations"],["3","Giant spiders subject to magical control"],["4","Hallucinogenic substances"],["5","High-status slaves and sacrificial victims"],["6","Items taken from surface world in raids"],["7","Low-cost, humanoid slaves"],["8","Maps of the Underdark"],["9","Poisons"],["10","Reptilian beasts of burden"]],"name":"Elf Tables; Drow House Specialty","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Dwarf Deities (The Mordinsamman)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-3","col-2","col-4"],"rows":[["{@deity Abbathor|dwarven|mtf}","NE","Greed","Trickery","Jeweled dagger, point down"],["{@deity Berronar Truesilver|dwarven|mtf}","LG","Hearth, home, truth","Life, Light","Intertwined silver rings"],["{@deity Clangeddin Silverbeard|dwarven|mtf}","LG","War, strategy","War","Crossed silver battleaxes"],["{@deity Dugmaren Brightmantle|dwarven|mtf}","CG","Discovery","Knowledge","Open book"],["{@deity Dumathoin|dwarven|mtf}","N","Buried secrets","Grave,* Knowledge","Gemstone in a mountain"],["{@deity Gorm Gulthyn|dwarven|mtf}","LG","Vigilance","War","Bronze half-mask"],["{@deity Haela Brightaxe|dwarven|mtf}","CG","Combat prowess, luck in battle","War","Upright sword with blade sheathed in flame"],["{@deity Hanseath|dwarven|mtf}","CN","Festivity, brewing, song","Trickery, War","Beer stein"],["{@deity Marthammor Duin|dwarven|mtf}","NG","Explorers, wanderers, the lost","Nature, Trickery","Upright mace in front of a tall boot"],["{@deity Moradin|dwarven|mtf}","LG","Primary deity of dwarves","Forge,* Knowledge","Hammer and anvil"],["{@deity Muamman Duathal|dwarven|mtf}","NG","Storms, travel","Tempest","Mace held in gauntlets"],["{@deity Mya|dwarven|mtf}","NG","Clan, family, wisdom","Knowledge, Life","A faceless mother figure"],["{@deity Roknar|dwarven|mtf}","NE","Lies, intrigue","Trickery","Hands filled with coins"],["{@deity Sharindlar|dwarven|mtf}","CG","Healing, love","Life","Burning needle"],["{@deity Thard Harr|dwarven|mtf}","CG","Wilderness, hunting","Nature","Two clawed gauntlets"],["{@deity Tharmekhûl|dwarven|mtf}","N","Fire, forges, molten rock","Forge,* Light","Fiery axe"],["{@deity Thautam|dwarven|mtf}","N","Mysteries, darkness, lost treasures","Knowledge, Trickery","Blindfold"],["{@deity Ulaa|dwarven|mtf}","LG","Mining, quarrying","Forge*","A miner's pick"],["{@deity Valkauna|dwarven|mtf}","LN","Oaths, birth, aging, death","Grave,* Life","A silver ewer"],["{@deity Vergadain|dwarven|mtf}","N","Luck, wealth","Trickery","Gold coin bearing a dwarf's face"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}"],"name":"Dwarven Religion; 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Special Allies","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Purpose of Travel","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merchant caravan"],["2","Seeking a specific enemy"],["3","Patrolling to keep roads safe"],["4","Delivering ransom for captive clan member"],["5","Fleeing attack on stronghold"],["6","Diplomatic mission"]],"name":"Dwarves on the Move; Purpose of Travel","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Suspicious of all outsiders"],["2","Carrying secret message"],["3","Pursued by foe"],["4","Returning home laden with treasure"]],"name":"Dwarves on the Move; Special Circumstances","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prosperous. Clan occupies original stronghold, currently flourishing"],["2","Growing. Stronghold expanding"],["3","Declining. Clan population stagnant or decreasing"],["4","Beleaguered. Victimized by goblinoid and dragon attacks, intact but severely weakened"],["5","Scattered. Stronghold recently lost, many folk slain, survivors scattered"],["6","Refugees. Stronghold lost, survivors occupy a neighborhood or ward in human city"]],"name":"Dwarves in the Clan; Clan's Status","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d10","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Founder was one of the greatest artisans in history"],["2","Clan owns a powerful artifact, such as an {@item Axe of the Dwarvish Lords}"],["3","Clan noted for expertise in a specific craft, such as brewing or armorsmithing"],["4","Clan has a sinister reputation, history plagued by scandal and mark of Abbathor"],["5","Militaristic clan, known for excellent fighting skills"],["6","Unusual stronghold, such as an undersea castle, a former cloud giant fortress, or an aboveground city"],["7","Prophecies indicate clan is destined to play a pivotal role in history"],["8","Heretical clan has rejected dwarf teachings in favor of human deities"],["9","Unique marker or curse, such as all clan members are hairless"],["10","Clan is known for its evil ways or a particularly sinister, notable member"]],"name":"Dwarves in the Clan; Clan's Notable Trait","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan Vocations","colLabels":["d20","Vocation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armorer"],["2","Blacksmith"],["3","Brewer"],["4","Carpenter"],["5","Cook"],["6","Envoy"],["7","Farmer"],["8","Hunter"],["9","Jeweler"],["10","Mason"],["11","Merchant"],["12","Messenger"],["13","Miner"],["14","Potter"],["15","Scout"],["16","Sculptor"],["17","Shepherd"],["18","Warrior"],["19","Weaponsmith"],["20","Weaver"]],"name":"Dwarves in the Clan; Clan Vocations","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were accused of stealing a fellow artisan's item and claiming it as your work. Innocent or guilty, you were made an outcast."],["2","Your wanderlust prompted you to shirk your duties as a crafter in favor of wandering the world. Your clan isn't pleased with this choice."],["3","You became separated from your clan due to an earthquake, a drow slave raid, or similar event and hope to return home."],["4","You were assigned to become a merchant by the priests of Moradin and have yet to forgive them for their mistake. You should be working a forge, not wandering the outside world!"],["5","You are a spy, traveling incognito to gather information for the clan elders."],["6","You struggle to resist the lure of Abbathor, but can't hold it at bay. Better to walk the world and sate your greed on non-dwarves."]],"name":"Dwarves in the World; Dwarf Adventurer Story Hooks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Water from the sky! It always surprises you."],["2","You have a fascination with the ocean and its chaos."],["3","Any creature larger than a human makes you nervous."],["4","You prefer to travel with a parasol or similar item that puts a comforting shelter over your head."],["5","You prefer to sleep during the day."],["6","You speak Common or any other non-dwarf language only if you must."],["7","For you, relaxation is putting in a day at the forge."],["8","You avoid contact with other dwarves, since you mistrust those who would leave their strongholds."]],"name":"Dwarves in the World; Dwarf Quirks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"","colLabels":["Members","Number Present"],"colStyles":["col-6","col-6"],"rows":[["{@creature Duergar}","{@dice 2d6 + 5}"],["{@creature Duergar stone guard|mtf|Duergar stone guards}","{@dice 1d4 + 1}"],["{@creature Duergar kavalrachni|mtf}","{@dice 1d4}"],["{@creature Male steeder|mtf|Male steeders}","{@dice 1d4}"]],"name":"Duergar Raiding Parties; 1","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Duergar Stone Guard|MTF}"],["2-4","{@creature Duergar Warlord|MTF}"],["5-6","{@creature Duergar Despot|MTF}"]],"name":"Duergar Raiding Parties; Duergar Group Leader","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Allies","colLabels":["d20","Allies"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 1d4} {@creature female steeder|MTF|steeders, female}"],["4-6","{@dice 1d3} {@creature duergar hammerer|MTF|duergar hammerers}"],["7","1 {@creature duergar mind master|MTF}"],["8","{@dice 1d3} {@creature duergar screamer|MTF|duergar screamers}"],["9-10","{@dice 1d3} {@creature duergar soulblade|MTF|duergar soulblades}"],["11","{@dice 1d6} {@creature duergar xarrorn|MTF}"],["12","{@dice 1d6} {@creature bearded devil||bearded devils} bound to service"],["13","{@dice 2d4} allied evil {@creature azer||azers}"],["14","{@dice 3d20} enslaved {@creature goblin||goblins}"],["15","{@dice 1d4} summoned {@creature earth elemental||earth elementals}"],["16","{@dice 1d6 + 2} {@creature gargoyle||gargoyles}"],["17","{@dice 1d8} {@creature hell hound||hell hounds}"],["18","1 trained {@creature rust monster}"],["19","1 {@creature shield guardian} bound to group leader"],["20","{@dice 1d4} enslaved {@creature troll||trolls}"]],"name":"Duergar Raiding Parties; Duergar Special Allies","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Collecting slaves"],["4","Pursuing a specific enemy"],["5","Patrolling for expansion opportunities"],["6","On a rampage for loot"]],"name":"Duergar Raiding Parties; Duergar Purpose of Raid","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Special hatred for dwarves, will attack them first"],["2","Exiles, willing to bargain"],["3","Laden with loot from raid, tries to flee"],["4","Seeks to take hostages for ransom"]],"name":"Duergar Raiding Parties; Duergar Special Circumstances","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ashlord"],["2","Battlegore"],["3","Doomfist"],["4","Earthlord"],["5","Firetamer"],["6","Knifemind"],["7","Mindeater"],["8","Necksnapper"],["9","Orehammer"],["10","Runehammer"],["11","Thundermaster"],["12","Underearth"]],"name":"Duergar in the Clan; Duergar Clan Names","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mighty. Conquered several dwarven strongholds, dominates Underdark region"],["2","Growing. Stronghold expanding"],["3","Declining. Clan growing stale, population falling"],["4","Beleaguered. Surrounded by drow and illithid foes"],["5","Scattered. Torn apart by slave rebellion or civil war"],["6","Refugees. Defeated by enemies, few survivors"]],"name":"Duergar in the Clan; Duergar Clan's Status","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stole a mighty dwarven artifact"],["2","Has bound many devils to service"],["3","Experts in building mechanical devices"],["4","Conducts trade with the City of Brass"],["5","Notable for defeating many dwarves"],["6","Conquered and occupied a drow enclave"],["7","Is secretly controlled by mind flayers"],["8","Has enslaved a colony of troglodytes"],["9","Have interbred with devils"],["10","Known for its extensive spy network on surface"],["11","Masters of psionics"],["12","Dominated by a coven of warlocks"]],"name":"Duergar in the Clan; Clan's Notable Trait","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are a heretic, drawn to worship of Moradin."],["2","Caught stealing, you escaped imprisonment but not before torture left you with a scar or lasting injury."],["3","You were enslaved by drow or mind flayers but escaped to the surface."],["4","You seek only to test yourself in battle with monsters."],["5","Profit is all that matters to you."],["6","The best way to defeat the folk of the surface is to study them firsthand."]],"name":"Duergar in the World; Duergar Adventurer Story Hooks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A separate personality in your mind provides advice and guidance to you."],["2","Your gear must be perfectly arranged, otherwise someone must bleed."],["3","When there isn't a roof over your head, you keep your eyes on the ground."],["4","You don't talk unless you absolutely must."],["5","The outside world is a giant cave, and nothing will convince you otherwise."],["6","Humans fascinate you, and you collect odd trinkets of their culture."]],"name":"Duergar in the World; Duergar Quirks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Race","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-2 text-center","col-2 text-center","col-2 text-center","col-3 text-center"],"rows":[["Githyanki","5'0\"","100 lb.","+{@dice 2d12}","×({@dice 2d4}) lb."],["Githzerai","4'11\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."]],"name":"Gith Random Height and Weight","page":96,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Elirdain"],["2","Gaath"],["3","Ja'adoc"],["4","Kar'i'nas"],["5","Lykus"],["6","Quith"],["7","Ris'a'an"],["8","Tropos"],["9","Viran"],["10","Xamodas"]],"name":"Gith Tables; Githyanki Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aaryl"],["2","B'noor"],["3","Fenelzi'ir"],["4","Jen'lig"],["5","Pah'zel"],["6","Quorstyl"],["7","Sirruth"],["8","Vaira"],["9","Yessune"],["10","Zar'ryth"]],"name":"Gith Tables; Githyanki Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I'm bored I make my own excitement, and I'm always bored."],["2","I treat others as if they were animals that simply don't know any better."],["3","Violence is a spice that makes life worth living."],["4","Old age is a concept that I find fascinating. Maybe someday I too will be aged."]],"name":"Gith Tables; Githyanki Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Ideals","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fidelity. Warriors are only as good as the vows they keep."],["2","Power. The weak rule the strong."],["3","Duty. It is by Vlaakith's will alone that I act."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githyanki Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","There is no greater duty than to serve the Revered Queen."],["2","Humanity thrives only because we conquered the illithids. Therefore, what is theirs is ours."],["3","Without battle, life has no purpose."],["4","Life is but a spark in the dark. We all go dark, but those who dare can burn bright."]],"name":"Gith Tables; Githyanki Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunger and thirst are unbearable pains to me."],["2","I can't see a non-githyanki as a real threat."],["3","I follow orders, regardless of their implications."],["4","I start projects but never finish them."]],"name":"Gith Tables; Githyanki Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dak"],["2","Duurth"],["3","Ferzth"],["4","Greth"],["5","Hurm"],["6","Kalla"],["7","Muurg"],["8","Nurm"],["9","Shrakk"],["10","Xorm"]],"name":"Gith Tables; Githzerai Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adaka"],["2","Adeya"],["3","Ella"],["4","Ezhelya"],["5","Immilzin"],["6","Izera"],["7","Janara"],["8","Loraya"],["9","Uweya"],["10","Vithka"]],"name":"Gith Tables; Githzerai Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","All energy must be expended to a useful end. Frivolity is the first step to defeat."],["2","Patience in all things. The first step in any venture is the most treacherous."],["3","Emotions are a trap, meant to weaken the intellect and disturb the nerves. Pay them no heed."],["4","Begin only those tasks you will finish. Strike only that which you will kill."]],"name":"Gith Tables; Githzerai Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Ideals","colLabels":["d4","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Faith. Zerthimon shall return, and I will be worthy to walk beside him."],["2","Courage. The mind can master anything if it is unfettered by fear."],["3","Duty. My people survive only because those like me place their needs above our own."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githzerai Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zerthimon provides an example of conduct that I strive to duplicate."],["2","Menyar-Ag hand-picked me for my duties, and I will never betray the trust he showed in me."],["3","Vlaakith and her toadies will be defeated, if not by me then by those who follow in my footsteps."],["4","I will not rest until the last elder brain is destroyed."]],"name":"Gith Tables; Githzerai Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I see githyanki machinations behind every threat."],["2","I believe in the supremacy of the gith and that githzerai and githyanki will align to rule the multiverse."],["3","I respond to even minor threats with overwhelming displays of force."],["4","The next time I laugh will be the first. The sound of merriment takes me to the edge of violence."]],"name":"Gith Tables; Githzerai Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Dragon Chance","colLabels":["d6","result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","No dragons"],["6","Roll on the encounter to determine the number"]],"name":"Githyanki Raiding Parties; Dragon Chance","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githyanki Supreme Commander|MTF}"],["2-3","{@creature Githyanki Knight}"],["4-5","{@creature Githyanki Kith'rak|MTF}"],["6","{@creature Githyanki Gish|MTF}"]],"name":"Githyanki Raiding Parties; Raiding Party Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Special Allies","colLabels":["d10","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","No special Allies"],["4-5","{@creature Githyanki Knight||Githyanki Knights}"],["6-7","{@creature Githyanki Knight||Knights} and {@creature Githyanki Gish|MTF|Gish}"],["8-9","{@creature Githyanki Gish|MTF|Gish} and {@creature Githyanki Knight||Knights}"],["10","{@creature Githyanki Kith'rak|MTF|Kith'rak}"]],"name":"Githyanki Raiding Parties; Githyanki Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Transport","colLabels":["d6","Transport (with crew)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","One astral skiff carrying entire group"],["3-4","Two astral skiffs, each carrying half of group"],["5","Astral brig carrying entire group plus an additional 30 {@creature githyanki warrior||githyanki warriors}"],["6","Planar raider carrying entire group plus an additional 60 {@creature githyanki warrior||githyanki warriors}"]],"name":"Githyanki Raiding Parties; Raiding Party Transport","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Wanton destruction, the githyanki want to fight and loot to relieve their boredom"],["3","Revenge, the githyanki seek a stolen silver sword"],["4-5","Mind flayer hunt, the githyanki are seeking mind flayers and their thralls"],["6","Vlaakith's orders, the githyanki have been dispatched to seize a specific item or person"]],"name":"Githyanki Raiding Parties; Githyanki Purpose of Raid","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githzerai Anarch|MTF}"],["2-3","{@creature Githzerai Enlightened|MTF}"],["4-6","{@creature Githzerai Zerth}"]],"name":"Githzerai Groups; Githzerai Group Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Special Allies","colLabels":["d8","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","The group has no allies"],["4-5","{@dice 1d4} {@creature Githzerai Zerth||Zerths}"],["6","{@dice 1d4} {@creature githzerai enlightened|MTF}"],["7","{@dice 1d4} {@creature githzerai zerth||githzerai zerths}, {@dice 1d4} {@creature githzerai enlightened|MTF}"],["8","1 {@creature githzerai anarch|mtf}, {@dice 1d4} {@creature githzerai enlightened|mtf}"]],"name":"Githzerai Groups; Githzerai Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Mission Purpose","colLabels":["d4","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunting a specific mind flayer colony"],["2","Seeking news on mind flayer activity"],["3","On a training mission, seeking to hone their skills and learn of the world"],["4","Seek to ally with party on a raid against mind flayers"]],"name":"Githzerai Groups; Githzerai Mission Purpose","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Arvoreen|halfling|mtf}","LG","Vigilance, war","War","Crossed short swords"],["{@deity Brandobaris|halfling|mtf}","N","Adventure, thievery","Trickery","Halfling footprint"],["{@deity Charmalaine|halfling|mtf}","N","Keen senses, luck","Trickery","Burning boot print"],["{@deity Cyrrollalee|halfling|mtf}","LG","Hearth, home","Life","An open door"],["{@deity Sheela Peryroyl|halfling|mtf}","NG","Agriculture, nature, weather","Nature, Tempest","A flower"],["{@deity Urogalan|halfling|mtf}","LN","Earth, death","Death, Grave,* Knowledge","Silhouette of a dog's head"],["{@deity Yondalla|halfling|mtf}","LG","Primary goddess of halflings","Life","Cornucopia"]],"name":"Halfling Deities","page":102,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You try to start every day with a smile."],["2","Why walk when you can skip?"],["3","You make up songs about your friends that praise them for their bravery and intelligence."],["4","You are extremely cautious, always on the lookout for monsters and other dangers."],["5","You always see the bright side of a situation."],["6","You like to collect mementos of your travels."]],"name":"Halfling Tables; Halfling Personality Traits","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Courage. You seek to prove that the bravest heart can be contained within the smallest of packages."],["2","Companionship. You're pretty sure you can be friends with anyone or anything."],["3","Hopeful. You will live a life of adventure and have many stories to tell."],["4","Protective. You make sure to shelter the innocent."],["5","Honest. Your mother told you to always tell the truth."],["6","Excitement. Can you steal the sleeping giant's pouch? Of course you can!"]],"name":"Halfling Tables; Halfling Ideals","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The safety of your village is worth any sacrifice."],["2","Nothing is more valuable than friendship and family."],["3","You are following your own path through life. No one can tell you what to do."],["4","You have a special heirloom that you never part with."],["5","You won't rob or hurt those who are weaker or less fortunate than you."],["6","No matter how small you may be, you won't back down from a bully."]],"name":"Halfling Tables; Halfling Bonds","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't resist poking your nose where it doesn't belong."],["2","You are very fidgety. Sitting still is a major challenge."],["3","You can't pass up a good time."],["4","You hate to miss a meal, and become grumpy and illtempered when you must."],["5","You are fascinated by shiny things and can't help \"borrowing\" them."],["6","You never settle for just one slice when you can have the whole cake."]],"name":"Halfling Tables; Halfling Flaws","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Reasons for Adventuring","colLabels":["d6","Reason"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Peeling taters and herding goats all the time wasn't your cup of tea."],["2","You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back."],["3","What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wandering rogue for hire."],["4","You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home."],["5","Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself."],["6","A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since."]],"name":"Halfling Tables; Reasons for Adventuring","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-3","col-1 text-center","col-2","col-2","col-4"],"rows":[["{@deity Baervan Wildwanderer|gnome|mtf}","NG","Woodlands","Nature","Face of a raccoon"],["{@deity Baravar Cloakshadow|gnome|mtf}","NG","Illusion, deception","Arcana,** Trickery","Dagger against a hooded cloak"],["{@deity Bleredd|gnome|mtf}","N","Labor, craft","Forge,* Light","Iron mule"],["{@deity Callarduran Smoothhands|gnome|mtf}","N","Mining, stone carving","Knowledge, Nature","Golden signet ring with six pointed star"],["{@deity Flandal Steelskin|gnome|mtf}","NG","Metalwork Forge,*","Knowledge","Flaming hammer"],["{@deity Gaerdal Ironhand|gnome|mtf}","LG","Protection","War","Iron band"],["{@deity Garl Glittergold|gnome|mtf}","LG","Primary god of gnomes","Trickery","Gold nugget"],["{@deity Gelf Darkhearth|gnome|mtf}","CN","Frustration, destruction","War","Broken anvil"],["{@deity Nebelun|gnome|mtf}","CG","Invention, luck","Forge,* Knowledge, Trickery","Bellows and lizard tail"],["{@deity Rill Cleverthrush|gnome|mtf}","LN","Law, thought","Knowledge","Interlocking gears"],["{@deity Segojan Earthcaller|gnome|mtf}","NG","Earth, the dead","Grave,* Light","Glowing gemstone"],["{@deity Sheyanna Flaxenstrand|gnome|mtf}","CG","Love, beauty, passion","Light","Two silver goblets"],["{@deity Urdlen|gnome|mtf}","CE","Greed, murder","Death, War","Whiteclawed mole emerging from ground"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Gnome Gods; Gnome Deities","page":110,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once you develop a liking for something, you quickly become obsessed with it."],["2","You live life like a leaf on the breeze, letting it take you where it will."],["3","The world is a miraculous place, and you are fascinated by everything in it."],["4","You study your friends and take notes about how they act, jotting down things they say that interest you."],["5","Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing."],["6","You like to make little objects and creatures out of twigs or bits of metal and give them to friends."]],"name":"Gnome Tables; Gnome Personality Traits","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Love. You love little (and big) critters and go out of your way to help them."],["2","Curiosity. You can't stand an unsolved mystery or an unopened door."],["3","Knowledge. You are interested in everything. You never know when what you learn will come in handy."],["4","Compassion. You never turn down a plea for help."],["5","Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it."],["6","Excellence. You strive to be and do the best you can."]],"name":"Gnome Tables; Gnome Ideals","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You pledge to bring something of immense value back to your burrow."],["2","Anything of great quality and artisanship is to be protected, respected, and cared for."],["3","Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs."],["4","You are searching for your lost love."],["5","You will recover a keepsake stolen from your clan."],["6","You are willing to take risks to learn about the world."]],"name":"Gnome Tables; Gnome Bonds","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You embody the typical absent-minded professor. If you could forget where you put your head, you would."],["2","You prefer to hide during a fight."],["3","There is no difference between what you think and what you say."],["4","You can't keep a secret."]],"name":"Gnome Tables; Gnome Flaws","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} I am devoted to the restoration of Benalia's empire."],["2","{@b Peace.} Life can truly thrive only when war and strife are stilled."],["3","{@b Protection.} I will also protect the less fortunate from the depredations of the rich and strong."],["4","{@b Hope.} The world is emerging from a long despair, and needs every shred of inspiration we can offer."],["5","{@b Honor.} If I dishonor myself, I bring dishonor on my deity, my nation, and my family."],["6","{@b Solidarity.} Together, we are stronger than any of us alone."]],"name":"Heroes of Benalia; Suggested Ideals","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I am connected to one of the Seven Great Houses, and I place its interests above all others."],["2","I have closer ties among my Star-Clan than in my blood family."],["3","I own a weapon or a piece of armor used by a renowned ancestor."],["4","I am in love with a member of a different great house."],["5","I believe I am the last heir of a great house that was lost."],["6","My family's estate lies in ruins, and I want to rebuild it."]],"name":"Heroes of Benalia; Suggested Bonds","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Defend a mining settlement in the Red Iron Mountains from the raids of Crookshank kobolds."],["2","Establish trade or negotiate a treaty with minotaurs in the Hurloon Mountains."],["3","Help settle a dispute between two of the Great Houses."],["4","Convince the Council of Seven to send military aid to one of the seven houses."],["5","Establish a trading colony in an inhospitable land."],["6","Uncover a traitor or Cabal cultist among the Seven Great Houses."]],"name":"Benalish Quests","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A lost Sheoltun temple of the state-sponsored Church of Angelfire"],["2","A hidden mountain cave holding an ancient Thran relic"],["3","A secret subbasement deep under New Benalia, which once served as a meeting place for the outlawed Church of Serra during the Sheoltun Empire's reign"],["4","A wrecked Phyrexian portal-ship, long overgrown by nature"],["5","The remains of a castle that sank in a mire during the Years of Salt"],["6","The top of a tower in Benalia City"],["7","An open field dotted with ruins left behind by long-ago war"],["8","A shipwreck just off the coast"],["9","An abandoned mansion in the Caligo Morass"],["10","A Serran cathedral fallen to the ground from its place in the sky"]],"name":"Benalish Sites","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous warrior wants to lead an army to war against Keld."],["2","A house leader wants their house to be the Highest House several years ahead of schedule."],["3","A suspicious noble joins forces with a fiery Serran priest to try to root out corruption and the taint of the Cabal from the populace, with many innocents getting hurt in the process."],["4","A hotheaded aven demands that their people gain immediate representation on the Council of Seven."],["5","A pious noble seeks to bring the entire Church of Serra under Benalish control, combining church and state into a theocratic empire."],["6","One member of the Council of Seven has a long-standing grudge against another."],["7","A skin-witch of the Caligo Morass brings a nearby area under a curse."],["8","An important noble has fallen under the influence of an advisor with ties to the Cabal, and is advancing the Cabal's plans without knowing it."]],"name":"Benalish Villains","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Law.} \"Law must be upheld. If the knots of order are loosened, chaos will spill through.\" ({@i Song of All}, Canto 167)"],["2","{@b Grace.} \"Grace must be preserved. If the strands of Grace are unraveled, its design will be lost, and the people with it.\" ({@i Song of All}, Canto 167)"],["3","{@b Duty.} \"Duty must be obeyed. If the frame of Duty is broken, none shall weave life's fabric.\" ({@i Song of All}, Canto 167)"],["4","{@b Reason.} \"Reason must be retained. If the web of Reason comes unwoven, madness will escape.\" ({@i Song of All}, Canto 167)"],["5","{@b Truth.} \"Truth must be set free. If the wings of Truth are clipped, the voices will fall silent.\" ({@i Song of All}, Canto 167)"],["6","{@b The Four Virtues.} Art, discourse, freedom, and peace are the life of the spirit, as the spirit is the life of the body."]],"name":"Heroes of Serra; Suggested Ideals","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I would do anything to protect the Cathedral of Serra at Sursi."],["2","I have sworn to aid Lyra Dawnbringer in protecting Benalia."],["3","I make regular pilgrimages to the Temple of Serra at Epityr in New Argive, the oldest active Serran worship site in the world."],["4","I preserve many of the old traditions of the Daru nomads or the aven, revering Serra as the Ancestor."],["5","A lesser angel has become a close friend and confidante to me."],["6","I think the stained glass in my holy symbol came from Serra's Realm before that artificial plane's collapse. Invoke the Divine Magali Villeneuve"]],"name":"Heroes of Serra; Suggested Bonds","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Act as an impartial mediator between Benalia and Keld (or two other powers of the region)."],["2","Tame a mesa pegasus from the lands of Sursi on the east coast of southern Aerona, near the great Cathedral of Serra."],["3","Protect a peaceful community of Serran monks who have come under attack (from without or within)."],["4","Answer the call of a barbarian chieftain who wants to hear the message of Serra and consider conversion."],["5","Find an angel who has disappeared in a dangerous land."],["6","Retrieve as much artwork as possible from a ruined Serran church—whether an ancient site or one that was only recently destroyed."]],"name":"Serran Quests","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A majestic Serran cathedral floating in the air (perhaps above Benalia City)"],["2","A small monastery surrounded by pastoral farmland or quiet woods"],["3","A remote temple maintained and inhabited by an order of knights"],["4","An ancient ruin preserving some foreign aspect of Serra worship (such as Otarian devotion to the Ancestor)"],["5","A sacred cave where a new angel was (or is about to be) birthed"],["6","An abandoned missionary post destroyed by hostile natives of the area"],["7","A chapel within a castle or palace beset by intrigue"],["8","A roadside shrine where miracles have occurred lately"],["9","A community devoted to the spiritual path of the artistic life"],["10","The scorched site of an angel's death"]],"name":"Serran Sites","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Serran priest believes that no one is beyond redemption, and is shielding a murderous villain from the law in the hope that they will repent."],["2","A naive angel keeps sending Serran knights on deadly quests against impossible odds."],["3","An aven priest wants to lead other aven away from the Serran church and revive the worship of the Ancestor, but without the accretion of Serran tradition."],["4","A warrior chieftain claims to have converted to Serra worship and launches a crusade in the church's name—but this is a thinly veiled excuse to conquer a neighboring territory."],["5","A Serra angel has been corrupted by the demonic power of the Cabal."],["6","A community of Serran monks has been somehow led astray into the contemplation of an ancient, nameless evil."],["7","An old priest grows bitter with grief and frustration, convinced that their life's work has been a waste—and turns to the pursuit of revenge."],["8","A priest twists the teachings of Serra to paint a certain group of innocent people as evil, and to call for their extermination."]],"name":"Serran Villains","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Teaching.} Tolaria is a school where the world's most promising wizards can learn from masters of their craft."],["2","{@b Restoration.} Every day, lost knowledge is regained and devastated lands are renewed. It's our duty to use our magic to help this effort continue."],["3","{@b Responsibility.} Following the philosophy of the Academy's original headmaster, Barrin, I am dedicated to keeping powerful magic out of the hands of those who would abuse it."],["4","{@b Innovation.} Like the ancient artificer Urza, I believe progress comes through bold and radical new design."],["5","{@b Progress.} Like the kind Tolarian chancellor Rayne, I believe progress comes through careful iteration and measured experimentation."],["6","{@b Self-Improvement.} Like Urza's brother Mishra, I believe that the improvement of the body through genetic and artificial modification leads to the general improvement of humanity."]],"name":"Heroes of Tolaria; Suggested Ideals","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I have a former student I'm convinced will do great things—for good or for evil."],["2","I bought a cheap curio from a secondhand store, and I was expelled when it caused a magical accident."],["3","I've gotten tangled up with illegal research by way of the Shadow Academy, which uses interdimensional spaces to facilitate communication."],["4","By virtue of a parent who is emeritus faculty, I have the rare privilege of citizenship in one of the Academies."],["5","One of my old teachers has a knack for contacting me at the strangest times."],["6","I believe that my genetic makeup was manipulated for some unknown purpose."]],"name":"Heroes of Tolaria; Suggested Bonds","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve a unique magical device from the ruins of a catastrophe—but be careful, because the device might well have been what caused the catastrophe."],["2","Copy a spell from the spellbook of a mysterious or hostile wizard."],["3","Find a way to reverse the effect of a disastrous magical experiment."],["4","Decide what to do with a notebook you found, which is full of forbidden research into Phyrexian transformation."],["5","Steal a magical object that's on display in a museum on campus in order to uncover its secrets or harness the energy it holds."],["6","Try to reproduce the research of a wizard who has gone missing, without ending up missing yourself."]],"name":"Tolarian Quests","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An underwater ruin left behind by a terrible catastrophe"],["2","The trap-filled tower of an eccentric, suspicious, and powerful wizard"],["3","An arcane workshop or laboratory filled with inexplicable and undoubtedly dangerous devices"],["4","A laboratory where research was once conducted—or still is conducted—on living monsters"],["5","A small stronghold drifting through the air or across the ocean"],["6","A library hidden in an extradimensional space"],["7","An ancient Phyrexian or Thran artifact, now overgrown by nature"],["8","A crater where a meteorite or a flying vessel crashed to the ground centuries ago"],["9","A newly discovered ruin from an ancient era of advanced magical technology"],["10","An area that has just returned after being phased out of the flow of time"]],"name":"Tolarian Sites","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A member of the Society of Mishra seeks to be transformed into a biomechanical demon of fused metal and flesh."],["2","A Gathist involved in illegal genetic experimentation seeks to create a race of supersoldiers to forge a nation through conquest."],["3","A collector steals magical items and treats them like valuable works of art."],["4","A professor of temporal studies seeks to hasten the process of rebirth and renewal—by shifting the entire world backward in time to its \"glory days.\""],["5","An archaeologist has discovered an ancient magical weapon that caused untold devastation, and is trying to find a use for it."],["6","A professor has imprisoned students in a tower and compelled them to participate in genetic, biomechanical, psychological, or other research."],["7","An artificer built a golem that has achieved its own evil consciousness, and which seeks to better understand living creatures through vivisection."],["8","A misguided master wizard is trying to trace a single \"true Tolarian ancestry,\" so as to prevent those who don't belong to that human bloodline from entering the Academies and studying magic."]],"name":"Tolarian Villains","page":12,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Vodalian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve an artifact from ancient Vodalia that is kept in a Tolarian museum."],["2","Sabotage a Cabal port on Walassa, where ships set sail for Aerona carrying Cabal cultists."],["3","Protect a peripatetic member of the Society of the Conch on a journey to learn about your native culture."],["4","Defend a surface port loyal to Vodalia from a land-based attack."],["5","Find a pirate captain who slaughtered a group of merfolk, but who has not been seen in the Voda Sea since."],["6","Retrieve an item of historical significance from a Keldon fortress."]],"name":"Vodalian Quests","page":13,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A shipwreck on the ocean floor"],["2","A surface-built city that sank in a magical catastrophe"],["3","A temple to Svyelune"],["4","A city built on the back of an enormous leviathan"],["5","A palace in a coral reef"],["6","A ship crossing the Voda Sea"],["7","A well-preserved Thran or Phyrexian artifact deep underwater"],["8","A deep ocean trench"],["9","A sea cave on an island shore"],["10","A beach where merfolk trade with surface-dwellers"]],"name":"Vodalian Sites","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A hotheaded young military officer, part of the Akula Current, plans to escalate conflict with a surface port in hopes of eventually annexing the port."],["2","A notable aristocrat decides that no ships may cross their territory—and sinks a merchant vessel to emphasize the point."],["3","A mage manipulates coastal waters, causing saltwater to back up rivers, beachfront land to flood, and docks to be swept away by the waves."],["4","A group of merfolk turn to piracy, angering both surface-dwellers and other merfolk."],["5","A trickster lures sailors into shipwrecks, then either takes them captive or watches them drown."],["6","A spellcaster calls up horrific monsters from the ocean depths to attack a coastal town."],["7","A general's crusade against homarids is driving those creatures into human-occupied coastal lands."],["8","A wizard seeks the Golgothian Sylex—the artifact that destroyed the island of Argoth and launched the ice age—in hopes of destroying all land on Dominaria."]],"name":"Vodalian Villains","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Cabal Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A small shrine to Belzenlok located near a major city"],["2","A basement room in a busy town where Cabal cultists meet"],["3","A ruined library that cultists are excavating, hoping to find magic items to decorate Belzenlok's throne"],["4","A half-collapsed temple in a dark swamp"],["5","An ancient war machine whose power the Cabal is trying to harness"],["6","A small outpost of Grimnant knights"],["7","A deep sinkhole with whispering echoes emerging from the darkness"],["8","A secret fortress in the mountains"],["9","An abandoned mine shaft"],["10","The house of an aristocrat who has joined the Cabal"]],"name":"Cabal Sites","page":16,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Cabal Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Grimnant commander leads raids along a nation's borders to sow chaos and confusion."],["2","A Cabal assassin starts killing the firstborn children of prominent families."],["3","A dementist unleashes formless horrors of nightmare upon a defenseless town."],["4","A cult leader sends a miasma out from a hidden temple to pollute and corrupt the surrounding forest."],["5","A Cabal cultist has infiltrated a ruling council or prominent church body and begins destroying it from within."],["6","A dementist is controlling the mind of a monster, sending it to rampage through an area of farms and villages."],["7","A Cabal infiltrator sows discord among various factions within a larger organization (different Serran orders, different Benalish houses, and so forth)."],["8","Cabal infiltrators detonate nightmare devices designed to cause as much terror as possible, striking in highly populated areas at unpredictable times."]],"name":"Cabal Villains","page":17,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Suggested Ideals","colLabels":["d6","ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Self-Reliance.} I don't wear or use anything I haven't made myself. You can't count on anyone else in this world."],["2","{@b Future.} I believe a true Twilight still awaits the Keldon faithful, when our fallen heroes will rise up to fight alongside us as we conquer the world."],["3","{@b Pragmatism.} No ancestors are coming to save us—we are our only hope."],["4","{@b Coin.} I will happily fight for those too weak to defend themselves, if they pay me enough."],["5","{@b Freedom.} The so-called \"new Keld\" is too safe, too controlled. The fire in Keldon blood demands warfare and pillage."],["6","{@b Keld.} I am Keldon, and that is all that matters. I seek the glory and prosperity of my people above all else."]],"name":"Bard or Cleric; Suggested Ideals","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I fight to prove myself worthy of my glorious ancestors."],["2","Even away from Keld, my loyalty is to my warlord and the rest of my warhost."],["3","I'm inexplicably drawn to the sacred peak called the Mountain."],["4","My favorite weapon is one I forged from the broken weapons of my enemies."],["5","I want to be a warlord someday, and I won't stop there."],["6","I had a dear mentor from another nation who taught me my skills."]],"name":"Bard or Cleric; Suggested Bonds","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Persuade a Benalish house to abandon a colony newly established on Keld's soil."],["2","Carry an urgent message from one warlord to another across a dangerous area."],["3","Convince a wayward warlord to obey an overseer's orders before the situation escalates into full-on rebellion."],["4","Undermine the loyalty of a rebellious warlord's warhost, thus depriving the warlord of power."],["5","Kill a monster lurking in the mountains."],["6","Fend off attacks by frost giants from the north."]],"name":"Keld Quests","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","At the foot of the Keldons' sacred Mountain"],["2","At the entrance to the Keldon Necropolis, where great figures of the past are interred"],["3","Inside a glacier"],["4","A mountain cave"],["5","A tower formed from strange black ice"],["6","A forest clearing where the air is cold enough to freeze your breath in your mouth"],["7","A smith's forge"],["8","A plateau where carved megaliths are erected"],["9","A camp with dozens of round tents"],["10","At the peak of the Keldons' sacred Mountain"]],"name":"Keld Sites","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A warlord leads an attack on a different warhost."],["2","A doyen advises several different warlords to provoke conflicts with Benalia, believing that a full-scale war will trigger the true Twilight."],["3","A shaman has secretly made an alliance with the frost giants of the northern wastes to help overthrow the grand warlord."],["4","A shaman dabbles in the hated arts of necromancy, hoping to reproduce the false Twilight caused by the Phrexians."],["5","A frost giant shaman brings a nightmarish winter down over Keld, and it begins spreading farther south."],["6","A warlord leads a host in longboats to the Benalish isle of Avenant."],["7","A warlord directly challenges the authority of the grand warlord, hoping to take her place."],["8","A warlord kills the grand warlord and starts transforming Keld back into the land of bloodthirsty raiders it once was."]],"name":"Keld Villains","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Ideals","colLabels":["d8","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Riashil Pacifism.} To live at peace with nature, we must first learn to live at peace with each other."],["2","{@b Staprion Defiance.} Those who cross lines must be put in their place."],["3","{@b Loridalh Interdependence.} I am my own master, but I am strongest when I work as part of the web of all life."],["4","{@b Kelfae Flexibility.} The search for stability—whether in a swaying treetop or in the turmoil of life—is fruitless."],["5","{@b Jubilar Remembrance.} The sacrifice of those who were exterminated in the Phyrexian Invasion must be remembered, and their stories retold."],["6","{@b Basiphem Pride.} Because we are strong, it is our responsibility to aid the rest of the forest where we can."],["7","{@b Hedressel Holiness.} We must maintain our distance—culturally and physically—from other peoples to maintain our connections to the wood."],["8","{@b Ruadach Openness.} We must open ourselves to new cultures, new peoples, and new ideas, or we will rot like a fallen log."]],"name":"Fighter or Ranger; Suggested Ideals","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Suggested Bonds","colLabels":["d8","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I could always count on my mother to give me a good bonk on the head if I did something foolish. (Riashil)"],["2","I will have my revenge against the Cabal for the harm they have done to my kin. (Staprion)"],["3","One of the twelve tallest emergent trees in Llanowar is the dearest place to me in all the world. (Loridalh)"],["4","I was bonded to a kavu at birth. (Kelfae)"],["5","I survived the Phyrexian Invasion over three hundred years ago, and I will never forget the faces of those who died. (Jubilar)"],["6","My family carries the shame of failing to protect Llanowar from the Phyrexian Invasion, and I will stop at nothing to undo that shame. (Basiphem)"],["7","I spent a year in Hedressel, and I would give my life to defend that holy place. (Hedressel)"],["8","I left my family rather than endure the grief of losing them. (Ruadach)"]],"name":"Fighter or Ranger; Suggested Bonds","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Find the source of orc raids in the Ironcrown Mountains."],["2","Retrieve something caught in the web of an enormous spider."],["3","Carry a message to a Benalish city—about diplomacy, trade, matters of the heart, or anything else."],["4","Track down an interloper who managed to escape punishment for crimes against the forest (perhaps even trespassing in Hedressel)."],["5","Dispose of a newly uncovered piece of Phyrexian wreckage."],["6","Plant a seed from Llanowar in the Whispering Woods or another distant forest."]],"name":"Llanowar Quests","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Inside a giant tree that has strangely begun to rot from the inside"],["2","At the top of an emergent tree, where magical flowers grow"],["3","Nestled among the roots of one of the oldest and largest trees in the forest"],["4","A temple hollowed out from a huge branch of a still-living tree"],["5","A statue of the elf hero Eladamri, situated in the middle of a placid forest clearing"],["6","A network of rope bridges connecting canopy trees"],["7","A sinister-looking tower made from a dead tree"],["8","An enormous patch of mushrooms that gets larger every day"],["9","An overgrown Phyrexian war machine"],["10","An anthill, termite nest, or wasp nest that's larger than a grand temple"]],"name":"Llanowar Sites","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous druid wants to drive the humans and half-elves out of Ruadach."],["2","A pragmatist thinks the old druidic traditions are holding the elves back from greatness, and seeks to destroy Hedressel or Molimo (or both)."],["3","A knight of the Steel Leaf tries to stir up war with Benalia, in order to have an excuse to slaughter the humans."],["4","A druid uses ancient necromancy to poison a stream supplying water to a Benalish town."],["5","A Staprion warrior believes the pacifist Riashil are traitors to the elves, and tries to goad them into fighting."],["6","An elf has bred a giant kavu intended to topple trees and destroy elfhames."],["7","A necromancer wants to use the spirits of the elven dead that are said to guard Hedressel to destroy the elves entirely."],["8","A leader of the Order of the Steel Leaf is in league with the Cabal, and tries to undermine the Staprion offensive against that order."]],"name":"Llanowar Villains","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"colLabels":["d10","Guild"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Azorius Senate"],["2","Boros Legion"],["3","House Dimir"],["4","Golgari Swarm"],["5","Gruul Clans"],["6","Izzet League"],["7","Orzhov Syndicate"],["8","Cult of Rakdos"],["9","Selesnya Conclave"],["10","Simic Combine"]],"name":"Random Guilds","page":6,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"colLabels":["Month","Name"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Seleszeni (March)"],["2","Dhazo (April)"],["3","Prahz (May)"],["4","Mokosh (June)"],["5","Paujal (July)"],["6","Cizarm (August)"],["7","Tevnember (September)"],["8","Golgar (October)"],["9","Quaegar (November)"],["10","Xivaskir (December)"],["11","Griev (January)"],["12","Zuun (February)"]],"name":"Ravnica's Calendar","page":7,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Ravnica Currency","colStyles":["col-3 text-center","col-3","col-3","col-3"],"colLabels":["Value","Azorius","Boros","Orzhov"],"rows":[["1 cp","copper zib","—","copper alms-coin"],["25 cp","silver 25-zib coin","—","—"],["1 ep","electrum 50-zib coin","—","—"],["1 gp","gold zino","gold zino","—"],["5 gp","—","gold 5-zino coin","—"],["1 pp","—","—","platinum 10-zino coin"],["10 pp","—","—","platinum 100-zino coin"]],"name":"Currency: Zibs and Zinos; Ravnica Currency","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Cosmopolitan Conveniences","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["Cup of coffee","10 cp"],["Newspaper","15 cp"],["Pendulum clock","100–250 gp"],["Spectacles","25 gp"],["Spyglass","50–100 gp"]],"name":"Comforts of Civilization; Cosmopolitan Conveniences","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons, devils","Infernal"],["Celestial","Angels","Celestial"],["Common","Humans","Common"],["Draconic","Dragons","Draconic"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Minotaur"],["Goblin","Goblins","Common"],["Kraul","Kraul","Kraul"],["Loxodon","Loxodons","Elvish"],["Merfolk","Merfolk","Merfolk"],["Minotaur","Minotaurs","Minotaur"],["Sphinx","Sphinxes","—"],["Sylvan","Centaurs, dryads","Elvish"],["Vedalken","Vedalken","Vedalken"]],"name":"Standard Languages","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Party Makeup","colLabels":["d8","Party Makeup"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b One-Guild Party}. Choose a guild and refer to its description in {@book chapter 2|GGR|2} for suggestions on building the party around it."],["2","{@b Classic Party}. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion archetype), Dimir or Golgari rogue (Thief archetype), Boros or Izzet wizard (School of Evocation)"],["3","{@b Law and Order Party}. Boros cleric, Azorius fighter, Azorius wizard, Boros ranger"],["4","{@b Mad Science Party}. Simic druid, Izzet fighter, Izzet wizard, Simic monk"],["5","{@b Skulkers Party}. Golgari druid, Golgari fighter or ranger, Dimir rogue or monk, Dimir wizard"],["6","{@b Chaos Party}. Gruul druid, Gruul barbarian, {@creature Rakdos|GGR} warlock, {@creature Rakdos|GGR} rogue"],["7","{@b Nature Party}. Selesnya druid, Gruul barbarian, Simic wizard or Selesnya bard, Golgari rogue"],["8","{@b Benevolent Party}. Selesnya cleric, Boros paladin, Azorius wizard, Selesnya bard"]],"name":"Building a Party; Party Makeup","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Common Cause","colLabels":["d8","Reasons for Cooperating"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Cellmates}. The characters are prisoners in an Azorius prison, a Gruul camp, or a {@creature Rakdos|GGR} cage."],["2","{@b Greater Threat}. The characters are fighting each other when a rampaging wurm attacks."],["3","{@b Sudden Danger}. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding."],["4","{@b Dream Team}. A strange dream leads each character to the same destination."],["5","{@b Lost Together}. The characters are hopelessly lost in an unfamiliar part of the city."],["6","{@b Detente}. By order of their guilds' leaders, the characters must cooperate to complete a secret mission."],["7","{@b Common Foe}. A villain is a common enemy to all the characters."],["8","{@b Do or Die}. The characters are all trying to avert the catastrophe of an all-out war among the guilds."]],"name":"Building a Party; Common Cause","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"rows":[["Centaur","6'0\"","+{@dice 1d10}","600 lb.","× ({@dice 2d12}) lb."],["Goblin","3'5\"","+{@dice 2d4}","35 lb.","× 1 lb."],["Simic hybrid","*","*","*","*"],["Loxodon","6'7\"","+{@dice 2d10}","295 lb.","× ({@dice 2d4}) lb."],["Minotaur","5'4\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["Vedalken","5'4\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."]],"footnotes":["* As humanoid base option"],"name":"Random Height and Weight","page":12,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Barbarian","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class barbarian||Path of the Ancestral Guardian|Ancestral Guardian|XGE}*","Gruul"],["{@class barbarian||Path of the Berserker|Berserker}","Gruul, {@creature Rakdos|GGR}"],["{@class barbarian||Path of the Storm Herald|Storm Herald|XGE}*","Gruul"],["{@class barbarian||Path of the Totem Warrior|Totem Warrior}","Gruul"],["{@class barbarian||Path of the Zealot|Zealot|XGE}*","Boros, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Barbarian","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Bard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class bard||College of Glamour|Glamour|XGE}*","Selesnya"],["{@class bard||College of Lore|Lore}","Azorius, Selesnya"],["{@class bard||College of Swords|Swords|XGE}*","{@creature Rakdos|GGR}"],["{@class bard||College of Valor|Valor}","{@creature Rakdos|GGR}"],["{@class bard||College of Whispers|Whispers|XGE}*","Dimir"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Bard","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Cleric","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class cleric||Forge Domain|Forge|XGE}*","Boros"],["{@class cleric||Knowledge Domain|Knowledge}","Azorius"],["{@class cleric||Life Domain|Life}","Boros, Selesnya"],["{@class cleric||Light Domain|Light}","Boros"],["{@class cleric||Nature Domain|Nature}","Selesnya"],["{@class cleric||Order Domain|Order|TCE}**","Azorius, Orzhov"],["{@class cleric||Tempest Domain|Tempest}","Gruul"],["{@class cleric||Trickery Domain|Trickery}","Dimir"],["{@class cleric||War Domain|War}","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Cleric","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Druid","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class druid||Circle of Dreams|Dreams|XGE}*","Selesnya"],["{@class druid||Circle of Spores|Spores|TCE}**","Golgari"],["{@class druid||Circle of the Land|Land}","Golgari (forest, swamp, Underdark), Selesnya (forest, grassland), Simic (coast, forest)"],["{@class druid||Circle of the Moon|Moon}","Gruul"],["{@class druid||Circle of the Shepherd|Shepherd|XGE}*","Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Druid","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fighter","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class fighter||Arcane Archer|Arcane Archer|XGE}*","Selesnya"],["{@class fighter||Battle Master|Battle MAster}","Azorius, Boros, Orzhov, Selesnya"],["{@class fighter||Cavalier|Cavalier|XGE}*","Azorius, Boros"],["{@class fighter||Champion|Champion}","Azorius, Boros, Golgari, Gruul, Orzhov, {@creature Rakdos|GGR}, Selesnya, Simic"],["{@class fighter||Eldritch Knight|Eldritch Knight}","Azorius, Boros, Izzet, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Fighter","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Monk","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class monk||Way of Shadow|Shadow}","Dimir"],["{@class monk||Way of the Four Elements|Four Elements}","Simic (focus on water- and air-related disciplines)"],["{@class monk||Way of the Open Hand|Open Hand}","Selesnya, Simic"],["{@class monk||Way of the Sun Soul|Sun Soul|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Monk","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Paladin","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Paladin||Oath of Conquest|Conquest|XGE}*","Orzhov"],["{@class Paladin||Oath of Devotion|Devotion}","Boros"],["{@class Paladin||Oath of Redemption|Redemption|XGE}*","Selesnya"],["{@class Paladin||Oath of the Ancients|Ancients}","Selesnya"],["{@class Paladin||Oath of Vengeance|Vengeance}","Azorius"]],"name":"Paladin","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ranger","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class ranger||Beast Master|Beast Master}","Golgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves)"],["{@class ranger||Gloom Stalker|Gloom Stalker|XGE}*","Golgari"],["{@class ranger||Hunter|Hunter}","Boros, Gruul, Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Ranger","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Rogue","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Rogue||Arcane Trickster|Arcane Trickster}","Dimir"],["{@class Rogue||Assassin|Assassin}","Dimir, Golgari, Orzhov"],["{@class Rogue||Inquisitive|Inquisitive|XGE}*","Azorius, Dimir"],["{@class Rogue||Mastermind|Mastermind|XGE}*","Dimir"],["{@class Rogue||Scout|Scout|XGE}*","Gruul"],["{@class Rogue||Swashbuckler|Swashbuckler|XGE}*","{@creature Rakdos|GGR}"],["{@class Rogue||Thief|Thief}","Dimir, Golgari, Orzhov, {@creature Rakdos|GGR}"]],"name":"Rogue","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Sorcerer","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Sorcerer||Divine Soul|Divine Soul|XGE}*","Boros"],["{@class Sorcerer||Draconic Bloodline|Draconic}","Izzet"],["{@class Sorcerer||Shadow Magic|Shadow|XGE}*","Dimir"],["{@class Sorcerer||Storm Sorcery|Storm|XGE}*","Izzet"],["{@class Sorcerer||Wild Magic|Wild}","Izzet"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Sorcerer","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Warlock","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Warlock||The Archfey|Archfey}","Selesnya"],["{@class Warlock||The Celestial|Celestial|XGE}*","Boros"],["{@class Warlock||The Fiend|Fiend}","{@creature Rakdos|GGR}"],["{@class Warlock||The Great Old One|Great Old One}","Any"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Warlock","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wizard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Wizard||School of Abjuration|Abjuration}","Azorius, Orzhov"],["{@class Wizard||School of Conjuration|Conjuration}","Izzet, Simic"],["{@class Wizard||School of Divination|Divination}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Enchantment|Enchantment}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Evocation|Evocation}","Boros, Izzet"],["{@class Wizard||School of Illusion|Illusion}","Dimir"],["{@class Wizard||School of Necromancy|Necromancy}","Golgari, Orzhov"],["{@class Wizard||School of Transmutation|Transmutation}","Izzet, Simic"],["{@class Wizard||War Magic|War|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Wizard","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["d6","Reason for Independence"],"colStyles":["text-center col-2","col-10"],"rows":[["1","I've been around long enough that my guild lets me do what I want."],["2","I've been chosen for special assignments because I'm just that good."],["3","I've been singled out for special assignments because somebody up the ranks hates me."],["4","I'm moonlighting, and I'd get in trouble if my superiors knew what I was up to."],["5","I've been put at the disposal of another guild because my superiors want to help them."],["6","I've been put at the disposal of another guild because my superiors hope I'll fail."]],"name":"Membership and Independence","page":31,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gruul Clan Options","colLabels":["d8","Clan"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Burning Tree clan"],["2","Ghor clan"],["3","Scab clan"],["4","Slizt clan"],["5","Gravel Hide clan"],["6","Zhur-Taa clan"],["7","Minor or new clan"],["8","Trog"]],"name":"Joining the Gruul Clans; Gruul Clan Options","page":59,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"People on the Street—Precinct One","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Banker, heading to a favorite restaurant"],["2","Diplomat, heading to the Chamber of the Guildpact"],["3","Gardener, pruning vegetation"],["4","Ghost, looking for directions to Orzhova"],["5","Government official, late for an appointment"],["6","Jeweler, heading to a grooming salon"],["7","Mob boss, leaving a nightclub"],["8","Noble, taking in the sights"],["9","Opera singer, enjoying a meal outside"],["10","Painter, working on a street scene"],["11","Tourist, gawking at everything"],["12","Translator, feeding some birds"]],"name":"People on the Street—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct One","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Oh, dear! Did you hear all that commotion yesterday evening near the opera house? It appears that a couple of dignitaries went missing during the performance.\""],["2","\"I hear that Nolson has purses and handbags in his inventory that bear some sort of magic. They'll get snapped up quickly, I'll wager.\""],["3","\"A most dreadful moaning was coming from the plaza today. My friend said she saw a wailing spirit floating over the park. I wish they'd stay in the bank.\""],["4","\"Such a commotion at the Wayfinder Club last night. I heard the fight, but a friend told me there were blades drawn, and the perpetrator escaped!\""],["5","\"Can you believe the gall of some people? I saw a couple of dirty ruffians in my neighborhood last night, and they were defacing the walls of the courthouse!\""],["6","\"I still can't believe that crazy old Orzhov syndic just handing out zinos near the plaza, muttering 'The end is near.' She'll invite nothing but undesirables sniffing for free coin.\""]],"name":"Rumors—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Two","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Arrester, off duty and out buying produce"],["2","Arrester, on duty and watching for trouble"],["3","Baker, returning from a long work shift"],["4","Carpenter, searching for a good pack animal"],["5","Chandler, fuming after a recent argument"],["6","Government official, enjoying a day off"],["7","Locksmith, on the way to unlock a door"],["8","Mob enforcer, trailing a debtor"],["9","Retired soldier, heading to a chess game"],["10","Shopkeeper, taking a child out for a treat"],["11","Teenager, heading to a friend's house"],["12","Tourist, heading to the Millennial Platform"]],"name":"People on the Street—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Two","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Can you believe the deals that Janus has this week in his shop? I wonder if he's in trouble, trying to move his merchandise so quickly.\""],["2","\"I got a tip on some high-quality blades at Minera's. She's looking to find good homes for them, and she says some are enchanted.\""],["3","\"Two Boros minotaurs garrisoned at Sunhome were meeting with old friends at Newson's Tavern last night. They spent most of the night telling stories about a madness taking hold of their ranks.\""],["4","\"An airship docked in the middle of the night at Augustin Station without any people on board. No one knows how it got there without a crew.\""],["5","\"This is the third person gone missing in Griffin Heights this week. I hear they were all gamblers and deep in it. Must've owed way too much.\""],["6","\"Did you hear about that lawmage who went crazy? They had to send two squads of arresters to bring him down. He kept telling them 'A homunculus made me do it.' I don't want to know what 'it' is.\""]],"name":"Rumors—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Three","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Beast trainer, walking an animal on a leash"],["2","Awakened shrub, completing an errand"],["3","Centaur, out to get the family some food"],["4","Evangelist, trying to win Selesnya converts"],["5","Farmer, using a healing balm after a hard day"],["6","Guide, taking a wolf out for a stroll"],["7","Healer, on the way to tend to someone sick"],["8","Ledev guardian, on patrol"],["9","Pilgrim, looking for directions to Vitu-Ghazi"],["10","Storyteller, practicing oration out on the street"],["11","Teamster, carrying a broken wagon wheel"],["12","Woodcarver, whistling a familiar song"]],"name":"People on the Street—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Three","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something keeps spooking the pack animals. I wonder what it could be?\""],["2","\"I hear there's an old granary in the rubblebelt that's filled with bandit plunder. Probably worth a peek!\""],["3","\"The giant spiders above Velen's Rest have become aggressive as of late. I heard someone got poisoned by one yesterday.\""],["4","\"Can you believe they're going to close Vitu-Ghazi to visitors tomorrow? I wonder what's going on.\""],["5","\"Those rumblings that shook the ground last night were definitely wurms tunneling. I'm sure the Selesnya aren't pleased.\""],["6","\"We should go find that loxodon priest and see if she's still having visions. I'll bet we can get her to tell us our future!\""]],"name":"Rumors—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Four","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Bounty hunter, asking about a mark"],["2","Displaced merchant, looking for a new home"],["3","Goblin messenger, anxious and impatient"],["4","Healer, covered in blood"],["5","Leatherworker, carrying some flowers"],["6","Merchant, whistling a tune"],["7","Scientist, lost in thought"],["8","Street urchin, busking for money"],["9","Soldier, on duty and eating a quick bite"],["10","Soldier, off duty and fixing his armor"],["11","Thrill seeker, hoping to see some Gruul raiders"],["12","Transient, looking for a good place to sleep"]],"name":"People on the Street—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Four","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Sergeant Uwen got hold of something even the war wurms of the Gruul fear. Don't know what it is, but he sent one of them running just by standing there.\""],["2","\"If you're looking for the best deals on explosives, you should talk to one of the Shattergang Brothers. They'll set you up right, no questions asked.\""],["3","\"I swear I saw {@creature Niv-Mizzet|GGR}'s head floating above Nivix last night. I wonder what it means.\""],["4","\"Beria over on Tin Street just put out some new curiosities. Says they came from an expedition in the undercity. Could be magical.\""],["5","\"My whole street's been smelling like sulfur for the past two days now. People are starting to get sick, and the soldiers don't take it seriously.\""],["6","\"I saw an angel and a demon having what looked like a polite conversation. I couldn't believe my eyes!\""]],"name":"Rumors—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Five","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Alchemist, reviewing an ingredient list"],["2","Barkeep, picking up some dropped coins"],["3","Cartographer, laden with map cases"],["4","Engineer, reading a schematic"],["5","Homunculus, on an errand"],["6","Librarian, going home for tea"],["7","Poet, shopping for fresh produce"],["8","Professor, assessing a student"],["9","Scribe, hands stained with ink"],["10","Student, lost in a book"],["11","Tinker, out of breath from running"],["12","Vampire mind drinker, heading to the library"]],"name":"People on the Street—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Five","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"The latest is that the translocation device is only operating within fifty percent of tolerances. I'm certain that funding will be pulled any day now.\""],["2","\"I don't know how Zameck does it, but they've certainly built a better soldier. And I hear some of the formulas have made it outside their halls.\""],["3","\"That ghost haunting the history section of the Ismeri Library is back. I've heard this time it can speak, and it's looking for someone.\""],["4","\"Creatures of some sort of elemental composition were emerging from the Blistercoils this morning. Those things could be anywhere in the city by now.\""],["5","\"I can't believe Professor Zagany let her see his research. She's going to take his findings to an information broker, I'm sure. He'll never work again.\""],["6","\"Sila has a new stock of exotic components. She says they can enhance spells in a way other components cannot.\""]],"name":"Rumors—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Six","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Actor, out getting a meal"],["2","Carpenter, heading to the next job"],["3","Devkarin elf (dark elf), on an errand"],["4","Goblin cutpurse, looking for an easy mark"],["5","Laborer, ready to head to the tavern"],["6","Merchant, looking for a {@creature Rakdos|GGR} club"],["7","Metalsmith, grimy from a long day's work"],["8","Performer, with a child apprentice"],["9","Shipwright, out buying some supplies"],["10","Soldier, off duty and enjoying a walk"],["11","Soldier, on duty and in a hurry"],["12","Teamster, spoiling for a fight"]],"name":"People on the Street—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Six","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something very large was lurking in the chasm last night, and it knocked a carriage off a bridge. The passengers jumped out just in time!\""],["2","\"I heard that Krenko's gang has been trying to get their hands on mizzium, and are willing to pay a good price for it too.\""],["3","\"The wight of Precinct Six has struck again! This morning, an arrester and a cutpurse were found dead in an alley, drained of their life. A bystander saw it happen.\""],["4","\"Did you hear those shrieking sounds out near Benzer's Bridge last night? Whatever it was, it didn't sound like anything I've ever heard before. Chilling.\""],["5","\"I hear Rhionna is closing up her forge. She says she's getting sick of replacing stolen tools every week. The staff claims they're innocent.\""],["6","\"One of the warehouses out in Medori Park had an intense red glow shining through its windows yesterday. Smelled of sulfur. No one wants to go near it.\""]],"name":"Rumors—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Guild Location Goals","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Prevent a magical catastrophe inside the location."],["2","Find the source of strange occurrences in or near the location."],["3","Escape the location (and help others escape) when a disaster occurs inside."],["4","Quell a riot inside or around the location."],["5","Kill or drive out a monster that has turned the location into its lair."],["6","Defend the location against an external attacker."],["7","Seize control of the location."],["8","Infiltrate the location and report on what's happening inside."]],"name":"Guild Locations; Guild Location Goals","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Location Connections","colLabels":["d6","Adventure Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Transport a person, an object, or information collected at the first location safely to the second."],["2","Plant something taken from the first location inside the second to incriminate someone in the second location."],["3","Do the same thing at the second location as was done at the first."],["4","Uncover the source of interference encountered at the first location, which lies in the second."],["5","Follow a fleeing foe or trail a suspicious figure from the first location to the second."],["6","Follow up on information gained at the first location by investigating the second."]],"name":"Linked Locations; Location Connections","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Villains","colLabels":["d6","Villainous Activity"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A villain is attempting to disgrace or discredit a powerful person."],["2","A villain is striving for power within their guild."],["3","A villain has claimed power in their guild and needs to be supplanted."],["4","The villain is sending agents to infiltrate one or more guilds."],["5","The villain's agents are luring members away from another guild."],["6","The villain's agents are sabotaging the operations of another guild."]],"name":"Guild Villains","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Character Objectives","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find an item that is important to the guild."],["2","Get information from a guild member."],["3","Protect or rescue a guild member in the midst of a catastrophe."],["4","Free a guild member from captivity."],["5","Find a missing guild member."],["6","Kill or capture an enemy of the guild."],["7","Help a guild member who's in trouble with the law."],["8","Recruit someone to join the guild."]],"name":"Guild Character Objectives","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dungeon Delve Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–3","House Dimir"],["4–8","Golgari Swarm"],["9–10","Cult of Rakdos"],["11–12","Simic Combine"]],"name":"Dungeon Delve Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Wilderness Guilds","colLabels":["d6","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","Gruul Clans"],["5–6","Selesnya Conclave"]],"name":"Wilderness Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Intrigue Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Azorius Senate"],["3–6","House Dimir"],["7–8","Golgari Swarm"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Plots and Intrigue; Intrigue Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mystery Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","House Dimir"],["5–7","Golgari Swarm"],["8","Izzet League"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Mystery Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Disaster Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Golgari Swarm"],["3–5","Gruul Clans"],["6–8","Izzet League"],["9–10","Selesnya Conclave"],["11–12","Simic Combine"]],"name":"Disaster Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Protection Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Boros Legion"],["3–6","Gruul Clans"],["7–8","Orzhov Syndicate"],["9–12","Cult of Rakdos"]],"name":"Protection Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cross Purposes","colLabels":["d10","The Villain's Activities..."],"colStyles":["text-center col-2","col-10"],"rows":[["1","... directly target one or more characters. The adventure begins when characters are attacked by the villain's agents."],["2","... threaten a character's contact or bond."],["3","... challenge a character's ideal or exploit a flaw. The character might hear rumors of this activity, spurring them into action."],["4","... open an opportunity for a character to pursue a personal goal."],["5","... compete with a character's guild. A guild authority might order the character to rectify the situation."],["6","... threaten guild members or property."],["7","... conflict with guild goals."],["8","... open an opportunity for a guild to pursue its own agenda."],["9","... catch the characters between fighting forces."],["10","... cause an accident or catastrophe that traps the characters."]],"name":"Involving the Characters; Cross Purposes","page":126,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Secondary Guild Role","colLabels":["d8","Secondary Guild Role"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rival pursues the same goal as the adventurers, but is doing it \"wrong.\""],["2","One or more members of another guild are caught between the villain and the adventurers."],["3","A group of NPC adventurers from another guild confront the same villain for different reasons."],["4","Someone is manipulating the villain for their own purposes."],["5","A known rival or enemy meddles in the adventure, hoping the adventurers will fail."],["6","A known rival or enemy can provide essential help in stopping the villain."],["7","A second villain's plot is unfolding at the same time but is otherwise unrelated."],["8","A second villain is in competition with the first one."]],"name":"Complications; Secondary Guild Role","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Intrigue","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Guilds are vying for influence over a prominent individual (who might be a player character)."],["2","Guilds are competing for control of a key site or swath of territory."],["3","Guilds are locked in a deadly feud but might be open to a peace negotiation."],["4","Villains from two or more guilds are forming a dangerous alliance."],["5","A villain is trying to disrupt an alliance between two or more guilds."],["6","Splinter factions from two guilds are trying to form a new guild."]],"name":"Guild Intrigue","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arrester Station Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Break out of the holding cells."],["2","Break someone else out of the holding cells."],["3","Stop someone before they can give information to the arresters or testify before a judge."],["4","Protect a prisoner from assassins."],["5","Get information from or to someone in the holding cells."],["6","Apprehend a former prisoner who used magic to take over the station and drive the guards away."],["7","Retrieve something held as evidence."],["8","Find proof that the captain of this station is corrupt."],["9","Discover who helped a prisoner escape and how."],["10","Uncover a plot to discredit, blackmail, or kill the station commander."],["11","Steal the arresters' files about a criminal or a case."],["12","Intercept a message being sent to or from the station."]],"name":"Arrester Station Adventures","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An ambitious authority figure seeks to achieve a higher rank by framing or defaming a rival."],["2","A venal judge's rulings are swayed by bribes and favors."],["3","A vengeful imperator persecutes a certain group of people, seeking revenge for a past wrong done by one of the group's members."],["4","An overzealous imperator is prepared to arrest a neighborhood full of people to find a stolen item."],["5","A sadistic warden tortures prisoners, ostensibly for the sake of law and order."],["6","A corrupt senator seeks to pass laws that favor a certain class of people."],["7","A {@creature precognitive mage|GGR} invents visions designed to frame enemies."],["8","A cowardly bureaucrat destroys evidence to hide someone else's involvement in a crime."]],"name":"Azorius Villains","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Assignments","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find and arrest a wanted fugitive."],["2","Arrest someone identified as a potential criminal by precognitive mages."],["3","Clear the name of an innocent person."],["4","Solve a murder by questioning suspects."],["5","Retrieve a stolen item."],["6","Quell a riot."]],"name":"Azorius Character Goals; Azorius Assignments","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature precognitive mage|GGR} has identified the characters as future criminals, and now there's a warrant out for their arrest."],["2","A {@creature precognitive mage|GGR} has foreseen the characters' future struggles and tries to protect them, thereby interfering in their next adventure."],["3","{@creature Felidar|GGR|Felidars} have bonded with the wrong person and now track an innocent citizen."],["4","Hussars—Azorius {@creature Soldier|GGR|soldiers} mounted on {@creature Griffon||griffons}—declare martial law in a neighborhood and enforce their harsh authority on the citizenry."],["5","An {@creature archon of the Triumvirate|GGR} interprets innocent actions as illegal ones because its connection to the law has been corrupted."],["6","A missing {@creature homunculus} is the sole witness to the murder of a judge."]],"name":"Other Adventure Hooks; Azorius Adventure Hooks","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Legion Garrison Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lay siege to the garrison."],["2","Break a siege at the garrison."],["3","Sabotage the building's defenses so someone else can break into the garrison."],["4","Find a hidden explosive charge in the garrison before it detonates."],["5","Steal a magic weapon held inside the garrison."],["6","Discover evidence that incriminates an officer in the garrison."],["7","Identify a spy among the garrison's soldiers before the spy can escape."],["8","Help a spy get safely out of the garrison without being discovered."],["9","Capture a garrison officer for interrogation."],["10","Shore up the garrison's defenses before an assault."],["11","Clear out the monsters infesting a garrison that was abandoned years ago."],["12","Steal plans for future Boros military action."]],"name":"Legion Garrison Adventures","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Seeking to avenge a partner's murder, a Wojek League officer turns to vigilantism."],["2","A Boros commander starts preemptively closing Izzet foundries, Simic research chambers, and other locations considered prone to disaster."],["3","Angered at the death of a loved one in a certain neighborhood, a Wojek agent is inciting its residents to revolt, knowing that the Boros will respond with force."],["4","Believing that they are harboring terrorists, a Boros brigadier is slaughtering helpless people in transient communities in the undercity."],["5","A squad of corrupt Boros {@creature Soldier|GGR|soldiers} is extorting money from local merchants."],["6","A Boros commander under the thumb of another guild is turning a blind eye to the violence perpetrated by that guild."],["7","An overzealous angel has risen up against innocent people, including the soldiers in her own garrison, believing that they harbor evil in their hearts."],["8","A crazed angel demands to be worshiped as a god."]],"name":"Boros Villains","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Help quell a {@creature Rakdos|GGR} riot or hold back Gruul raiders, or otherwise maintain the peace while protecting innocent bystanders."],["2","Capture or kill a Gruul chieftain who has taken responsibility for a series of brutal raids."],["3","Help evacuate citizens from the area of a natural or magical disaster."],["4","Escort an important person safely from one place to another."],["5","Investigate a Boros commander suspected of cultivating personal loyalty in underlings, rather than loyalty to the legion."],["6","Uncover a spy in the legion."]],"name":"Boros Character Goals; Boros Assignments","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A Boros officer is awaiting trial for unsanctioned and excessive use of force, and the officer's squad is planning a jailbreak."],["2","The Boros are secretly working with the Shattergang Brothers, a group of black market arms dealers, to develop a devastating weapon."],["3","A Boros offensive is displacing and even killing innocent bystanders caught in its path."],["4","Flame-kin soldiers created as part of an abandoned weapons project are suddenly reactivated and run amok. These soldiers use the {@creature azer} stat block in the {@book Monster Manual|MM}."],["5","A Boros parade meant as a show of strength provokes widespread protests, some of which erupt into violence."],["6","A flying Boros fortress is about to crash, threatening to devastate the neighborhood below."]],"name":"Other Adventure Hooks; Boros Adventure Hooks","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Safe House Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a fugitive hiding in the safe house."],["2","Liberate someone being held in the safe house."],["3","Retrieve a stolen item."],["4","Get information from a prisoner in the safe house without revealing that information to the Dimir."],["5","Acquire information from a Dimir agent to unmask a spy embedded in another guild."],["6","Escape from captivity in the safe house."],["7","Plant a magical surveillance device inside the safe house."],["8","Damage or destroy the safe house so the Dimir can't use it anymore."],["9","Prevent the creation of a horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) in the safe house. (You can replace the horror with a different creature from the {@book Monster Manual|MM}.)"],["10","Find and kill a {@creature mind drinker vampire|GGR} or other monster that is picking off the safe house's inhabitants."],["11","Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place."],["12","After stumbling into the safe house accidentally, get out with memories intact."]],"name":"Safe House Adventures","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A spy seeks to plunder another guild's secrets."],["2","A {@creature mind mage|GGR} is hunting down everyone who witnessed a great humiliation to expunge their memories of the event."],["3","A {@creature mind mage|GGR} has implanted false memories of a crime in many minds in order to incriminate someone."],["4","A group of Dimir agents is plundering the minds of people who have knowledge of a vault that holds great wealth or magical power."],["5","After a Dimir spy is unmasked, a {@creature mind mage|GGR} erases the memory of the spy's identity from the minds of those involved."],["6","A shapeshifter has replaced a high-ranking member of another guild in order to provoke conflicts."],["7","A {@creature mind drinker vampire|GGR} is plundering the minds of its victims."],["8","Roll on another guild's villain table, but the villain is a disguised Dimir agent or someone being manipulated by the Dimir."]],"name":"Dimir Villains","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Impersonate an individual to gather information from that individual's contacts and associates."],["2","Make sure that a particular person (not a main antagonist) at an adventure site doesn't survive the encounter with the characters."],["3","Make sure that a particular person (not the main villain) survives the adventure."],["4","Get information from the main villain by magically extracting the villain's dying thoughts."],["5","Plant evidence to steer the other adventurers away from the true villain."],["6","Get information to a Dimir agent who is embedded in the adventure location."]],"name":"Dimir Character Goals; Dimir Assignments","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The characters find a bundle of {@i thought strands}, and Dimir agents are in a rush to find them before they fade away."],["2","A rogue agent hunted by Dimir assassins offers crippling information about House Dimir in exchange for protection."],["3","A Dimir horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) is randomly killing people in the dark alleys of a particular neighborhood."],["4","Word is out that someone claims to have a list of Dimir agents embedded in other guilds, igniting a furious contest to obtain the list."],["5","While prying too deeply into ancient lore, a Dimir agent (now deceased) released a nameless evil into the city."],["6","Roll on another guild's adventure hooks table, but the Dimir are secretly behind the situation."]],"name":"Other Adventure Hooks; Dimir Adventure Hooks","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undercity Mansion Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find the source of a noxious fog rising from the undercity and poisoning a surface neighborhood."],["2","Rescue several citizens being held hostage by Ochran agents."],["3","Find the daytime lair of an elusive monster that hunts on the surface at night."],["4","Rescue a guild member {@condition petrified} by an {@creature undercity medusa|GGR} that uses the mansion as its lair."],["5","Take shelter in the mansion to escape a horrible monster prowling the undercity."],["6","Win a bet by surviving a night inside."],["7","Escape from captivity here."],["8","Find a fugitive hiding here."],["9","Find and claim a treasure hidden in the mansion."],["10","Attend a masked ball held in the mansion in order to get information from another guest."]],"name":"Undercity Mansion Adventures","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Armed with a powerful magic item found among the dead in the undercity, a {@creature Golgari shaman|GGR} enacts a plan of revenge against another guild."],["2","A {@creature kraul death priest|GGR} is seeking a way to revive the ancient gods of Ravnica and destroy the world."],["3","A {@creature Devkarin lich|GGR} is capturing living subjects and infecting them with an insidious, mind-controlling fungus."],["4","A trophy-hunting {@creature undercity medusa|GGR} for the stat block) is on a killing spree, petrifying victims in interesting poses."],["5","A {@creature Golgari shaman|GGR} is spreading a fungal infection that transforms its dead victims into {@creature Zombie||zombies}."],["6","An elf child lures citizens into the sewers, where a monstrous \"pet\" is waiting to kill and eat them."],["7","Pursuing a personal vendetta, an Ochran {@creature assassin} is targeting members of a certain guild and trying to ensure that their bodies are never found."],["8","A {@creature kraul death priest|GGR}, angry at the way the Golgari have treated the kraul in the past, is killing the elves and medusas of the guild, hoping to eventually take Jarad's place as guildmaster."]],"name":"Golgari Villains","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a valuable item believed lost in the undercity."],["2","Retrieve a corpse in the undercity."],["3","Collect a sample of a fungus in the undercity."],["4","Steal something that is important to another guild."],["5","Kill an outspoken enemy of the Golgari."],["6","Position a fungus so that its spores will spread into a populated area and drive the inhabitants out."]],"name":"Golgari Character Goals; Golgari Assignments","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Citizens who die in a particular neighborhood sprout fungal growths and rise as {@creature Zombie||zombies}, then shamble toward the undercity."],["2","{@creature Shrieker||Shriekers} sprout throughout a neighborhood."],["3","{@creature Swarm of Insects||Swarms of insects} under the control of a {@creature Golgari shaman|GGR} terrorize a neighborhood."],["4","Poor people who subsist on Golgari food contract a dangerous, contagious magical infection."],["5","Several kraul have moved into an old tenement and are making their neighbors nervous."],["6","A beloved statue, long assumed to be the image of some forgotten community hero, suddenly returns to life after being {@condition petrified} for a hundred years."]],"name":"Other Adventure Hooks; Golgari Adventure Hooks","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rubblebelt Encampment Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Determine why the Gruul have camped so close to a settled neighborhood."],["2","Free a captive taken in a recent raid."],["3","Win freedom by defeating a Gruul champion in a duel."],["4","Retrieve something looted in a recent raid."],["5","Strike a deal with the Gruul leader to cooperate against a common foe."],["6","Attempt to overthrow the clan chieftain in a combat challenge."],["7","Strike a blow to the Gruul to ensure that they don't launch a raid."],["8","Free a corralled herd of violent beasts so they stampede through the Gruul camp before the Gruul can steer them toward settled areas."],["9","Interrupt a ritual intended to summon or create a huge elemental."],["10","Disrupt a gathering of clans that could lead to an alliance between them."]],"name":"Rubblebelt Encampment Adventures","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature druid of the Old Ways|GGR}, spurred by visions of the end of civilization, plans humanoid sacrifices in the name of Ilharg the Raze-Boar."],["2","A druid is directing herds of beasts to run amok through tenement neighborhoods."],["3","A druid summons huge vines and roots to tear buildings down."],["4","A clan chieftain leads a raid to settle a personal vendetta against another guild."],["5","In a display of strength, a clan chieftain seeks to destroy a significant landmark."],["6","Looking for a totem of spiritual significance, a clanless giant wrecks anything in its path."],["7","Hoping to form a new clan, a clever centaur tries to break violent criminals out of jail."],["8","A druid leads a band that has begun starting fires around the district."]],"name":"Gruul Villains","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Collect a beast cub so it can be trained for battle."],["2","Slay a powerful monster to prove your strength."],["3","Destroy a laboratory, a work of engineering, or a similar edifice of decadent civilization."],["4","Kill someone who has been persecuting the Gruul."],["5","Free a captive warrior who was imprisoned during a recent raid."],["6","Create a disruption so the clan can raid elsewhere."]],"name":"Gruul Character Goals; Gruul Assignments","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Conflict between two feuding clans spills onto the streets of the city, threatening to destroy entire neighborhoods."],["2","Gruul {@creature Anarch|GGR|anarchs} deface or destroy monuments throughout the district."],["3","A Gruul mob riots in the streets in observance of Rauck-Chauv, a holiday celebrated with violence."],["4","A {@creature wurm|GGR} breaks free of its Gruul controller and goes on a rampage."],["5","Swine everywhere run wild, and the Gruul interpret this as a sign of the Raze-Boar's return."],["6","Gruul raiders steal something from an Izzet laboratory that will cause a disaster if it isn't returned."]],"name":"Other Adventure Hooks; Gruul Adventure Hooks","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Experimental Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rescue people trapped in the workshop after a disaster."],["2","Steal plans or a prototype for a new weapon."],["3","Capture an inventor for interrogation."],["4","Stop the spread of toxic gas or molten mizzium from inside the workshop."],["5","Shut down the operation of a dangerous device."],["6","Capture or kill an elemental or an Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) that is running amok in the workshop, and make sure it doesn't escape out into the city."],["7","Get out of the workshop before it is destroyed by a spreading catastrophe."],["8","Destroy the workshop in order to obliterate the research being done there."],["9","Destroy the workshop in order to bring down a different building nearby."],["10","Find a saboteur in the workshop before the traitor's plans can be enacted."],["11","Kill an inventor whose ideas are too dangerous to be put into practice."],["12","Activate an invention being held in storage in the workshop."]],"name":"Experimental Workshop Adventures","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Bizarre Magical Effects","colLabels":["d6","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every spell cast in the area triggers a wild magic surge. (Roll on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the {@i Player's Handbook}.)"],["2","One or more objects in the area have a random trick effect. (Roll on the Tricks table in {@book appendix A|DMG|10|Random Tricks} of the {@book Dungeon Master's Guide|DMG}.)"],["3","The area is affected by a {@spell guards and wards}{@i spell}."],["4","Rooms and chambers in the area are affected by random obstacles. (Roll on the Obstacles table in {@book appendix A|DMG|10|Stocking a Dungeon} of the {@book Dungeon Master's Guide|DMG}.)"],["5","One or more objects in the area have a random trap effect. (Roll on the Traps table in {@book appendix A|DMG|10|Random Traps} of the {@book Dungeon Master's Guide|DMG}.)"],["6","Random sections of the area are affected by an {@spell antimagic field} spell."]],"name":"Experimental Workshop Map; Bizarre Magical Effects","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A disgraced member of the Izmundi tries to embarrass the guild by orchestrating a magical disaster."],["2","A team of inventors is creating a secret arsenal of volatile weapons."],["3","Trying to impress the guildmaster, a mage from the Laboratory of Storms and Electricity creates a device that pushes the weather from one extreme to another."],["4","A researcher siphons power from the Blistercoils to fuel experiments, causing failures in parts of the city's infrastructure."],["5","An obsessive researcher, trying to perfect an alchemical formula, causes a series of ever-worsening laboratory mishaps."],["6","A guild leader orchestrates a series of \"accidental\" laboratory explosions that are actually meant to disrupt the nearby activities of other guilds."],["7","An imprisoned spellcaster stages an explosive prison break using improvised materials."],["8","A suspicious spellcaster who can't trust research secrets to others creates clones that run amok."]],"name":"Izzet Villains","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a hard-to-find metal or energy source."],["2","Copy a rival's research notes."],["3","Destroy a rival's research."],["4","Take measurements of an unusual object or location (such as spatial dimensions or readings of various magical levels)."],["5","Test a new invention."],["6","Repair an important piece of Ravnica's infrastructure, such as a water main or a boiler pipe, that is tucked away in a remote location."]],"name":"Izzet Character Goals; Izzet Assignments","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An Izzet experiment transforms a researcher, who then seeks help in returning to normal form."],["2","An escaped Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) is causing magical malfunctions around the district."],["3","A researcher trying to craft an antigravity alloy for a personal flight apparatus has created a number of {@spell reverse gravity} effects, and is now trapped in midair at the top of one."],["4","After a laboratory explosion, an alchemical fire resistant to conventional firefighting techniques is spreading through several neighborhoods."],["5","A reckless researcher triggered an explosion in a mizzium foundry, causing a wave of molten metal to spill out into the surrounding streets."],["6","A researcher who claims to have traveled back in time warns of an impending disaster."]],"name":"Other Adventure Hooks; Izzet Adventure Hooks","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Grand Basilica Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Steal (or recover) a magic item from the vaults below the basilica."],["2","Put an end to nightly visitations by finding and confronting the haunting spirit in the basilica."],["3","Survive a night trapped inside the basilica."],["4","Deliver a warning to an Orzhov pontiff in the basilica and get out alive."],["5","Rescue a prisoner being held in the basilica's spire or crypts."],["6","Escape from captivity in the basilica's spire or crypts."],["7","Destroy a dangerous weapon stored in a vault beneath the basilica."],["8","Acquire or destroy some incriminating evidence held by an Orzhov blackmailer."],["9","Retrieve a precious item held as collateral by an Orzhov loan shark."],["10","Get information from a spirit who knew something important in life."],["11","Find concrete evidence of the syndicate's illegal activities."],["12","Discover the fate of someone who was last seen entering the basilica a week ago."]],"name":"Grand Basilica Adventures","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A powerful pontiff is using the spirits of dead relatives to intimidate members of other guilds."],["2","An angel defected from the Boros Legion, bringing a magic sword with her that the Boros want back."],["3","An Orzhov knight is trying to collect an overdue debt incurred by one of the adventurers' ancestors."],["4","A pontiff is running an extortion racket, promising local businesses protection from thugs that are also in the Orzhov's employ."],["5","A {@creature blood drinker vampire|GGR} is holding prisoners as a food supply in a bank vault."],["6","An advokist is exploiting legal loopholes to win the freedom of several criminals from Azorius prisons."],["7","A desperate spirit tries to frighten people into paying its debts so it can pass on."],["8","An unusually quick-witted {@creature Orzhov giant|GGR} for the stat block) with grand visions of starting a criminal gang interferes with the flow of protection money."]],"name":"Orzhov Villains","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Convince a debtor to make a payment."],["2","Damage the person or property of someone who refuses to pay protection money."],["3","Distribute alms-coins to the poor."],["4","Transport a chest of coins to an Orzhov bank."],["5","Destroy evidence that implicates the Orzhov in a crime."],["6","Find information that can be used to blackmail a powerful person."]],"name":"Orzhov Character Goals; Orzhov Assignments","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Newly minted Orzhov coins are inscribed with a magical symbol that binds the spirit of anyone who uses them."],["2","{@creature Indentured Spirit|GGR|Indentured spirits} have been deployed to haunt a location the Orzhov want to keep people away from."],["3","Thrulls (a {@creature servitor thrull|ggr} or {@creature winged thrull|ggr}) that have broken free of Orzhov control are causing mischief."],["4","Items appear on the black market that were obviously stolen from an Orzhov vault, but no one admits that the theft has occurred or claims credit."],["5","{@creature Gargoyle||Gargoyles} perched on structures throughout the city are robbing passersby and delivering their stolen goods to an Orzhov basilica."],["6","An eclipse triggers violent behavior from bound Orzhov spirits."]],"name":"Other Adventure Hooks; Orzhov Adventure Hooks","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Notorious Nightclub Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Shut down a performance before the performers start attacking the crowd."],["2","Escape from the club once the violence starts."],["3","Protect a thrill seeker who wants to witness a performance close up."],["4","Rescue someone who has been abducted for use as an extra in a show."],["5","Find evidence that someone important was (or was not) killed in a previous performance here."],["6","Capture a performer who ran away from a prominent family to \"join the circus.\""],["7","Use the distraction of a performance to hold a secret meeting with someone from another guild."],["8","Spy on someone who is using the distraction of a performance to hold a secret meeting."],["9","Acquire a magic item the {@creature Rakdos|GGR} are using as part of a performance."],["10","Investigate rumors that the {@creature Rakdos|GGR} have a wingless angel in their show."],["11","Find an escaped convict who is rumored to be hiding behind {@creature Rakdos|GGR} makeup."],["12","Stop a {@creature Rakdos|GGR} member who is blackmailing an important person with embarrassing information."]],"name":"Notorious Nightclub Adventures","page":150,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A coven of {@creature Blood Witch|GGR|blood witches}, seeking {@creature Rakdos|GGR}'s favor, uses magic to turn members of other guilds against their own allies."],["2","Word spreads that a retiring performer wants to go out with a bang, and their final performance promises to be explosive."],["3","Mocking the absence of the Guildpact, a {@creature Rakdos|GGR} troupe takes over the Chamber of the Guildpact and performs its satire before a captive audience."],["4","A demon captures people and makes a game of thwarting their efforts to escape."],["5","A skilled puppeteer uses skeletal marionettes to recreate historical acts of violence between guilds—which are inexplicably repeated in the real world within the next few days."],["6","A ringmaster has discovered magic that fills the whole audience with blood lust and sends them rampaging through the streets."],["7","A hypnotist is programming audience members to go into a murderous rage when a triggering event occurs."],["8","A crazed {@creature blood witch|GGR} hopes to rouse {@creature Rakdos|GGR} by driving captured sacrificial victims into his lair."]],"name":"Rakdos Villains","page":152,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a flashy magic item to use as a prop in a performance."],["2","Try out a new performance routine in the midst of actual life-or-death combat."],["3","Sow distrust of an important person through satire or slander."],["4","Make sure a specific person is in the front row for a certain performance."],["5","Capture a deadly monster for use in a spectacular show."],["6","Interrupt a solemn ceremony or ritual being performed by another guild."]],"name":"Rakdos Character Goals; Rakdos Assignments","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Wild-eyed people attending a popular new club seem unwilling or unable to go home after several days of nonstop merriment."],["2","One morning, everyone who has seen a {@creature Rakdos|GGR} performance in the past week suddenly transforms into a minor demon."],["3","An apparently spontaneous {@creature Rakdos|GGR}-led riot has spread to take over an entire neighborhood."],["4","People who die in {@creature Rakdos|GGR}-inspired violence stand back up as {@creature Zombie||zombies} and keep fighting."],["5","Ordinary knives and chains in homes across the neighborhood seem to come to life in advance of the start of a {@creature Rakdos|GGR} show."],["6","After several mausoleums are burst open from the inside, people see their undead family members cavorting on a {@creature Rakdos|GGR} stage."]],"name":"Other Adventure Hooks; Rakdos Adventure Hooks","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Vernadi Center Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Ascertain the numbers of the military forces housed in and around the vernadi."],["2","Find the source of pollen that is drifting through the neighborhood and making people placid and compliant."],["3","Find the source of wind-borne seeds that are drifting through the neighborhood and quickly growing into hostile awakened shrubs."],["4","Retrieve an initiate who was supposedly forced to join the guild through mind-affecting magic."],["5","Stop the vernadi, whose tree has awakened and escaped the control of its dryad, from trampling through the neighborhood."],["6","Find a way to tap into the mind, will, and knowledge of Mat'Selesnya through the vernadi's central tree or its dryad."],["7","Introduce a contagion into Mat'Selesnya through the vernadi's tree or its dryad."],["8","Capture an equenaut who has been accused of a crime and who has taken refuge at the vernadi."],["9","Convince or coerce a healer to tend to a sick or wounded person who would normally be an enemy of the conclave."],["10","Find a spy embedded in the vernadi community."],["11","Blend into the community to avoid pursuers."],["12","Retrieve an item that was donated to the community by a new initiate, but without the permission of the item's owner."]],"name":"Vernadi Center Adventures","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fanatical leader disrupts building projects because they aren't in harmony with nature."],["2","A Ledev guardian is leading preemptive raids on other guilds, believing that a full-scale attack on the conclave is imminent."],["3","A voda, feeling imperiled by the ills of society, causes vines to grow and seal the members of her vernadi inside."],["4","A militant leader of a splinter group harasses \"unbelievers\" on the street and threatens to unleash elemental power on them."],["5","A loxodon evangel uses coercive methods to recruit young people into the conclave."],["6","An elf seeking spiritual union with Mat'Selesnya threatens the dryad of their own vernadi."],["7","A crazed prophet claims to be the incarnation of Mat'Selesnya and gathers an army to strike at other guilds."],["8","A {@creature horncaller|GGR} steals animals that were used as pets, mounts, and beasts of burden throughout the neighborhood."]],"name":"Selesnya Villains","page":155,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Work to stop the spread of a strange illness."],["2","Tend to the victims of a catastrophe or an attack."],["3","Mediate a dispute between two other guilds."],["4","Plant a magic seed, watch it grow into a great tree, and defend the tree until reinforcements arrive."],["5","Bring an unruly beast under control and return it to the vernadi it escaped from."],["6","Lead a targeted military strike to warn another guild against overreaching."]],"name":"Selesnya Character Goals; Selesnya Assignments","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A sacred tree has been defiled or cut down, and an angry Selesnya mob is gathering to exact revenge."],["2","The Worldsoul has identified the characters as emblematic of their guilds' overreaching ambition."],["3","A seer of the conclave tries to convince the characters that they are fated to save the world."],["4","Plants throughout a neighborhood develop carnivorous tendencies."],["5","A magic-infused stone of a Selesnya building grows out of control, threatening nearby buildings."],["6","A Selesnya {@creature wurm|GGR} breaks free of its controller and goes on a rampage."]],"name":"Other Adventure Hooks; Selesnya Adventure Hooks","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Growth Chamber Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Escape from the chamber while a {@creature category 3 krasis|GGR} runs amok through it after breaking out of its growth pod."],["2","Break one or more krasis out of their growth pods in order to wreak havoc on the growth chamber."],["3","Stop a sinister experiment in progress."],["4","Spy on a research program intended to create superior soldiers."],["5","Subtly sabotage a research program so that it fails without the interference being obvious."],["6","Steal research notes from an experiment with broad applications."],["7","Free someone who has become the involuntary subject of Simic experiments."],["8","Discover the source of a form of terraforming magic spreading out from the chamber's location."],["9","Capture a crazed Simic scientist who is trying to use other scientists in the chamber for experimental subjects."],["10","Capture a crazed Simic scientist whose own body has been drastically altered by their experiments."],["11","Acquire the laboratory's technology so it can be put to use by another guild."],["12","Retrieve research notes from a flooded and abandoned laboratory."]],"name":"Growth Chamber Adventures","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rogue researcher is flooding parts of the undercity to serve as aquariums for secret experiments."],["2","Researchers are capturing members of the other guilds so they can create hybrid soldiers that take advantage of the weaknesses of those guilds."],["3","Researchers team up to surround an entire neighborhood in a plasma casing that is slowly altering the environment and all its inhabitants."],["4","A magic-wielding Simic hybrid is eluding capture by the authorities thanks to a combination of adaptations and spells."],["5","A researcher delves too deep into ancient lore and discovers mind-warping alien secrets."],["6","A researcher creates a moss that threatens to destroy much of the city's food production."],["7","A {@creature biomancer|GGR} seeks revenge by creating a specialized krasis that targets a specific guild."],["8","A researcher turns to necromancy, exploring the combination of dead body parts with living tissue."]],"name":"Simic Villains","page":158,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Protect a Simic researcher who is trying to make an exhaustive examination of a new form of plant life."],["2","Capture a previously unknown type of creature."],["3","Contain an ooze or a krasis that is running loose."],["4","Observe the behavior of a new form of krasis or Simic hybrid in the field."],["5","Test a symbiotic magic item or life form (perhaps something like a living {@item cloak of the manta ray})."],["6","Introduce a new predator species to the area to prey on a smaller species that is running amok."]],"name":"Simic Character Goals; Simic Assignments","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A researcher who was hybridized with an ooze is accidentally spreading that effect throughout a neighborhood, partially liquefying the residents."],["2","Multiple {@creature category 3 krasis|GGR} under no one's control emerge from canals throughout the city."],["3","A Simic laboratory has sunk to the bottom of a zonot, and all contact has been lost with the researchers inside."],["4","A Simic airship falls to the ground, and it contains key research that several parties want to acquire."],["5","A sage of the Gyre Clade accidentally creates an {@spell antimagic field} that slowly spreads over the neighborhood."],["6","People and animals near a Simic zonot develop spontaneous mutations."]],"name":"Other Adventure Hooks; Simic Adventure Hooks","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"General Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Skyblinder staff|GGR}","{@i GGR}"],["Very rare","{@item Illusionist's Bracers|GGR|Illusionist's bracers}","{@i GGR}"],["Very rare","{@item Peregrine mask|GGR}","{@i GGR}"],["Very rare","{@item Sword of the paruns|GGR}","{@i GGR}"],["Very rare","{@item Voyager staff|GGR}","{@i GGR}"]],"name":"Guilds and Magic Items; General Items","page":174,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Azorius Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Azorius Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Lantern of revealing}","{@i DMG}"],["Uncommon","{@item Weapon of warning}","{@i DMG}"],["Rare","{@item Bead of force}","{@i DMG}"],["Rare","{@item Dimensional shackles}","{@i DMG}"],["Rare","{@item Azorius keyrune|GGR}","{@i GGR}"],["Rare","{@item Iron bands of Bilarro}","{@i DMG}"],["Rare","{@item Rope of entanglement}","{@i DMG}"],["Rare","{@item Wand of binding}","{@i DMG}"],["Very rare","{@item Rod of alertness}","{@i DMG}"],["Very rare","{@item Rod of security}","{@i DMG}"],["Legendary","{@item Defender}","{@i DMG}"],["Legendary","{@item Rod of lordly might}","{@i DMG}"]],"name":"Azorius Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Boros Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Boros Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Sentinel shield}","{@i DMG}"],["Rare","{@item Daern's instant fortress}","{@i DMG}"],["Rare","{@item Boros keyrune|GGR}","{@i GGR}"],["Rare or greater","{@item Horn of Valhalla}","{@i DMG}"],["Rare","{@item Pariah's Shield|GGR|Pariah's shield}","{@i GGR}"],["Rare","{@item Sun blade}","{@i DMG}"],["Rare","{@item Sunforger|GGR}","{@i GGR}"],["Very rare","{@item Spellguard shield}","{@i DMG}"],["Legendary","{@item Holy avenger}","{@i DMG}"]],"name":"Boros Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dimir Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Amulet of proof against detection and location}","{@i DMG}"],["Uncommon","{@item Dimir Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Hat of disguise}","{@i DMG}"],["Uncommon","{@item Medallion of thoughts}","{@i DMG}"],["Uncommon","{@item Ring of mind shielding}","{@i DMG}"],["Uncommon","{@item Spies' Murmur|GGR|Spies' murmur}","{@i GGR}"],["Very rare or greater","{@item Crystal ball}","{@i DMG}"],["Very rare","{@item Dimir keyrune|GGR}","{@i GGR}"],["Legendary","{@item Cloak of invisibility}","{@i DMG}"],["Legendary","{@item Ring of invisibility}","{@i DMG}"]],"name":"Dimir Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Golgari Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Common","{@item Moodmark paint|GGR}","{@i GGR}"],["Uncommon","{@item Boots of elvenkind}","{@i DMG}"],["Uncommon","{@item Cloak of elvenkind}","{@i DMG}"],["Uncommon","{@item Golgari Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Pipes of the sewers}","{@i DMG}"],["Rare","{@item Dagger of venom}","{@i DMG}"],["Rare","{@item Staff of swarming insects}","{@i DMG}"],["Very rare","{@item Cloak of arachnida}","{@i DMG}"],["Very rare","{@item Golgari keyrune|GGR}","{@i GGR}"],["Very rare","{@item Ring of regeneration}","{@i DMG}"]],"name":"Golgari Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gruul Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Gauntlets of ogre power}","{@i DMG}"],["Uncommon","{@item Gruul Guild signet|GGR}","{@i GGR}"],["Rare or greater","{@item Belt of giant strength}","{@i DMG}"],["Rare","{@item Berserker axe}","{@i DMG}"],["Rare","{@item Gruul keyrune|GGR}","{@i GGR}"],["Rare","{@item Horn of blasting}","{@i DMG}"],["Rare","{@item Ring of the ram}","{@i DMG}"],["Rare","{@item Stone of controlling earth elementals}","{@i DMG}"],["Legendary","{@item Ring of spell turning}","{@i DMG}"]],"name":"Gruul Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Izzet Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Alchemy jug}","{@i DMG}"],["Uncommon","{@item Elemental gem}","{@i DMG}"],["Uncommon","{@item Izzet Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Headband of intellect}","{@i DMG}"],["Uncommon","{@item Mizzium apparatus|GGR}","{@i GGR}"],["Uncommon","{@item Pyroconverger|GGR}","{@i GGR}"],["Rare","{@item Bowl of commanding water elementals}","{@i DMG}"],["Rare","{@item Brazier of commanding fire elementals}","{@i DMG}"],["Rare","{@item Censer of controlling air elementals}","{@i DMG}"],["Rare","{@item Izzet keyrune|GGR}","{@i GGR}"],["Rare","{@item Mizzium armor|GGR}","{@i GGR}"],["Rare","{@item Mizzium mortar|GGR}","{@i GGR}"],["Rare","{@item Wand of wonder}","{@i DMG}"],["Very rare","{@item Manual of golems}","{@i DMG}"],["Very rare","{@item Staff of thunder and lightning}","{@i DMG}"],["Legendary","{@item Apparatus of Kwalish}","{@i DMG}"],["Legendary","{@item Ring of elemental command}","{@i DMG}"],["Legendary","{@item Staff of the magi}","{@i DMG}"]],"name":"Izzet Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Orzhov Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Eyes of charming}","{@i DMG}"],["Uncommon","{@item Orzhov Guild signet|GGR}","{@i GGR}"],["Rare","{@item Orzhov keyrune|GGR}","{@i GGR}"],["Rare","{@item Rod of rulership}","{@i DMG}"],["Rare","{@item Wings of flying}","{@i DMG}"],["Very rare","{@item Mirror of life trapping}","{@i DMG}"],["Very rare","{@item Tome of leadership and influence}","{@i DMG}"],["Legendary","{@item Sphere of annihilation}","{@i DMG}"]],"name":"Orzhov Items","page":176,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Rakdos Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Deck of illusions}","{@i DMG}"],["Uncommon","{@item Rakdos keyrune|GGR}","{@i GGR}"],["Uncommon","{@item Rakdos Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Potion of fire breath}","{@i DMG}"],["Rare","{@item Cape of the mountebank}","{@i DMG}"],["Rare","{@item Flame tongue}","{@i DMG}"],["Rare","{@item Mace of terror}","{@i DMG}"],["Rare","{@item Necklace of fireballs}","{@i DMG}"],["Rare","{@item Sword of wounding}","{@i DMG}"],["Rare","{@item Wand of fear}","{@i DMG}"],["Rare","{@item Wand of fireballs}","{@i DMG}"],["Very rare","{@item Bag of devouring}","{@i DMG}"],["Very rare","{@item Dancing sword}","{@i DMG}"],["Very rare","{@item Demon armor}","{@i DMG}"],["Very rare","{@item Nine lives stealer}","{@i 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text-center"],"rows":[["Melee weapon attack","Strength mod.*","Strength mod."],["Ranged weapon attack","Dexterity mod.*","Dexterity mod."],["Spell attack","Spellcasting ability mod.**","Depends on effect"]],"name":"How do I know which ability modifier to use with an attack roll and its damage roll?","source":"SAC","chapter":{"name":"Sage Advice Compendium","index":0}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-1","col-1","col-1","col-1","col-1"],"rows":[["Cervan (Grove)","4'8\"","+{@dice 2d10}","110 lb.","x ({@dice 1d4}) lb."],["Cervan (Pronghorn)","6'1\"","+{@dice 2d10}","120 lb.","x ({@dice 2d4}) lb."],["Corvum","4'4\"","+{@dice 2d10}","70 lb.","x ({@dice 1d4}) lb."],["Gallus","3'4\"","+{@dice 3d10}","55 lb.","x ({@dice 1d4}) lb."],["Hedge","2'11\"","+{@dice 2d6}","30 lb.","x ({@dice 1d4}) lb."],["Jerbeen","2'4\"","+{@dice 2d4}","20 lb.","x ({@dice 1d2}) lb."],["Luma","2'8\"","+{@dice 2d4}","25 lb.","x 1 lb."],["Mapach","3'11\"","+{@dice 2d6}","85 lb.","x ({@dice 2d4}) lb."],["Raptor","2'11\"","+{@dice 2d6}","25 lb.","x 1 lb."],["Strig","3'10\"","+{@dice 2d10}","80 lb.","x ({@dice 1d6}) lb."],["Vulpin","4'2\"","+{@dice 2d10}","80 lb.","x ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-1","col-1","col-1"],"rows":[["Birdfolk","Birdfolk, Humblefolk","Birdfolk"],["Cervan","Cervans","–"],["Hedge","Hedges","Sylvan"],["Jerbeen","Jerbeens","Birdfolk"],["Mapach","Mapachs","Mapach"],["Vulpin","Vulpins","Vulpin"]],"name":"Languages of the Wood; Standard Languages","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"colLabels":["Amaranthine","Alignment","Race","Domains","Symbol"],"rows":[["{@deity Altus|Amaranthine|HWCS|Altus, the Enduring}","CG","Strig","Tempest, War","An ornate wooden chalice, out of which pour storm clouds"],["{@deity Ardea|Amaranthine|HWCS|Ardea, the Dawnmother}","NG","–","Life, Light","A radiant sun with two golden feathers"],["{@deity Cairith|Amaranthine|HWCS|Cairith, the Resolute}","LN","Cervan","Life","A pair of white antlers wrapped in flowering vines"],["{@deity Clhuran|Amaranthine|HWCS|Clhuran, the Fickle}","CN","Luma","Arcana, Trickery","Two birds, one singing, the other crowing"],["{@deity Gaspard|Amaranthine|HWCS|Gaspard, the Champion}","NG","Jerbeen","Community","Three rapiers, tied together by a pink ribbon"],["{@deity Gesme|Amaranthine|HWCS|Gesme, the Brilliant}","N","Corvum","Knowledge, The Forge","A gnarled oak branch, burning at one end"],["{@deity Hanera|Amaranthine|HWCS|Hanera, the Provider}","LG","Gallus","Community, Nature","A bird with plants for tail feathers"],["{@deity Hath|Amaranthine|HWCS|Hath, the Whisperer}","CN","Mapach","Night","A raccoon mask with a single star above it"],["{@deity Reya|Amaranthine|HWCS|Reya, the Explorer}","CN","Raptor","Nature, Tempest","Four arrows, in a circle of ivy, forming a compass"],["{@deity Henwin|Amaranthine|HWCS|Henwin, the Kind}","NG","Hedge","Nature","A blooming yellow rose, flecked with dew"],["{@deity Kren|Amaranthine|HWCS|Kren, the Sly}","NE","Vulpin","Trickery","An eye wreathed in fangs"],["{@deity Tyton|Amaranthine|HWCS|Tyton, the Nightfather}","LN","–","Grave, Night","A wing containing three stars and a crescent moon"]],"name":"The Amaranthine","page":54,"source":"HWCS","chapter":{"name":"Ch. 2: Religion in the Wood","index":2}},{"caption":"City Encounters (Levels 2-4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A {@creature mapach tinkerer|HWCS} with a hand cart of goods distracts the party with his marvelous wares while his {@creature hedge bard|HWCS} partner attempts to pickpocket them."],[2,"An innocent {@creature cervan priest|HWCS} is accosted by {@dice 1d4} {@creature birdfolk guard|HWCS|birdfolk guards}. These birdfolk are criminals who've stolen Perch Guard uniforms, and the party will be rewarded for their capture."],[3,"A visiting {@creature vulpin noble|HWCS} is interested in seeing the sights. Show them around town by rolling again on this table. They will accompany the party for this encounter, and should they survive, will reward the party 20 gp for the invigorating time."],[4,"A gathering of acrobatic street performers. If high enough level, a party member with the Sharp Mind trait, or who makes a DC 14 Intelligence check, will recognize a {@creature gallus monk|HWCS} among them from a wanted poster."],[5,"A citywide parade to honor Gaspard, the Champion. There are jousts, fencing matches, and other contests in which the party can participate. Defeat a {@creature jerbeen swashbuckler|HWCS} in a duel to win a magic item."],[6,"A mysterious death. If players are high enough level, this could lead to a fight with the {@creature corvum assassin|HWCS} who was paid to perform the murder."],[7,"A bar fight breaks out between {@dice 1d4} {@creature mapach bandit|HWCS} patrons and {@dice 1d4} {@creature birdfolk militia|HWCS}."],[8,"A pair of {@creature jerbeen thief|HWCS|jerbeen thieves} steal from the party. This leads back to their {@creature vulpin captain|HWCS} leader, who runs a pickpocketing ring in town."]],"name":"Appendix E: Random Encounters; City Encounters (Levels 2-4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Cave Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d2} {@creature gray ooze|mm|gray oozes} conceal themselves as stagnant pools."],[2,"A {@creature shifting slime|HWCS} attacks."],[3,"{@dice 1d2} roosting {@creature swarm of emberbats|HWCS|swarms of emberbats} drop from the ceiling."],[4,"2 {@creature caustic slime|HWCS|caustic slimes} attack."],[5,"The party finds a 6-foot-tall bioluminescent mushroom."],[6,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[7,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[8,"{@dice 1d4} {@creature violet fungus} attack."]],"name":"Appendix E: Random Encounters; Cave Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Coast Encounters (Level 4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"The party finds a small shrine to Gesme within a hidden grotto. The first player to pray here gains the ability to cast {@spell clairvoyance} once, without material components."],[2,"2 {@creature raptor explorer|HWCS|raptor explorers} are leading a {@creature strig tracker|HWCS} bounty hunter to the party."],[3,"{@dice 1d4} giant petrels circle overhead (use the stat block for a {@creature giant eagle}, but with a 30 ft. swim speed)."],[4,"A violent storm rolls in. If the party chooses not to take shelter, they must make a DC 14 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} on a failure."],[5,"A mass of seaweed turns out to be a {@creature shambling mound}."],[6,"A ship is stolen from the docks by {@dice 1d4 + 1} {@creature birdfolk sailor|HWCS} pirates, led by a {@creature jerbeen swashbuckler|HWCS}."],[7,"A sinking ship is spotted with its crew aboard. There are {@dice 1d3} {@creature hunter shark|mm|hunter sharks} circling in the water."],[8,"A crashing wave sweeps in, and the party must make a DC 14 Strength saving throw or be swept 80 feet into the sea, where a {@creature water elemental} lies in wait."]],"name":"Appendix E: Random Encounters; Coast Encounters (Level 4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Forest Encounters (Level 1-2)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 2d4} {@creature mapach bandit|HWCS|mapach bandits} ambush the party."],[2,"{@dice 1d2} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack the party."],[3,"{@dice 1d4} {@creature magmin} can be spotted burning foliage through the trees. They haven't started a fire yet, but they will if left unchecked."],[4,"The party finds a moss covered shrine to Reya. The first character that stops to pray here gains the ability to cast {@spell elevated sight|HWCS} once."],[5,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature jerbeen thief|HWCS} spring from the forest, offering safe passage for a road toll of 3 gp per party member. They will attack if the toll is not paid immediately."],[6,"{@dice 1d3} {@creature wolf|mm|wolves} led by a {@creature dire wolf} attack the party."],[7,"A {@creature birdfolk skirmisher|HWCS} on patrol is struggling in a large spider web and calling for help. He has been bound in silk, requiring a DC 15 Strength check or one round using a cutting tool to free him. There are {@dice 1d2 + 1} {@creature giant spider|mm|giant spiders} hidden in the trees."],[8,"A bandit's net trap has been laid across the trail and covered with leaves. It can be spotted with a DC 15 Wisdom ({@skill Perception}) check. If players walk into it, the trap springs, and players must make a DC 14 Dexterity saving throw to avoid getting caught. On a failure, you can roll on this table again to complicate the encounter."]],"name":"Appendix E: Random Encounters; Forest Encounters (Level 1-2)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Mountain Encounters (Levels 2-3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"Two {@creature griffon|mm|griffons} can be seen in the distance. They give a warning shriek. The party can find another route, losing ground and rolling again on this table, or fight them."],[2,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature vulpin captain|HWCS} attack."],[3,"A hungry {@creature basilisk} appears."],[4,"{@dice 1d4} {@creature jerbeen thief|HWCS|jerbeen thieves} attack."],[5,"{@dice 1d4} {@creature mountain lion|HWCS|mountain lions} attack."],[6,"The weather suddenly shifts to a bitter storm. If the party chooses not to take shelter, they must make a DC 13 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} from the cold on a failure."],[7,"The party finds a weathered shrine to Altus. The first character that stops to pray here gains the ability to cast {@spell enhance ability} once, without using material components. The player may only select either the {@b Bear's Endurance} or {@b Bull's Strength} options when the spell is cast."],[8,"The party finds a roost of {@dice 1d3} {@creature giant eagle|mm|giant eagles} with {@dice 1d4} young (Medium sized beasts that cannot attack) with them. They will attack unless the party can convince them they are not a threat."]],"name":"Appendix E: Random Encounters; Mountain Encounters (Levels 2-3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Scorched Grove Encounters (Level 3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d4 + 1} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack."],[2,"An {@creature ashsnake|HWCS} attacks. If the party is hunting for the ashsnake in {@adventure Part 3|HWAitW|3}, it is waiting to ambush them."],[3,"The party finds a small stand of scorched trees, two of which tower above the others. When approached these two {@creature awakened tree|mm|awakened trees} attack with branches that glow with embers. Their attacks deal fire damage instead of bludgeoning damage, and can set flammable objects carried by characters on fire."],[4,"One {@creature fire elemental} can be seen off in the distance. Players must make a DC 10 Dexterity ({@skill Stealth}) check to avoid its notice, otherwise it will see them and attack. "],[5,"{@dice 1d3} {@creature magma mephit|mm|magma mephits} and {@dice 1d2} {@creature dust mephit|mm|dust mephits} attack."],[6,"{@dice 1d4} {@creature magmin} attack."],[7,"A Tender is being attacked by a {@creature swarm of emberbats|HWCS}."],[8,"A field of geysers lays ahead, each intermittently spraying scalding gases into the air. The party can attempt to cross cautiously with a DC 16 Intelligence check to notice a pattern, or by making three DC 14 Dexterity saving throws, taking 4 ({@dice 1d8}) fire damage on each failure. Pass or fail, after 3 saving throws they've made it across. Alternatively, party members can choose to go around. If so, roll again on this table."]],"name":"Appendix E: Random Encounters; Scorched Grove Encounters (Level 3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Swamp Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d3} {@creature birdfolk skeleton|HWCS|birdfolk skeletons}, covered in moss rise from the murky water and attack."],[2,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[3,"The party stumbles upon a {@creature swarm of quippers} in the water. Players with a passive Perception of 15 or higher notice the swarm and avoid it."],[4,"The party finds a fungus covered shrine to Henwin within a tangle of plant life. The first character to pray here gains the ability to cast {@spell spiny shield|HWCS} once, without using material components."],[5,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[6,"{@dice 1d2} {@creature swarm of insects|MM|swarms of insects} envelop the party. They have a walking speed of 5 ft., a 30 ft. flying speed, and no climbing speed."],[7,"Two {@creature caustic slime|HWCS|caustic slimes} attack."],[8,"A birdfolk researcher caught in quicksand. Requires a DC 12 Strength ({@skill Athletics}) check to free. Roll again on this table to complicate the encounter."]],"name":"Appendix E: Random Encounters; Swamp Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"What did They Find?","colLabels":["d20","They find..."],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A carefully cleaned and varnished mouse skull."],[2,"A ruby statue worth 50 gp, but birdfolk and humblefolk alike believe it to be cursed."],[3,"A golden coin dating back to the very founding of Alderheart."],[4,"A small switch-knife hidden inside of a wooden spoon."],[5,"A holy symbol of an Amaranthine not worshiped in Humblewood."],[6,"A feather with brilliant tropical colors, not seen on any Humblewood birdfolk."],[7,"A ring with a strange seed where a gemstone would normally be."],[8,"A mechanical cricket, but its winding key is missing."],[9,"A thin length of chain, that when examined is actually made of seamless loops of wood."],[10,"A small bag containing hand polished marbles, each one with a different small insect in it."],[11,"A necklace made from the shells of small iridescent beetles."],[12,"A wooden frog that is perpetually slick with some kind of viscous moisture."],[13,"A short, thin twig that is unbendable and indestructible."],[14,"A locket made from a polished periwinkle shell. A strange sigil has been carved on the inside."],[15,"A glass jar filled with eight fireflies, each giving off light. One glows white, and the others glow a different color of the rainbow."],[16,"A bandit mask from a time before the Coalition."],[17,"A detailed onyx carving of a birdfolk skull. It is cold to the touch."],[18,"A silver pinecone that is completely immune to fire damage."],[19,"A locked music box. Mechanical chirping can occasionally be heard from inside."],[20,"A weathered parchment scroll, which unfurls to reveal music inscribed in long-faded ink."]],"name":"Appendix F: What did They Find?; What did They Find?","page":218,"source":"HWCS","chapter":{"name":"App. F: What did They Find?","index":10}},{"caption":"Franchise Logos or Livery","colLabels":["d10","Logo or Livery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The words \"Green Flan\" in Elvish"],["2","The symbol of Asmodeus"],["3","The name of the franchise's dead founder, elaborately engraved"],["4","A beholder's central eye"],["5","The silhouette of a catoblepas"],["6","Three werewolves howling at the moon"],["7","\"Lathander is Our Copilot\""],["8","A winking {@creature Jim Darkmagic|AI}"],["9","A snaking piece of barbed wire"],["10","The franchise's business number"]],"name":"Fast Franchise Generator; Franchise Logos or Livery","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Locations","colLabels":["d10","Headquarters"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tavern once owned by smugglers. Tunnel entrances have clearly been bricked over, and no one's quite sure where they all lead."],["2","A simple chapel to a long-forgotten god. The pews are awfully uncomfortable, but fragrant incense burns without ceasing."],["3","A battle-worn castle. A real fixer-upper, it's seen better days. Better years. Maybe even better centuries."],["4","A top-of-the-line naval vessel that has somehow been stranded miles inland."],["5","A private library. The franchise is free to use the space as long as no harm comes to the books."],["6","A hollowed-out statue of an ancient king."],["7","An early model airship. Very early. The balloon is mostly patches at this point—a motley assortment of ship sails, cloaks, and animal skins."],["8","A former blacksmith's shop, which was a former exercise studio, and a former cafe before that."],["9","A multicolor waterproof canvas stretched over a succession of jutting stone columns. Within, it always appears to be late spring."],["10","A creaking wagon that smells of turnips, and which is bigger inside than out."]],"name":"Fast Franchise Generator; Headquarters Locations","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Quirks","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","One staircase leads to two different places somehow."],["2","Any kettle used in the kitchen screams when it boils."],["3","Every chair has one leg slightly shorter than the others."],["4","Every stairwell has an illusion of one additional step at the top."],["5","There's a nest in the attic. A big nest. Like, really big."],["6","Every Friday, the color of the walls changes to a different festive theme."],["7","The building was previously owned by a franchise rival, and the place is filled with their marketing materials."],["8","There's a space inside the headquarters that's clearly a room, but which has no doors."]],"name":"Fast Franchise Generator; Headquarters Quirks","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Memorable Majordomos","colLabels":["d6","Majordomo"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A consummate professional. No amount of blood, gore, or viscera will keep them from completing their duties."],["2","A sinister figure who sticks to the shadows and respond always to requests with, \"Yes, master.\""],["3","The ghost of the previous owner. They do a terrible job and refer to all prospective clients as trespassers."],["4","A brusque, deaf, retired military captain."],["5","An incredibly cheerful chef, who insists that no business is more pressing than a full belly."],["6","A druid that keeps an open door policy for any and all animals seeking shelter. Their cleaning policy is less rigorous."]],"name":"Fast Franchise Generator; Memorable Majordomos","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Reliable Connections","colLabels":["d8","Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Kim the Kid}: The best fence in town."],["2","{@b Jeremy Snoot}: The most easily intimidated customs official in the city. From blueprints of government buildings to shipping manifests, he's your halfling."],["3","{@b York Battleby}: A dab hand at knitting and swinging a sword. He takes payment in liquor for either service."],["4","{@b Diana Fenwick}: Noble who wants to play criminal; enthusiastic, inexperienced, and loaded."],["5","{@b \"G\"}: The only thing known about this information broker is the dead-drop point where they exchange messages, and that they're never wrong."],["6","{@b Teresa Clearlake}: If you're looking for a place to lie low, her funeral home is ideal."],["7","{@b Jenkin Twotooth}: Always has a job for those looking to scrape together a few coins. Unfortunately, his teeth outnumber his scruples."],["8","{@b \"Mustard\" Micah}: Famous for being able to get goods and people past any blockade. Provided you don't mind said goods or people smelling strongly of mustard for the next month."]],"name":"Fast Franchise Generator; Reliable Connections","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Franchise Advancement","colLabels":["Levels","Franchise Rank","Licensed Region","New Staff","Franchise Tasks","Headquarters Features","Costs"],"rows":[["1–4","1","Settlement","Majordomo, 2 untrained hirelings, 1 skilled hireling","1 task","Starter headquarters","× 1"],["5–10","2","Small territory","4 untrained hirelings, 1 skilled hireling, 10 crew","2 tasks","Cosmetic, expansion, transportation, weapon","× 1.5"],["11–16","3","Large territory","8 untrained hirelings, 2 skilled hirelings, 10 crew","3 tasks","Arcane, defensive, franchise choice","× 3"],["17–20","4","Limited extraplanar","16 untrained hirelings, 4 skilled hirelings, 20 crew","4 tasks","Arcane, franchise choice, secret","× 5"]],"name":"Franchise Advancement","page":10,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Baseline Costs","colStyles":["col-10","col-2 text-right"],"colLabels":["Franchise Headquarters","Monthly Cost"],"rows":[["Horse-drawn carriage or wagon","15 gp"],["Farm or rural enterprise","20 gp"],["Settlement enterprise (guildhall, inn, tavern, shop, and so forth)","120 gp"],["Sailing ship, including all port fees","200 gp"],["Remote enterprise (fort, lighthouse, trading post, roadhouse, and so forth)","250 gp"],["Noble estate, large manor, fortified tower","350 gp"],["Airship","800 gp"],["Giant walking statue, magic locomotive","1,000 gp"],["Keep or small castle","3,000 gp"],["Large castle or palace","12,000 gp"]],"name":"Baseline Costs","page":17,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Cartographer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, It's a Rental"],["2","{@item Spyglass of Clairvoyance|AI}, Tale of Safe Travel"],["3","Map of Shortcuts, Map of the Moment"],["4","{@item Elder Cartographer's Glossography|AI}, Greater Tale of Safe Travel"]],"name":"The Cartographer","page":19,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Possible Map Mission Landmarks","colLabels":["d8","Landmark"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Ancient Sarcophagus of Gerald Smith"],["2","A tree labeled \"This tree\""],["3","\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\""],["4","A range of peaks known as the Slightly Wobbly Spires"],["5","An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere"],["6","A cave filled with screaming bioluminescent worms"],["7","The most haunted forest for ten miles in any direction"],["8","A huge pile of rocks with no other rocks within sight"]],"name":"Map of the Moment; Possible Map Mission Landmarks","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Cartographer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A paranoid person by nature, you like seeing what's ahead of you at all times."],["2","Your parent was a cartographer, their parent was a cartographer, and by the gods, you're going to be one too."],["3","You're fairly certain no one else in your party even knows how to hold a map, let alone read one."],["4","You like spyglasses. A lot."],["5","Your nickname as a child was \"the cartography kid.\""],["6","Contrary to popular opinion, the destination is much, much more important than the journey."],["7","A good map is like an adventure without the bugs. And the mud. And the wolves."],["8","You suffer from the nagging feeling of never knowing why you've come into a room, and you need the professional flourish that lets you cover for that."]],"name":"Why Be a Cartographer?","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Decisonist","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Tiebreaker"],["2","Absentee Ballot, {@item Coin of Decisionry|AI}"],["3","Better Odds, Inspired Decision"],["4","Charming Misdemeanor, Clandestine Kit"]],"name":"Decisionist; The Decisonist","page":21,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Coin of Decisionry \"Tails\" Image","colLabels":["d8","Tails"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@creature Omin Dran|AI}"],["2","Yourself"],["3","A pumpkin"],["4","A fourteen-headed hydra (it's a big coin)"],["5","An old despotic tyrant, their image defaced"],["6","A demon lord"],["7","A foaming tankard of beer"],["8","A Masked Lord of Waterdeep"]],"name":"Proficiencies and Starting Equipment; Coin of Decisionry \"Tails\" Image","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["d4","Decision"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lucrative"],["2","Brand Appeal"],["3","Indeterminate"],["4","Ruinous"]],"name":"Coin of Decisionry","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Decisionist?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's always you who picks where everyone has lunch."],["2","Roughly half your choices are the right ones. You might as well just toss a coin for it."],["3","You have no idea. In fact, you're constantly plagued by indecision."],["4","Democracy is the greatest force for change in the world, but is ruined by everyone else voting."],["5","All the other positions were taken."],["6","You've always felt it was your calling to tell other people what to do. Now to make it official."],["7","When faced with two choices, you've always yearned for the freedom to choose both."],["8","As a child, you had a sibling make you choose which of your toys lived or died. You were never the same."]],"name":"Why Be a Decisionist?","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Favorite Methods to Destroy Documents","colLabels":["d6","Method"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Any way you like, provided you make a copy first"],["2","Mimic shredder"],["3","Fake dragon-head incinerator"],["4","The bottomless hole in the basement—at least you're pretty sure it's bottomless"],["5","Feeding it to the goat out back"],["6","Making your coworkers eat it by slipping it into their food, piece by piece—it's the only way to be sure"]],"name":"Documancer; Favorite Methods to Destroy Documents","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Documancer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Gift of Words"],["2","{@item Documancy Satchel|AI}, Fluent in Boss"],["3","Satchel of Holding, Document Flexibility"],["4","Scroll Humidor, Scroll Service"]],"name":"The Documancer","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Documancer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You heard a rumor once that signing a contract with your off hand is technically nonbinding, and you're desperate to see if it's true. For reasons."],["2","All businesses have their ups and downs, but there's always money to be made from \"processing fees.\""],["3","You have a habit of always being clear about what you've promised, but never saying when you'll do it."],["4","You love doing decorative scrollwork on documents, knowing that's the best place to hide the fine print."],["5","As a child, you learned to cross your fingers behind your back when making a promise. Now you yearn to make that legally binding."],["6","Your habit of screaming, \"No take backs!\" after any group decision seemed to suggest your true calling."],["7","You believe that language is an art, not a science. Who's to say what is or isn't a \"real\" word?"],["8","The smell of old parchment makes you giddy."]],"name":"Why Be a Documancer?","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Hoardsperson","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, What a Deal"],["2","{@item Living Loot Satchel|AI}, Living the Good Life"],["3","Secret Satchel, That Thing You Need"],["4","Portable Hole Satchel, That Expensive Thing You Need"]],"name":"The Hoardsperson","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Class-Based Living Loot Satchel","colLabels":["Class","Satchel"],"rows":[["Barbarian","Broad belt with a dozen hanging pockets"],["Bard","Lute case"],["Cleric","Hollowed-out holy tome"],["Druid","Made from natural, organic, locally sourced woven fibers"],["Fighter","A thick, battle-scarred iron lockbox"],["Paladin","A metal case with fine engraving and scrollwork"],["Ranger","A fur-lined bindle"],["Rogue","A nondescript coin pouch"],["Sorcerer","A battered leather satchel, prone to spitting out multicolored sparks at the seams"],["Warlock","A patchwork monster-leather satchel with a \"purely decorative\" fanged mouth."],["Wizard","A pocket dimension hidden up your sleeve or inside your hat"]],"name":"Class-Based Living Loot Satchel","page":25,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Hoardsperson?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You once tried to dive into a huge pool of gold coins. It hurt."],["2","You've been betrayed by your adventuring party before, and there's no way now that you'll trust anyone else to hold on to the loot"],["3","Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom."],["4","Material possessions don't mean that much to you. Or at least that's the story you're going with."],["5","You've never had a problem spending other people's money. Surely keeping other people's money can't be that hard."],["6","You believe there's no such thing as worthless goods. Only unmotivated buyers."],["7","You're not a hoarder. More of a passionate collector. You can stop anytime you want. Really."],["8","Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted"]],"name":"Why Be a Hoardsperson?","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Loremonger","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Whisper Jar|AI}"],["2","Need to Know, Whispered Encyclopedia"],["3","Construction Permits, Whispered Warnings"],["4","Efficient Upgrades, Whispered Arcana"]],"name":"The Loremonger","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Things Recorded in Your Whisper Jar","colLabels":["d8","Recording"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A live recording of the only performance of the mostly forgotten stage play {@i Tabaxi on a Hot Tin Roof}"],["2","The life's work of the loremonger who owned the jar before you"],["3","Every courageous thought you've ever had, to cover for how scared you are most of the time"],["4","Everything, because everyone else around you will eat their words one day!"],["5","The top seven places to eat fried rat skewers in every settlement you've ever visited"],["6","The entire family tree of every royal line, extant or lost, in Faerûn"],["7","A moment-by-moment review of your favorite {@creature Jim Darkmagic|AI} stage performance"],["8","The sound of raucous applause, which you play back liberally"]],"name":"Things Recorded in Your Whisper Jar","page":27,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Loremonger?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your favorite thing to hear is, \"I probably shouldn't say anything, but did you know... ?\""],["2","Your {@i whisper jar} is a better conversationalist than most people you've ever met."],["3","You can't keep a secret for the life of you, and you need to tell someone this thing you know or it's going to kill you!"],["4","You never know when someone else's words will come in handy."],["5","Peoples and cultures can never die as long as their stories are still told."],["6","You talked about a really cool idea once when you were drunk, and can't remember a word of it now. That'll never happen again."],["7","A person is only as good as their word, and you feel compelled to keep others honest."],["8","You can't read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit."]],"name":"Why Be a Loremonger?","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Obviator","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Opposition"],["2","Alchemist's Insight, {@item Obviator's Lenses|AI}"],["3","Advanced Preparations, {@item Travel Alchemical Kit|AI}"],["4","Enhanced Lenses, Obviate the Opposition"]],"name":"The Obviator","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Where You First Dabbled in Alchemy","colLabels":["d8","Learning Experience"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You traveled with a charlatan alchemist for years, until they were arrested for selling fake healing potions. You still remember how to get the taste just right."],["2","You were once the head dishwasher in a famous wizard's college."],["3","One of your parents was a healer in a small outpost, and they taught you that even the most mundane flora and natural materials can be used to wondrous effect."],["4","While lost in the Underdark, you were forced to consume mold, fungus, and insect parts to survive. You developed a taste for that sort of thing."],["5","You think you might be addicted to holy water. You just can't stop drinking it long enough to find out for sure."],["6","You were once the personnel manager of a struggling business and needed to come up with a herbal cure-all that would keep employees awake for eighteen-hour shifts. No one died. Mostly."],["7","As the child of a wealthy and despotic noble, you learned to smell {@condition poisoned} pastries a mile off. A shame that your siblings weren't so talented."],["8","As a server in a tavern, you refined the perfect hangover cure but never wrote the recipe down. Now you're desperate to recreate it."]],"name":"Alchemist's Insight; Where You First Dabbled in Alchemy","page":29,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Obviator?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","There's nothing that excites you more than a puzzle you can't immediately solve."],["2","Your favorite saying is, \"All according to plan.\" Especially when you have no idea what's going on."],["3","You have an entire room dedicated to notes and sketches connected by red yarn."],["4","Your plans are so detailed that they have plans of their own."],["5","You find the little details so much more interesting than... well, anything else."],["6","You already had the chemical burns on your hands. Might as well make it official."],["7","Methodical. Calculating. Brilliant. One day, you hope these words will apply to you."],["8","It's not paranoia if they really are out to get you. And if you're out to get them first."]],"name":"Why Be an Obviator?","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Occultant","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Kill"],["2","Eldritch Occultant, Bring Out Your Dead"],["3","Bead of Instant Karma, Death's Omen"],["4","Bead of Diverted Karma, Correct the Balance"]],"name":"The Occultant","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Ways to Read the Kill","colLabels":["d6","Reading"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Using a tiny bellows to pump one last breath into a corpse."],["2","Reading the entrails with special reading-the-entrails glasses."],["3","Burning a small piece of the body and looking for shapes in the smoke."],["4","A cautious, reasoned, professional guesstimate."],["5","Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe."],["6","You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately."]],"name":"Ways to Read the Kill","page":31,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Occultant?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe in karmic balance, but hate the idea that \"balance\" means good and bad things can both happen to you. Good things happening to you and bad things happening to other people seems perfectly reasonable."],["2","You love drinking tea and hate cleaning up, so pretending that the dregs in those dozens of empty cups are there to show ill omens and portents is a perfect cover."],["3","You collected beads carved as skulls as a child. Nobody ever told you there was a career in that sort of thing."],["4","You watched someone close to you die, and were overcome by the feeling that you should be making money off it somehow."],["5","You've always owned a stuffed cat. You're not sure where it came from, but it's given you great career advice so far."],["6","You've always worn a lot of black."],["7","You really wanted a job where you can hide a fog machine under the desk for dramatic effect during meetings."],["8","You have an obsession with death that clearly marks you for great things."]],"name":"Why Be an Occultant?","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Secretarian","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Sending Stone|AI}"],["2","{@item Portfolio Keeper|AI}, Rumor Mill"],["3","Cards of Sending, Improved Rumor Mill"],["4","Always Hiring, Charming Introduction"]],"name":"The Secretarian","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Quirks of Your Sending Stone","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's a flip stone."],["2","It gets great reception everywhere except in your headquarters."],["3","It sometimes picks up other magical conversations."],["4","It's the perfect size, shape, and weight to be used as a skipping stone."],["5","It heats up when you use it, to the extent that it once burned through your gloves."],["6","It has an obnoxious ringtone that you can't work out how to change."],["7","It fails to notify you of incoming messages except for a faint pulsating glow."],["8","It's voice activated, so that every time you talk to someone, it tries to send a message to someone else."]],"name":"Quirks of Your Sending Stone","page":33,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Secretarian?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe that people shouldn't work harder; they should work smarter. And then they should work harder."],["2","You've always yearned to be in the people business, because inanimate objects can't pay you."],["3","Being able to hand out \"Employee of the Month\" stickers has been a life-long dream."],["4","You believe that customer loyalty can't be bought, but that it can be rented at reasonable terms and rates."],["5","Your habit of constantly telling other people how they can improve makes you a master of performance reviews."],["6","You've always believed that the customer is satisfied when you say the customer is satisfied, and not a second before."],["7","You love the joy that other people get when you tell them what to do."],["8","Buzzwords was your first language."]],"name":"Why Be a Secretarian?","page":34,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Items","colLabels":["d10","Item"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tooth from a previous victim, wrapped in a silk handkerchief"],["2","A calling card with your name on it"],["3","A quick charcoal sketch of your victim, done in your own hand"],["4","Petals from your favorite flower"],["5","Six drops of blood, either your own or someone else's"],["6","A carved ivory die with an eye instead of a pip on the 1 face"],["7","A copper coin bearing the likeness of a reaper"],["8","A tiny vial containing a few drops of the homemade ale you're so proud of"],["9","A riddle, joke, or verse"],["10","An IOU, accompanied by you taking something from the victim"]],"name":"Sending a Clear Message; Signature Items","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Barbarian Style","colLabels":["d10","Style"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fur-lined, double-breasted suit with a corporate logo on the pocket"],["2","A hand-woven turban from a master tailor of Calimshan"],["3","Soft leather boots with a notable personal symbol etched into the side"],["4","A pair of suspenders made from the hide of a displacer beast"],["5","A gold belt buckle depicting the Dwarvish rune for chaos"],["6","A specially tailored belt pouch that you wear at the small of your back"],["7","Stylish mirrored spectacles"],["8","A specially dyed tunic containing all the colors of the rainbow in a swirled pattern"],["9","An overcoat with numerous pockets and leather patches on the elbows"],["10","Golden grillwork for your teeth, set with small gems that mark out ancient glyphs translating as \"Getting Paid\""]],"name":"Barbarian Style","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["d6","Spirit Guardian"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A half-orc enforcer called Joey Plantain, missing his right arm"],["2","A disgraced tax collector named Nibbin Clutchquill"],["3","An overly enthusiastic morale liaison called Apricot Reese"],["4","A grumpy dwarf carriage driver nicknamed Bolt"],["5","A pair of identical twin circus performers called Stella and Bella"],["6","An elf bodyguard known as Mistress Leafwind"]],"name":"Path of the Ancestral Guardian","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colStyles":["col-2 text-center","col-10"],"colLabels":["Totem Animal","Urban Replacements"],"rows":[["Bear","Otyugh, giant spider"],["Eagle","Crow, flying snake"],["Wolf","Giant rat, giant fire beetle"]],"name":"Path of the Totem Warrior","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Insults to Die For","colLabels":["d20","Insult"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Did your mother have any children who lived?"],["2","Who dressed you, a grimlock?"],["3","You smell like a hell hound's hindquarters."],["4","You're as helpful as a halfling."],["5","Let me guess. You're a self-taught wizard?"],["6","Your personality has all the warmth of a winter wolf."],["7","You're the loveliest hag in the coven."],["8","You're not the sharpest piercer in the cave."],["9","Aren't you a little short for a giant?"],["10","Truly, your intellect is as deep as a {@spell Tenser's floating disk}."],["11","Did you wake up in a troglodyte den this morning, or is that how you normally smell?"],["12","You must have been sick the day they taught fighting at warrior school."],["13","Gruumsh must have closed his eye when he created you."],["14","I can see you, but where's the dragon that pooped you out?"],["15","You've got all the good sense of a mind flayer's last meal."],["16","You don't know a beholder from a gas spore."],["17","I suspected you'd fallen out of the idiot tree, but I didn't know you were dragged through Stupid Forest afterward."],["18","There's nothing about your looks that a full-face helmet wouldn't improve."],["19","You're about as useful as an orc horde at a tea party."],["20","I've seen better-looking faces on a gibbering mouther."]],"name":"Cutting Wit and Wicked Barbs; Insults to Die For","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Notable Enemies","colLabels":["d10","Enemy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A guard captain who was fired for failing to catch you after you flouted the law"],["2","A former master bard whose songs you stole and knowledge you plundered"],["3","A lesser noble who you double-crossed in a brilliant scheme"],["4","A fallen paladin who you tricked into breaking their oath"],["5","A leader of another adventuring party who blames you for their downfall"],["6","A former adventuring partner who you cut loose because of their lack of skill"],["7","The master of a powerful guild whose wares you were involved in pilfering"],["8","A government official who you tricked into providing secrets"],["9","A former tavern owner who lost their business when you implicated them in a scheme they weren't actually involved in"],["10","A moneylender who you inadvertently bankrupted"]],"name":"The Wrong Kind of People; Notable Enemies","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relics of Faith","colLabels":["d8","Relic"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Saint's-thighbone walking stick (50 gp)"],["2","Do-it-yourself indulgence kit (10 gp)"],["3","Holy-water-brewed ale (20 gp)"],["4","Deva wing-feather bookmark (10 gp)"],["5","Deity-autographed holy symbol (100 gp)"],["6","Scratch-and-sniff icon (5 gp)"],["7","Planetar shaving set (15 gp)"],["8","Unexpurgated holy texts with all the really naughty bits (10 gp)"]],"name":"Divine Deals; Relics of Faith","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Meditative Rituals","colLabels":["d8","Ritual"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Fifteen minutes of deity-mandated calisthenics"],["2","Handwriting a detailed agenda for the next 24 hours"],["3","Sitting in silence for 15 minutes, while screaming \"Shut up!\" at anyone who makes noise"],["4","Sleep another hour; your deity says it's fine"],["5","Burning incense and lighting a candle on a makeshift altar while you recite your vows"],["6","Practicing battle forms and stances"],["7","Creating a new likeness of your deity out of whatever materials you have on hand"],["8","Drinking a lot of wine (sacramental, of course)"]],"name":"Clerical Routine; Meditative Rituals","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relationship with Your Deity","colLabels":["d10","Relationship"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your deity possesses you and speaks through your lips, and you need someone else to take notes."],["2","You see your deity's signs in the movements of creatures, the changing weather, the shapes of buildings, other stuff."],["3","In secret, you curse the burden your deity has placed on you."],["4","You wonder often if you're worthy of your deity's gifts."],["5","You're convinced your deity isn't all-knowing, because they clearly have no idea what you really get up to."],["6","Your deity gives you power and you give them glory—at any cost."],["7","Those other clerics don't love your deity like you do."],["8","You were raised religious, but you only really go to church on the high holidays."],["9","Your deity's grace gives you peace. Their anger drives your fury."],["10","You've got buyer's remorse, and you're wondering if this is really the deity for you."]],"name":"The Ways of Faith; Relationship with Your Deity","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Distinguishing Features of Wild Shape","colLabels":["d6","Feature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your pelt is rich hues of gold and silver so bright that they reflect light."],["2","When you take wild shape form, it's a painful, squelchy process that usually leaves your fellow adventurers queasy."],["3","Your wild shape forms all wear an identical ceremonial bracelet on one limb, decorated with teeth."],["4","A dark patch on your body is recognizable as the silhouette of {@creature Omin Dran|AI}"],["5","You always have twigs, leaves, and other refuse tangled in your fur or hair."],["6","When you switch back to your normal form, one hand always manages to retain its fur or feathers for a short while."]],"name":"Running Wild; Distinguishing Features of Wild Shape","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Sanctuaries","colLabels":["d10","Sanctuary"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A cemetery that acts as a de facto park"],["2","A museum hosting rare plants and animals from other lands"],["3","A swampy patch, unsuitable for building, teeming with marsh flora and fauna"],["4","A large copse containing the habitats of tree-dwelling animals"],["5","A community garden whose bounty is shared by local residents"],["6","A ruined section of the city that has been reclaimed by nature"],["7","A zoo overseen by a strange but powerful fellow druid"],["8","A private park that charges a fee for entrance, ensuring that only the wealthy can enjoy its serenity"],["9","A nature reserve stocked with scared and confused animals that are hunted for sport"],["10","A business that grows and harvests rare and exotic plants and animals for creating magical and mundane products"]],"name":"Nature in Unlikely Places; Urban Sanctuaries","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Creatures to Care For","colLabels":["d10","Creature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A carnivorous plant with a taste for fine foods"],["2","A colony of bees whose hive once hung from a tree in your homeland"],["3","A seven-legged pygmy giant spider once used as a pixie's mount"],["4","A baby death dog that shows no evil tendencies (yet)"],["5","An orphaned owlbear cub-chick with a never-ending cold"],["6","An unhatched silvery egg that is ice-cold to the touch"],["7","A very small, very old awakened shrub"],["8","A grouchy badger that lives under your bed"],["9","A feral cat that thinks it's much tougher than it is"],["10","A friendly stirge that nests in your backpack and drinks only fruit juice"]],"name":"Steward of Nature; Creatures to Care For","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Martial Tricks","colLabels":["d6","Trick"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You are an expert at pretending you've been injured to the point where you can't possibly go on. By goading foes to finish you off, you keep your allies safe as you reveal how much fight you still have in you."],["2","You always keep a small pouch of salt or sand at your belt. If you can blind an opponent, even momentarily, you can usually end a fight quickly."],["3","You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most opportune moment, making your foe wonder what other tricks you might play."],["4","Swearing, name-calling, political satire—you do it all. You make use of a range of down-and-dirty fighting epithets that would make an ogre barbarian blush."],["5","You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It's surprising how many combatants enter a fight not knowing whether their boots have come untied."],["6","You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your enemies to avoid those hazards while fending off your blows."]],"name":"Keeping them Guessing; Martial Tricks","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Signature Equipment","colLabels":["d12","Equipment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Handcrafted arrows whose heads bear the mark of a lightning bolt, and which give a distinctive whistle when fired"],["2","A shield made from the shell of a giant turtle"],["3","A matching shortsword and dagger, decorated to look like the upper and lower jaws of a carnivorous dinosaur"],["4","A battleaxe with its head shaped like the flowing hair of a dwarf warrior"],["5","A suit of armor made from the discarded chitin of giant arthropods"],["6","A pair of boots fashioned to look like the paws of a large feline"],["7","A sword whose pommel is shaped in the form of a hand, so that you shake the hand when you wield it"],["8","A hammer forged to resemble a giant's fist on one side and a dragon's head on the other"],["9","A helmet shaped like the head of a hare, with tiny diamonds for eyes"],["10","A bow carved with images of the phases of the moon"],["11","A dagger with a handle made of bone, etched with worn and unreadable runes"],["12","A backpack made from the leather and fur of a skunk"]],"name":"Wielding the Best; Signature Equipment","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Victory Celebration","colLabels":["d10","Celebration"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A finely honed, well-choreographed dance"],["2","Ale! And then more ale!"],["3","Seizing a trophy from a vanquished foe"],["4","Composing a poem extolling your valiant combat prowess"],["5","Adding a commemorative square to your battle quilt"],["6","Adding a decorative stencil to your favorite weapon or armor"],["7","Paying the town crier to proclaim your victory"],["8","Commissioning a painting of the battle"],["9","Praising surviving enemies for a job well done, no hard feelings"],["10","There is no time to celebrate, for your war is eternal!"]],"name":"Victory Is Yours; Victory Celebration","page":60,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Subtle Stances","colLabels":["d8","Stance"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Incontinent Elder—Standing straight, knees together (excellent for surviving those long queues)"],["2","Addled Adder—Lying flat on the ground (perfect when attempting to hide)"],["3","Ponderous Pudding—Collapsed in a heap (useful when trying to disguise yourself as a drunken fool)"],["4","Frightened Gnome—Curled in the fetal position (excellent when about to take a lot of damage)"],["5","Ambitious Student—Standing with one armed raised (useful when trying to be seen)"],["6","Boisterous Brewmaster—Hand raised as if making a toast (excellent at preventing being slapped)"],["7","Hardy Harpy—Arms flapping wildly while singing (inspires people to leave you alone, and good for cooling off on hot days)"],["8","Broken Bridge—Face down on the ground with knees bent and posterior up (reduces visibility to foes in front, and makes a useful ramp for allies to jump off)"]],"name":"Stances for Success; Subtle Stances","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Ancient Tomes","colLabels":["d10","Tome"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@i Gambling with the Gods}"],["2","{@i Plowshares into Swords}"],["3","{@i The Poetry of Flumphism}"],["4","{@i Monsters are People Too}"],["5","{@i Oracles of the Future}"],["6","{@i The Sociable Hermit}"],["7","{@i The Enigma of Air}"],["8","{@i The Compendium of Limitless Space}"],["9","{@i The Organic Sun and Moon Cookbook}"],["10","{@i Life is Endless Calamities, What Are You Going to Do About It}?"]],"name":"By the Book; Ancient Tomes","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Commercial Monasteries","colLabels":["d10","Monastery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Monastery of the Eternal Spirits (legendary distillers)"],["2","House of the Upright Arches (creators of quality footwear)"],["3","Dome of the Curious Quill (makers of parchment, ink, and writing quills)"],["4","Crystal Bastion (makers of crystal goblets and ornaments)"],["5","Monastery Actuary (underwriters of reasonably priced insurance policies)"],["6","House of Hot Ki (delicious barbecue take-out)"],["7","Sage's Retreat (custom research services)"],["8","Monastery of the Wayward Grape (vintners of fine wines)"],["9","Spider's House Retreat (drow trainers of giant spiders as mounts and companions)"],["10","Hall of Mysteries (investigators for hire)"]],"name":"Ascetic Business Practices; Commercial Monasteries","page":62,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Terrible Secrets","colLabels":["d6","Secret"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Before taking your paladin oath, you accidentally publicly humiliated a good friend. You have sworn to make it up to them, despite them wanting nothing to do with you."],["2","You took another person's identity to escape the law in your younger days—and quickly came to realize that this person was far cooler than the real you. If anyone finds out your true identity, your reputation will suffer."],["3","You were the child of nobles who were found guilty of stealing vast sums from their subjects. If your identity is discovered, you might be hunted down. But you might also be in line for a massive inheritance."],["4","You once belonged to an organization that was eventually banned because a typo in its name made it appear seditious. If anyone discovers this, you run the risk of being mistaken for an enemy of the realm."],["5","You made a deal with a fiendish creature to escape trouble or save another character's life. Emissaries of this fiend appear occasionally to tell you that the paperwork regarding the debt you owe is temporarily lost, but they're working on it."],["6","You owe an enormous amount of money to a forgetful and amoral person. So far, that person has made no sign of wanting you to repay the debt, and you have no idea what to do about that."]],"name":"Things Best Left Unsaid; Terrible Secrets","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Legendary Catchphrases","colLabels":["d8","Catchphrase"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Looks like this is the end. So let's go back to the beginning."],["2","There's only one way out of this pickle, and that's by breaking a few jars!"],["3","Looks like trouble has some vacation time coming up. So let's book it a nice inn."],["4","We've got a real game of cat and mouse here... so it's time to eat some cheese."],["5","Is that all I've got?!"],["6","It's always darkest before the dawn, except when the moon is full. So let's moon!"],["7","We might be beaten, but we're not beaten! Because \"beaten\" means different things in both those contexts!"],["8","\"Surrender\" is my middle name, but it was a family thing and I never use it!"]],"name":"Fixer of Problems; Legendary Catchphrases","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Beast Friends","colLabels":["d10","Beast"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rat"],["2","Pigeon"],["3","Skunk"],["4","Crow"],["5","Raccoon"],["6","Possum"],["7","Snake"],["8","Toad"],["9","Giant beetle"],["10","Lizard"]],"name":"Animals are Everywhere; Urban Beast Friends","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Disguised Weapons","colLabels":["d6","Object (Improvised Weapon)"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The roasted drumstick of a huge bird (greatclub; longsword if a shard of bone is broken off)"],["2","A long loaf of stale bread (mace)"],["3","A musical instrument missing all but one string (shortbow)"],["4","A racket used in a popular sport (handaxe, battleaxe)"],["5","A metal-tipped crutch (greatsword, spear)"],["6","A large bottle of wine (mace, shortsword if shattered)"]],"name":"No Weapons Allowed; Disguised Weapons","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Points of Interest","colLabels":["d8","Point of Interest"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A secret cove a few hours' north of town that is a known meeting spot for pirates."],["2","A sewer system underneath the local guardhouse."],["3","The quaint settlement where you grew up, and where you send most of what you earn adventuring."],["4","A caravan of merchants and sellswords that follows a regular route across the land."],["5","A temple built to honor a dark god, long abandoned."],["6","The final resting place of the ranger who trained you."],["7","The shady market known as Gort Jorkle's Afflicted Finery, openly and proudly selling the most illegal things imaginable."],["8","An unnamed hill where a ruined tower appears at midnight, then vanishes again at dawn."]],"name":"Places to Go; Points of Interest","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Favorite Trophies","colLabels":["d10","Trophy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The handkerchief of a noble's paramour, with their initials sewn into it as well as the date and the place the gift was given. Perfect blackmail fodder."],["2","A silver goblet from the kitchens of a castle in a wealthy land. It still smells of the wonderful burgundy that was in it when you stole it."],["3","A gold-tipped fountain pen stolen from the breast pocket of a royal wizard."],["4","A piece of intricately woven curtain you had to cut to escape a mayor's manor after stealing their valuables."],["5","A gray cat with white feet, once the pet of a rich merchant's spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she's great at catching mice."],["6","A small statue of a ballerina, broken off from a marble fountain in a city from which you're now banned."],["7","A serpentine lapel pin set with tiny diamonds, which you slipped off the chest of a noble whose fete you finessed your way into."],["8","The solid-gold hammer holy symbol of that one rude blacksmith who refused to fix your sword."],["9","A full potion bottle from the temple of Oghma, marked \"Drink in case of emergency.\" So far, no one has dared you to drink it."],["10","A cracked mirror from a mystic's tower, which sometimes shows you a glint of another realm in one of its shards."]],"name":"Sign of Success; Favorite Trophies","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Former Guilds","colLabels":["d8","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats"],["2","The Char Hawks, whose front operation is a well-known cleaning service"],["3","The Flattering Butchers, known for their sales of discount meat of unknown provenance"],["4","The Profane Pilferers, who leave lewd calling cards at the scenes of their crimes"],["5","The Undead Rangers, whose cover is that they have nothing to do with rangers or the undead"],["6","The Loyalists, ironically known for breaking contracts at an alarming rate"],["7","The Robust Vultures, who make use of flying magic for specialty jobs"],["8","The Quick and the Fred, who all use \"Fred\" as an alias"]],"name":"Old Business Ties; Former Guilds","page":66,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Unusual Arcane Focuses","colLabels":["d10","Focus"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A stuffed weasel with fake diamonds for eyes"],["2","A rare gold coin that sparkles as you cast"],["3","A copper belt buckle created in your own likeness"],["4","A pair of silver spectacles whose lenses change color based on the school of spell you're casting"],["5","A well-preserved sausage that smells delicious to you and any other creature nearby"],["6","A gold harmonica that cranks out a dramatic tune when you cast"],["7","A shrunken gnome head that blinks and sticks its tongue out occasionally"],["8","A polo mallet carved in the shape of the tarrasque"],["9","A flask of liquid that changes color each time you cast"],["10","The antler stub of a peryton, decorated with nymph hair and pixie dust"]],"name":"Focusing with Flair; Unusual Arcane Focuses","page":67,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Residual Magic","colLabels":["d10","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A smell just slightly less noxious than troglodyte musk wafts off you from time to time."],["2","At random, your voice shifts three octaves higher or lower than normal."],["3","Your hair changes color for 1 hour. If you don't have hair, you grow silver hair that lasts for 1 hour, then falls out."],["4","At random, your speech and movement suggest that you are blind drunk."],["5","Your eyes glow for 1 minute, cycling intermittently through red, blue, and green."],["6","Sometimes when you deal damage to a creature, a disembodied voice near you shouts out, \"Boo yah!\""],["7","Blood momentarily drips from your ears and eyes."],["8","Your fingernails grow out to gnarled talons. This new growth falls off after 10 minutes or if you touch something."],["9","Intermittently, any somatic components for spells you cast take the form of violent coughing."],["10","For 1 minute, you are 6 inches shorter or taller than normal."]],"name":"Personal Magic; Residual Magic","page":68,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Otherworldly Quirks","colLabels":["d10","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every meal you eat must involve copious amounts of raw onions."],["2","When you are in a stressful situation, you shout every fourth word you speak."],["3","You have a second set of ears that emerge and retract whenever you are actively listening."],["4","You can't bear to touch anything valuable without wearing gloves."],["5","When you wash or bathe, anything less than uncomfortably hot water feels cold to you."],["6","You have to slap some creature roughly before you can get a good night's sleep."],["7","You're just not comfortable unless your clothing features garishly contrasting colors or patterns."],["8","When you cast a spell, the verbal or somatic component must involve a mild obscenity."],["9","Your hair grows so quickly that you must cut it during every short or long rest."],["10","When people call you by your correct name, you constantly admonish them by telling them your correct name."]],"name":"Eldritch Affectations; Otherworldly Quirks","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Cool Mottos","colLabels":["d6","Motto"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"I don't break even; I get even.\""],["2","\"I'm the prophet of profit, and I've got a prediction for success.\""],["3","\"Victory is the finest perfume, and I smell delightful.\""],["4","\"Your treasure is my business.\""],["5","\"To err is human, so I'm not.\""],["6","\"I get the job done rather than thinking up fancy mottos.\""]],"name":"Marketing Is Everything; Cool Mottos","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Lingering Nightmares","colLabels":["d6","Nightmare"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You stand atop a cliff as an apocalyptic sea monster emerges and begins painting the world around you with a brush in each tentacle. You cannot escape its attention, but wake up just before you are recolored."],["2","You dream about walking on pieces of paper, each of which is scribed with the word \"eggshells.\" This is written in multiple languages, some of which you can't read."],["3","You are giving the most important presentation of your career, and the magic you are using to create an impressive visual display has gone haywire. It now displays an illusory image of you wearing nothing but a strategically placed scarf."],["4","A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you withdrew the same huge amount of cash from company accounts the day before, but you have no memory of doing so."],["5","You feel the pleasant tickling of feathers, then look up to find a cockatrice preening on your chest."],["6","All your pockets have been torn open, but you can't stop placing valuable objects in them. Each time an object falls out of a pocket, you pick it up, then put it in a pocket again."]],"name":"Nightmare Magic; Lingering Nightmares","page":70,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Arcane Masters","colLabels":["d8","Master"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Philia Fjor, a half-elf abjurer who baked cupcakes that functioned as potions."],["2","Oghhga, a mute half-orc diviner who beat her unsuccessful students to death with rocks."],["3","Impler Rickys, a gnome transmuter who lived under a bridge and worked for candied beets and honey peanuts."],["4","Dame Melna Rothburntonberryville, a 238-year-old elf croquet player and evoker, and hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)"],["5","Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his \"dummy\" Vinceroy, an imp familiar in a puppet suit."],["6","Loa Hatt, a tiefling illusionist and cobbler, whose rumored dealings with devils led to many jokes about fixing soles while destroying souls."],["7","Reni the Hare, a halfling enchanter with an odd fondness for carrots. You ate a lot of carrots as an apprentice. You don't much like carrots anymore."],["8","Sylvester Delague, a human necromancer whose greatest possession was a portrait painted by an ex-student, said to capture his green eyes perfectly. In truth, Sylvester was color-blind, and the portrait's eyes are bloodshot red. No one ever told him."]],"name":"Learning from the Best; Arcane Masters","page":71,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-4 text-right"],"rows":[["1","−5","16–17","+3"],["2–3","−4","18–19","+4"],["4–5","−3","20–21","+5"],["6–7","−2","22–23","+6"],["8–9","−1","24–25","+7"],["10–11","+0","26–27","+8"],["12–13","+1","28–29","+9"],["14–15","+2","30","+10"]],"name":"Ability Scores and Modifiers","page":7,"source":"RMR","chapter":{"name":"How to Play","ordinal":{"type":"chapter","identifier":1},"index":0}},{"colLabels":["{@comic {@dice d12}}","{@comic Surprise}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ghostly hand appears and slaps a random character for {@dice 2d4} bludgeoning damage. If this kills them, they rise as a spectral presence that follows the group, endlessly slapping them as well."],["2","Five {@creature Giant Rat||giant rats} burst from the ground and attack. Name them after your favorite boy band."],["3","Every magic potion the party carries has turned to spoiled milk."],["4","Point at the character who last spoke. Their left foot has fallen asleep, causing them to suffer {@b −}1 Dexterity for an hour."],["5","Two {@creature Flameskull||flameskulls} fly in, accompanied by loud heavy metal music. They attack."],["6","A lone {@creature flameskull} flies in, looking for his two friends who ditched him on the way to a heavy metal concert. He's confused and angry and also attacks."],["7","The party hears a scraping noise coming from the nearby wall. Make it seem important to the story. Use this noise to focus the group and lead them to the next encounter."],["8","A random character vomits up an {@creature ochre jelly}. Describe the burning sensation as it erupts from the character's feeble mouth-hole. Make the party regret ever wasting your time."],["9","A random character's favorite weapon just gained magical intelligence and starts nagging them about getting on with the adventure."],["10","An arrow suddenly shoots out from the shadows and hits the character who is pissing you off. The character takes {@dice 1d6 + 4} piercing damage and should reconsider their current course of action."],["11","Something gold and shiny catches the eye of a party member. What is it? Whatever you want."],["12","Pick a random character. Tell them their esophagus is cursed."]],"name":"Surprise","page":17,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["{@comic {@dice d12}}","{@comic CuFuC}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you made this roll during an attack, you just hit a random character with double critical damage instead. If this roll was non-combat, you're so angry at f***ing up that you attack a random character with your primary weapon in frustration."],["2","Give the die that made this roll to another player at the table. They must use this die for the rest of the game session and, every time they roll it, they have to say \"Bad, die. BAD!\""],["3","All your hair falls out. Yes, even down there..."],["4","All your magic items have turned into nonmagical versions of the same stuff."],["5","Roll twice on the SURPRISE table from earlier in this chapter."],["6","You take {@dice 1d12} force damage. Describe in excruciating detail what you did to earn this embarrassing injury."],["7","You get a paper cut. If you fail a DC 16 Constitution saving throw, you lose {@dice 1d6} hit points from blood loss at the start of each of your turns for the next {@dice 1d6} rounds."],["8","The weapon or item you were using when you made this crappy roll catches on fire. Throw it away or take {@dice 2d10} fire damage while it smolders."],["9","Whatever you were doing when this roll took place just became a comedic pratfall that hits you in the junk. Take {@dice 2d6} bludgeoning damage, and if you had a point of Inspiration, it's now gone."],["10","You are so angry at your stupid mistake that an important grouping of blood vessels in your brain bursts. Permanently lose 1 Intelligence and your sense of smell."],["11","Your roll was so bad that you forsake the gods. If you're a cleric you poop yourself every time you cast a spell until you finish a long rest."],["12","Your internal organs are replaced with stinging bees. Instant death. No saving throw."]],"name":"Critical Hits","page":28,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-2 text-center","col-2 text-right","col-8 text-right"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"]],"name":"Rewards","page":35,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Leather","10 gp","11*","10 lb."],["Studded leather","45 gp","12*","13 lb."]],"footnotes":["*You add your Dexterity modifier to your Armor Class when you wear this armor."],"name":"Light Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Hide","10 gp","12**","12 lb."],["Chain shirt","50 gp","13**","20 lb."],["Scale mail","50 gp","14**","45 lb."],["Breastplate","400 gp","14**","20 lb."]],"footnotes":["**You add your Dexterity modifier, to a maximum of +2, to your Armor Class when you wear this armor."],"name":"Medium Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Ring mail","30 gp","14","40 lb."],["Chain mail","75 gp","16","55 lb."],["Splint","200 gp","17","60 lb."]],"name":"Heavy Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Shield","10 gp","+2","6 lb."]],"name":"Shields","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Club","1 sp","{@dice 1d4} bludgeoning","2 lb.","Light"],["Dagger","2 gp","{@dice 1d4} piercing","1 lb.","Finesse, light, thrown (range 20/60)"],["Greatclub","2 sp","{@dice 1d8} bludgeoning","10 lb.","Two-handed"],["Handaxe","5 gp","{@dice 1d6} slashing","2 lb.","Light, thrown (range 20/60)"],["Javelin","5 sp","{@dice 1d6} piercing","2 lb.","Thrown (range 30/120)"],["Light hammer","2 gp","{@dice 1d4} bludgeoning","2 lb.","Light, thrown (range 20/60)"],["Mace","5 gp","{@dice 1d6} bludgeoning","4 lb.","—"],["Quarterstaff","2 sp","{@dice 1d6} bludgeoning","4 lb.","Versatile ({@dice 1d8})"],["Spear","1 gp","{@dice 1d6} piercing","3 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"]],"name":"Simple Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, light","25 gp","{@dice 1d8} piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"],["Shortbow","25 gp","{@dice 1d6} piercing","2 lb.","Ammunition (range 80/320), two-handed"]],"name":"Simple Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Battleaxe","10 gp","{@dice 1d8} slashing","4 lb.","Versatile ({@dice 1d10})"],["Greataxe","30 gp","{@dice 1d12} slashing","7 lb.","Heavy, two-handed"],["Greatsword","50 gp","{@dice 2d6} slashing","6 lb.","Heavy, two-handed"],["Longsword","15 gp","{@dice 1d8} slashing","3 lb.","Versatile ({@dice 1d10})"],["Maul","10 gp","{@dice 2d6} bludgeoning","10 lb.","Heavy, two-handed"],["Morningstar","15 gp","{@dice 1d8} piercing","4 lb.","—"],["Rapier","25 gp","{@dice 1d8} piercing","2 lb.","Finesse"],["Scimitar","25 gp","{@dice 1d6} slashing","3 lb.","Finesse, light"],["Shortsword","10 gp","{@dice 1d6} piercing","2 lb.","Finesse, light"],["Trident","5 gp","{@dice 1d6} piercing","4 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"],["Warhammer","15 gp","{@dice 1d8} bludgeoning","2 lb.","Versatile ({@dice 1d10})"]],"name":"Martial Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, hand","75 gp","{@dice 1d6} piercing","3 lb.","Ammunition (range 30/120), light, loading"],["Crossbow, heavy","50 gp","{@dice 1d10} piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"],["Longbow","50 gp","{@dice 1d8} piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]],"name":"Martial Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["{@comic Name}","{@comic Cost}","{@comic Damage}","{@comic Weight}","{@comic Properties}"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["{@comic Commitment}","{@comic your happiness}","{@comic {@dice 2d12} ongoing}","{@comic your freedom}","{@comic Roll for regrets}"],["{@comic Children}","{@comic your future happiness}","{@comic {@dice 2d20} until adulthood}","{@comic your legacy}","{@comic Just get a pet instead}"]],"name":"Marital Emotional Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Ammunition - Arrows (20)","1 gp","1 lb."],["Ammunition - Crossbow bolts (20)","1 gp","1½ lb."],["Backpack","2 gp","5 lb."],["Bedroll","1 gp","7 lb."],["Bell","1 gp","—"],["Blanket","5 sp","3 lb."],["Book","25 gp","5 lb."],["Candle","1 cp","—"],["Carpenter's tools","8 gp","6 lb."],["Case (for map or scroll)","1 gp","1 lb."],["Chalk (1 piece)","1 cp","—"],["Chest","5 gp","25 lb."],["Clothes, common","5 sp","3 lb."],["Clothes, fine","15 gp","6 lb."],["Component pouch","25 gp","2 lb."],["Crowbar","2 gp","5 lb."],["Grappling hook","2 gp","4 lb."],["Hammer","1 gp","3 lb."],["Hammer, sledge","2 gp","10 lb."],["Healer's kit","5 gp","3 lb."],["Holy symbol","5 gp","1 lb."],["Hourglass","25 gp","1 lb."],["Ink (1 ounce bottle)","10 gp","—"],["Ink pen","2 cp","—"],["Lantern, bullseye","10 gp","2 lb."],["Lantern, hooded","5 gp","2 lb."],["Lock","10 gp","1 lb."],["Mason's tools","10 gp","8 lb."],["Mess kit","2 sp","1 lb."],["Mirror, steel","5 gp","1/2 lb."],["Oil (flask)","1 sp","1 lb."],["Paper (one sheet)","2 sp","—"],["Parchment (one sheet)","1 sp","—"],["Perfume (vial)","5 gp","—"],["Pick, miner's","2 gp","10 lb."],["Piton","5 cp","1/4 lb."],["Pot, iron","2 gp","10 lb."],["Potion of healing","50 gp","1/2 lb."],["Playing cards","5 sp","—"],["Pouch","5 sp","1 lb."],["Rations (1 day)","5 sp","2 lb."],["Robes","1 gp","4 lb."],["Rope, hempen (50 feet)","1 gp","10 lb."],["Rope, silk (50 feet)","10 gp","5 lb."],["Sack","1 cp","1/2 lb."],["Sealing wax","5 sp","—"],["Shovel","2 gp","5 lb."],["Signal whistle","5 cp","—"],["Signet ring","5 gp","—"],["Spellbook","50 gp","3 lb."],["Spike, iron (10)","1 gp","5 lb."],["Tent, two-person","2 gp","20 lb."],["Thieves' tools","25 gp","1 lb."],["Tinderbox","5 sp","1 lb."],["Torch","1 cp","1 lb."],["Waterskin","2 sp","5 lb. (full)"],["Whetstone","1 cp","1 lb."]],"name":"Adventuring Gear","page":41,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Donkey or {@creature mule}","8 gp","40 ft.","420 lb."],["{@creature Draft Horse||Horse, draft}","50 gp","40 ft.","540 lb."],["{@creature Riding Horse||Horse, riding}","75 gp","60 ft.","480 lb."]],"name":"Mounts and Other Animals","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Bit and bridle","2 gp","1 lb."],["Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["Pack","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["Riding","10 gp","25 lb."]},{"type":"row","style":"row-indent-first","row":["Saddlebags","4 gp","8 lb."]},["Stabling (per day)","5 sp","—"]],"name":"Tack and Harness","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-center"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["Gallon","2 sp"]},{"type":"row","style":"row-indent-first","row":["Mug","4 cp"]},{"type":"row","style":"row-indent-first","row":["{@comic Full Keg}","{@comic 8 sp - Awww yeah!}"]},["Inn stay (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},{"type":"row","style":"row-indent-first","row":["{@comic Passed out in the back alley}","{@comic Free}"]},["Meals (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["Wine",""],{"type":"row","style":"row-indent-first","row":["Common (pitcher)","2 sp"]},{"type":"row","style":"row-indent-first","row":["Fine (bottle)","10 gp"]}],"name":"Food, Drink, and Lodging","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Standard Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Common","The Five Nations, trade language of Khorvaire","Common"],["Dwarvish","Mror Holds","Dwarvish"],["Elvish","Aerenal, Valenar","Elvish"],["Giant","Inhabitants of Xen'drik","Giant"],["Gnomish","Zilargo","Dwarvish"],["Goblin","Darguun, Droaam, Shadow Marches, monsters of Khorvaire","Goblin"],["Halfling","Talenta Plains","Common"],["Riedran","People of Sarlona","Common"]],"name":"Standard Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Exotic Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Celestial","Celestials","Celestial"],["Daelkyr","Aberrations, denizens of Khyber","Daelkyr"],["Draconic","Dragons, dragonborn","Draconic"],["Infernal","Fiends","Infernal"],["Orc","Isolated orc tribes","Goblin"],["Primordial","Elementals","Primordial"],["Quori","Inspired, kalashtar, quori","Quori"],["Sylvan","Fey creatures","Elvish"]],"name":"Exotic Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Eberron Months","colLabels":["Month","Name"],"colStyles":["col-2","col-10"],"rows":[["1","Zarantyr (mid-winter)"],["2","Olarune (late winter)"],["3","Therendor (early spring)"],["4","Eyre (mid-spring)"],["5","Dravago (late spring)"],["6","Nymm (early summer)"],["7","Lharvion (mid-summer)"],["8","Barrakas (late summer)"],["9","Rhaan (early autumn)"],["10","Sypheros (mid-autumn)"],["11","Aryth (late autumn)"],["12","Vult (early winter)"]],"name":"Calendar; Eberron Months","page":7,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Regrets","colLabels":["d10","Regret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While you were serving in the Last War, you were forced to abandon an injured comrade. You don't know if they survived."],["2","You placed your faith in a lover who betrayed you. You don't know if you can ever trust anyone again."],["3","You murdered a rival. Your actions may have been justified, but their face still haunts you."],["4","You made a promise to a child or a lover that you failed to keep."],["5","You squandered your family's fortune and brought shame and ruin to your household."],["6","You made a bargain with an extraplanar entity that you now regret."],["7","You abandoned your family to pursue a life of adventure. Your village was destroyed in the war and you don't know if they survived."],["8","You engaged in covert operations for a nation as a spy or soldier. While you were serving your country, you did unforgivable things."],["9","Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you've done."],["10","You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects."]],"name":"Everyone Has Regrets; Regrets","page":8,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Debts","colLabels":["d10","Debt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You committed a crime during the Last War, and now you're being blackmailed by someone who has proof. You can justify your actions, but the law won't care."],["2","You've got a gambling problem. If you can't repay Daask (see {@book chapter 3|ERLW|8|Daask}), you're going to be playing tag with a cockatrice."],["3","You own an uncommon magic item, but you had to sell it to a pawn shop. If you can't reclaim it within the month, they'll sell it off."],["4","You were making a delivery on behalf of the Boromar Clan (see {@book chapter 3|ERLW|8|The Boromar Clan}) and you lost the merchandise."],["5","Someone knows the whereabouts of a sibling or loved one you thought lost in the Mourning, but that information is going to cost you."],["6","You have a degenerative disease that can't be cured by mundane means. If you can't get a lesser restoration soon, you're going to start showing symptoms."],["7","Your family lost everything in the Last War. You could get them a stake in a new farm, inn, or stagecoach with 200 gp."],["8","You've got a price on your head. Until you settle things with House Tharashk, you'd better keep an eye out for bounty hunters."],["9","You have an opportunity to join an influential secret society. But you've got only one month to raise the membership dues."],["10","Roll again. It's not your debt: it's your lover's problem. Can you solve the problem before they have to face the consequences?"]],"name":"Why Do You Need 200 Gold Pieces?; Debts","page":9,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Communication and Security Services","colLabels":["Service","Cost"],"colStyles":["col-9","col-3"],"rows":[["{@spell Arcane lock} (House Kundarak)","20 gp"],["Courier service (House Orien)","1 sp per mile"],["{@spell Glyph of warding} (House Kundarak)","350 gp"],["{@spell Illusory script} (House Sivis)","15 gp"],["Mail service (House Orien)","1 cp per mile"],["Message station (House Sivis)","2 sp per word"],["Translation (House Sivis)","2 cp per word"]],"name":"Communication and Security Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Healing Services","colLabels":["Service","Cost"],"colStyles":["col-6","col-6"],"rows":[["Minor nonmagical care","3 sp per use of the {@skill Medicine} skill"],["Major nonmagical care","1 gp per day"],["{@spell Cure wounds}","25 gp per level of the spell"],["{@spell Lesser restoration}","50 gp"],["{@spell Remove curse}","75 gp"],["{@spell Greater restoration}","150 gp"],["{@spell Raise dead}","750 gp"]],"name":"Medicine; Healing Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Travel Services","colLabels":["Service","Cost","Speed"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Airship (House Lyrandar)","1 gp per mile","20 mph"],["Elemental galleon (House Lyrandar)","5 sp per mile","10 mph"],["Lightning rail, standard (House Orien)","2 sp per mile","30 mph"],["Lightning rail, first class (House Orien)","5 sp per mile","30 mph"],["Lightning rail, steerage (House Orien)","3 cp per mile","30 mph"],["Magebred coach (House Orien)","3 sp per mile","5 mph"],["{@spell Teleportation circle} (House Orien)","2,500 gp","Instant"]],"name":"Transportation; Travel Services","page":11,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Leaving the Mror Holds","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A feud with a rival clan has gotten out of hand, and it's best that you spend a few decades away from the Holds while things cool down."],["2","You come from a large family and there's no room for you to shine in your hold, so you hope to make a name for yourself in the wider world."],["3","Your clan has arranged your marriage and your future, and you've decided to have a few adventures before you settle down."],["4","You're pursuing a vendetta with a personal rival, seeking to defeat them either in battle or in business."],["5","You're searching for a legendary dwarven artifact, stolen centuries ago by a Karrnish noble."],["6","You want to assemble champions who can help you explore the ancient ruins beneath your ancestral home."],["7","You've rejected your clan's attitude toward daelkyr magic, earning the enmity of powerful dwarves."],["8","You want to understand how the other peoples of Khorvaire—especially the goblins and orcs—have fought the daelkyr."]],"name":"Dwarves of the Mror Holds; Leaving the Mror Holds","page":19,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Zil Schemes","colLabels":["d10","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards."],["2","You have an anonymous contact who sends you missions via the {@spell sending} spell. When you do as you're asked, you receive handsome rewards."],["3","You've inherited a plot of land in Q'barra. If you don't visit within a year, you'll lose the claim."],["4","Due to an unusual twist of Triumvirate law, you share the same name with a number of other Zil, and you're all legally considered to be the same person."],["5","You've acquired a {@item spellshard|ERLW} (described in {@book chapter 5|ERLW|12}) that contains a vast amount of text in a strange code."],["6","You know the location of a wanted war criminal, and you've been trying to decide whether to turn them in or try to get something in exchange for your silence."],["7","You've been selling false treasure maps, but now you've found one that might be real."],["8","You've acquired a controlling stake in a dragonshard mine, which was abandoned long ago. But why? Kobolds? Aberrations? There's only one way to find out!"],["9","Your family is facing financial ruin, and they've taken out a life insurance policy on you. It only pays out if you die under unusual circumstances, and they're encouraging you to seek out more dangerous adventures."],["10","You're peddling a life-extension scheme where clients are {@condition petrified} by a medusa and then restored later."]],"name":"Gnomes of Zilargo; Zil Schemes","page":23,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Khoravar Origin","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're the linchpin of a Khoravar community in a major city, hosting unity meals and maintaining connections with every half-elf in the city."],["2","You grew up in a small town dominated by humans. You didn't know any other half-elves, and you did your best to fit in."],["3","You lived in the Eldeen Reaches as part of a small Khoravar community, trying to be a bridge between the human farmers in the east and the druids and wilder folk in the west."],["4","Your small Khoravar community has only survived in the slums of Sharn through the close, family-like support you show each other."],["5","You're part of a community in Thrane whose devotion to the Silver Flame has led you to extend your unity meals to non-Khoravar."],["6","Your Khoravar community is the crew of a Lhazaar ship."],["7","You're part of a tiny Khoravar community in Karrnath that's fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death."],["8","You're part of a tiny community of Khoravar living in an unexpected place, such as Droaam, Darguun, or even the Demon Wastes. Your people strive to find common ground with the native population."],["9","You are associated with House Lyrandar or House Medani, but you're more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds."],["10","You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor."]],"name":"Khoravar Origin","page":26,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Halfling Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are constantly amazed by things the people of the Five Nations take for granted."],["2","You pattern your behavior on a species of dinosaur."],["3","You are extremely curious, and you're always searching for new experiences."],["4","You love to boast, and you're always telling exaggerated stories of your amazing adventures."],["5","You wear a mask that you believe holds the spirit of your former dinosaur mount. You like to talk to it."],["6","You don't understand the concept of \"facts.\" To you, everything is a story, and truth is in how you tell it."],["7","You are annoyed by buildings and tools designed without consideration for small people."],["8","You seek vengeance for a wrong done to your people."],["9","You never forget an insult or injury."],["10","You ascribe everything to the work of spirits."]],"name":"Talenta Halflings; Halfling Quirks","page":27,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Human Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An impoverished wizard from Aundair, striving to prove you're as intelligent as any other Aundairian"],["2","A streetwise rogue from Breland who wants nothing more than to escape the bustle of Sharn forever"],["3","A displaced Cyran fighter who was engaged in war outside Cyre at the time of the Mourning and is now stranded with no home"],["4","A barbarian from the Demon Wastes who repented from a life of cruelty and hopes to atone for past evils"],["5","A kindly druid from the Eldeen Reaches who wants to learn about the flora and fauna of the rest of Khorvaire and beyond"],["6","A cleric from Karrnath who aspires to learn the arts of necromancy—for the noblest aims, of course"],["7","A piratical bard from the Lhazaar Principalities who loves sea shanties but also wants to immortalize the deeds of great heroes in song"],["8","A ranger trained to hunt the jungles of Q'barra who harbors a grudge against dragons"],["9","A warlock from the Shadow Marches, teetering on the edge of sanity while contemplating the daelkyr"],["10","A Thrane paladin of the Silver Flame who's looking for something to prove the truth underpinning belief"]],"name":"Humans; Human Origins","page":29,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Leaving the Shadow Marches","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're associated with the Gatekeepers, and you're on a quest to combat a daelkyr-related threat beyond the bounds of the Shadow Marches."],["2","House Tharashk recruited you from the Marches to serve as a mercenary in the Last War."],["3","You're a simple hunter, but you've decided to seek your fortune or a real challenge in the world beyond the Marches."],["4","Your village was destroyed by monsters from Droaam, so you're looking for a new place in the world."],["5","As a cultist of the Dragon Below, you believe that slaying powerful foes is the only way to earn your passage to the paradise that lies deep within the hollow world. You've ventured beyond the Marches in search of worthy enemies."],["6","Your clan works with House Tharashk, and you've been recruited as a bounty hunter or investigator even though you're not a member of the house."],["7","The leader of your clan committed a great wrong against another clan, which has now sworn to exterminate every last member of your clan. What better time to see the world?"],["8","Your work as an investigator has set you upon a trail of mysteries that leads far beyond the Marches."]],"name":"Orcs of the Shadow Marches; Leaving the Shadow Marches","page":31,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Dragonmarks and Their Houses","colLabels":["Dragonmark","House","Race","Guild Specialties"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["Detection","Medani","Half-elf","Bodyguards, investigation, risk management"],["Finding","Tharashk","Human, half-orc","Bounty hunting, investigation, prospecting"],["Handling","Vadalis","Human","Animal training and breeding"],["Healing","Jorasco","Halfling","Healing"],["Hospitality","Ghallanda","Halfling","Food, lodging, urban information"],["Making","Cannith","Human","Manufacturing"],["Passage","Orien","Human","Land transportation"],["Scribing","Sivis","Gnome","Communication, translation, verification"],["Sentinel","Deneith","Human","Bodyguards, mercenaries"],["Shadow","Phiarlan","Elf","Entertainment, espionage"],["","Thuranni","Elf","Entertainment, assassination"],["Storm","Lyrandar","Half-elf","Air and sea transportation"],["Warding","Kundarak","Dwarf","Banking, storage, prisons"]],"name":"Dragonmarks and Their Houses","page":37,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Dragonmark Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your dragonmark is unusually small or faint."],["2","Your dragonmark is exceptionally large."],["3","Your dragonmark appears somewhere else on your body whenever you finish a long rest."],["4","Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it."],["5","Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark."],["6","When you use your dragonmark, it animates and adopts the appearance of your dragonmarked house's emblem for 1 minute."],["7","Your dragonmark is an unusual color."],["8","Your dragonmark changes size whenever you use it."]],"name":"Dragonmark Appearance; Dragonmark Quirks","page":38,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Patrons","colLabels":["Type of Patron","Example"],"colStyles":["col-6","col-6"],"rows":[["Adventurers' Guild","Clifftop Adventurers' Guild"],["Crime Syndicate","Boromar Clan"],["Dragonmarked House","Any dragonmarked house"],["Espionage Agency","King's Dark Lanterns"],["Head of State","Prince Oargev of New Cyre"],["Immortal Being","Sora Kell"],["Inquisitive Agency","Finders Guild"],["Military Force","Redcloak Battalion"],["Newspaper","{@i The Korranberg Chronicle}"],["Religious Order","Templars of the Silver Flame"],["University","Morgrave University"]],"name":"Patrons in Eberron; Patrons","page":65,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Contacts","colLabels":["d10","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The charismatic leader of the guild, who doesn't actually do very much except inspire and encourage members"],["2","A retired adventurer who works hard to connect member groups with employment opportunities that match their skills"],["3","A petty rival who continually tries to claim jobs, bounties, and rewards before you can"],["4","A bitter enemy who nurtures a grudge over some past wrong (real or imagined) and does everything possible to undermine you"],["5","A naive adventurer who admires you and tries to emulate you in every way"],["6","A hardened adventurer who thinks a moral compass is akin to a pair of manacles"],["7","An injured retired adventurer who can't quite let go of the adventuring life and experiences it vicariously by spending time in the guildhall"],["8","A grouchy employee who keeps the guildhall clean and cares for its guests while quietly complaining about how adventurers should \"grow up,\" get a \"real job,\" and contribute to society"],["9","A kindly mentor who loves to tell stories of past exploits in front of the guildhall fireplace"],["10","A sad, older adventurer who tells cautionary tales in the vain hope that younger members avoid making the same mistakes"]],"name":"Adventurers' Guild Contacts; Guild Contacts","page":66,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Adventures","colLabels":["d10","Adventures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crime}. You have to break the law to administer justice or thwart a criminal act (see \"{@book Crime Syndicate|ERLW|4|Crime Syndicate}\")."],["2","{@b Dragonmarked Affairs}. The job involves some dragonmarked house concern (see \"{@book Dragonmarked House|ERLW|4|Dragonmarked House}\")."],["3","{@b Espionage}. Someone requires some spying or sabotage (see \"{@book Espionage Agency|ERLW|4|Espionage Agency}\")."],["4","{@b Statecraft}. You're involved in national or international affairs (see \"{@book Head of State|ERLW|4|Head of State}\")."],["5","{@b Cryptic Mystery}. The job is linked to the concerns of immortals (see \"{@book Immortal Being|ERLW|4|Immortal Being}\")."],["6","{@b Investigation}. An assignment involves finding something or solving a mystery (see \"{@book Inquisitive Agency|ERLW|4|Inquisitive Agency}\")."],["7","{@b Military Action}. Your party is invited to serve as a military unit (see \"{@book Military Force|ERLW|4|Military Force}\")."],["8","{@b Gathering News}. You're called on to act as freelance reporters (see \"{@book Newspaper|ERLW|4|Newspaper}\")."],["9","{@b Religious Work}. The job involves the work of faith (see \"{@book Religious Order|ERLW|4|Religious Order}\")."],["10","{@b Field Research}. The job involves research or relic-hunting (see \"{@book University|ERLW|4|University}\")."]],"name":"Guild Adventures","page":67,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Crimes","colLabels":["d6","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisitions and Retrieval}. Your job is to acquire assets for the syndicate. You might steal important documents or clear out a location for use as a hideout."],["2","{@b Heists}. You plan and execute elaborate robberies that require the skills of everyone on your team."],["3","{@b Gang Warfare}. Your primary job is to ensure that no other crime syndicate (such as Daask or House Tarkanan) gains a significant foothold in your territory."],["4","{@b Internal Affairs}. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group."],["5","{@b Assassination}. Your work involves killing prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate might be criminal and your methods illegal, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful."]],"name":"Types of Crime; Syndicate Crimes","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Infamy","colLabels":["d6","Notorious Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tattoos}. Each member of your group has a distinct tattoo that inspires fear in others. When possible, you use the symbol as a calling card to mark your work."],["2","{@b Outfit}. Whether it is a leather duster with a group symbol or a distinctive handkerchief tucked in your pocket, your gang has a signature accessory."],["3","{@b Infamy}. Your group is linked to an infamous crime, one that remains the talk of the town."],["4","{@b Idols}. A certain type of person finds criminals alluring, and your band has acquired a group of such hangers-on. They're not criminals themselves, just outsiders who admire you for your brutality, cunning, or flair."],["5","{@b Legitimate}. The Boromar Clan has a legitimate front, though everyone knows the truth behind it. You're part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder."],["6","{@b Legends}. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way."]],"name":"Group Infamy","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Law}. Someone in the Sharn Watch has vowed to put you in prison or die trying."],["2","{@b Gang War}. Some members of a rival syndicate (such as Daask, House Tarkanan, or the Tyrants) hate you, probably for good reason."],["3","{@b The Press}. Your group's adventures make for great headlines. Your every move is reported in the broadsheets and your steps are dogged by journalists."],["4","{@b Infighting}. Another group within the Boromar Clan is jealous of your success or angry about a past wrong. They do everything they can to undercut you."],["5","{@b Vigilante}. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood."],["6","{@b The Bosses}. The halfling family in control of the syndicate has its eye on you, taking pains to keep you in line and make sure you stay loyal."]],"name":"Rival Outfit; Group Rivals","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surrogate parent who views you as challenging but beloved children"],["2","A no-nonsense boss who treats the syndicate's work as just another business"],["3","A hardened criminal with no mercy, no patience, and no moral compass"],["4","A former urchin, now fabulously wealthy, who wants to see everyone in the syndicate find the same success"],["5","The boss at a gambling den or similar house of vice who enjoys the business just a little too much"],["6","A kind-hearted crook who's grateful to finally be able to delegate the dirty work on the streets to you"],["7","A miserable cynic who only cares about how much money you bring in to the syndicate"],["8","A former law enforcement officer who is full of cheerful tips for avoiding the law"]],"name":"Crime Syndicate Contacts; Syndicate Contact","page":71,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"General House Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a safe location for a house enclave in a hostile environment."],["2","Find the wreckage of a crashed vehicle (airship, lightning rail car, sailing ship, or other) carrying house property."],["3","Retrieve assets from a house enclave in the Mournland."],["4","Protect a leader of your house from an anticipated assassination attempt."],["5","Enforce your house's territory by preventing a rival from stealing its business."],["6","Find a trove of dragonshards for your patron house to use."],["7","Recruit a renowned sage to join the house's team of researchers."],["8","Persuade a hostile tribe to agree to a trade agreement with your patron house."]],"name":"General House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Missions","colLabels":["d12","House","Mission 1","Mission 2","Mission 3"],"colStyles":["col-1 text-center","col-2 text-center","col-3","col-3","col-3"],"rows":[["1","Cannith","Escort a valuable shipment of goods","Track down rare materials","Advance the cause of one branch of the family at the expense of the other two"],["2","Deneith","Act as bodyguards for a prominent or wealthy person","Serve as mercenaries in a lingering border conflict","Enforce the law across national borders as Sentinel Marshals"],["3","Ghallanda","Establish useful diplomatic contacts","Acquire rare ingredients or recipes","Defend a Golden Dragon Inn that is under attack"],["4","Jorasco","Provide healing for a caravan or military unit on a dangerous mission","Seek out the source of a mysterious new illness","Find a cure for an exotic curse afflicting a wealthy patient"],["5","Kundarak","Safeguard something valuable until it is locked in a vault","Recover something stolen from your house","Find an abandoned vault in the Mournland"],["6","Lyrandar","Hunt down pirates in the Lhazaar Sea","Salvage a prototype airship lost in the Mournland","Accompany a new airship on its first voyage"],["7","Medani","Protect a powerful figure from kidnapping or assassination","Track down the source of rumors pointing to an imminent threat","Find the villain behind a series of apparently unrelated crimes"],["8","Orien","Carry a sensitive message to its destination","Retrieve an important package stolen from another courier","Investigate a problem on a lightning rail line"],["9","Phiarlan and Thuranni","Sneak into a secret area to serve as the target of a scrying spell","Steal plans for a powerful new weapon","Carry out an assassination"],["10","Sivis","Mediate a tense negotiation","Assure that two parties keep to the terms of their agreement","Break a code used during the Last War"],["11","Tharashk","Track down fugitives","Locate a supply of dragonshards","Find the bandits who have been preying on house prospectors"],["12","Vadalis","Capture wild animals and tame them","Prevent magebred specimens from upsetting a delicate ecosystem","Handle the animals drawing a massive caravan across the continent"]],"name":"House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Status","colLabels":["d4","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Favored}. You have access to the leadership of the house, owing to your record of faithful service."],["2","{@b Reliable}. You are reliable contributors to the house, and can count on it for help in difficult situations."],["3","{@b Oddballs}. You don't quite fit in, and tend to draw strange assignments or those that other operatives pass up."],["4","{@b Outcast}. You have made some mistakes in the recent past, and your status in the house is tenuous at best."]],"name":"House Status; Group Status","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments"],["2","The stern and demanding parent of one (or more) of the characters in your group"],["3","The lovingly indulgent parent of a character in your group"],["4","The smugly superior dragonmarked sibling of an unmarked member of the family in your group"],["5","The money-minded business manager of a guild within your patron house"],["6","A retired adventurer within the family who would rather join you on your adventures than assign them to you"],["7","The proud leader of a regional branch of the dragonmarked family"],["8","The patriarch or matriarch of the patron house"]],"name":"Dragonmarked House Contacts; House Contacts","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Espionage Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Information Gathering}. If information is out there, you can find it and hand it over to your patron."],["2","{@b Counterintelligence}. Your work focuses on finding, opposing, and eliminating enemy intelligence agents."],["3","{@b Misinformation}. You are experts at creating false stories and bogus information to foil enemy spies."],["4","{@b Covert Elimination}. When you disappear someone you leave behind no evidence."],["5","{@b Disruption}. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion."],["6","{@b Sabotage}. You slip into places, lay the seeds for their destruction, and escape without detection."]],"name":"Types of Espionage; Espionage Missions","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Secrets","colLabels":["d6","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Blackmail Material}. You have evidence of a career-ending secret concerning an important figure."],["2","{@b Hidden Agenda}. You are party to a conspiracy that seeks to influence events to better suit your desires."],["3","{@b Careful Balance}. You have damning information on your patron agency, but it has carefully collected equally damaging secrets on all of you."],["4","{@b Conspiracy}. A local organization, such as a guild, government, or dragonmarked house, is engaged in dirty deeds, and you have inside information on them."],["5","{@b Deep Cover}. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous."],["6","{@b Empty Threats}. Rumors say you collect damaging secrets on anyone, and people tread carefully around you as a result. The truth is that your reputation is overblown, so you have your own secret to keep safe."]],"name":"Secrets","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Memorable Mission","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Betrayal}. A former associate turned against you. You escaped, and want revenge."],["2","{@b Left in the Cold.} Things went wrong, and you had to make the terrible decision to abandon an ally. They might be dead, or they might be looking for revenge."],["3","{@b The Perfect Operation}. Your actions made headlines across Khorvaire, shaping history for the next decade. Nobody knows you were involved, and sometimes you wish you could have a little credit for your work."],["4","{@b The Standoff}. You met your match during a tense operation. Neither side got everything they wanted. You hate to admit it, but the team you went up against proved your match. Maybe you'll cross paths again."]],"name":"Memorable Mission","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Agency Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A condescending career desk agent who views you as expendable tools"],["2","A bitter former field agent, now confined to a field office, who envies your work"],["3","A kindly bureau chief who views you as a truly special team with invaluable skills"],["4","A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today's agents compared to those in the \"good old days\""],["5","A hotheaded former soldier who would prefer a return to open warfare instead of this so-called \"Shadow War\""],["6","A battle-scarred field agent who would do almost anything to prevent a return to the horrors of the Last War"],["7","A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you"],["8","A mysterious voice on the other end of a {@item speaking stone|ERLW}"]],"name":"Espionage Agency Contacts; Agency Contacts","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Cyran Affairs","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince nations to recognize Oargev as a sovereign"],["2","Work diplomatically to secure land for a Cyran nation"],["3","Track down agents and infiltrators from other nations who are acting against New Cyre's interests"],["4","Venture into the Mournland to salvage Cyran treasures"],["5","Aid Cyran refugees in Breland and elsewhere"],["6","Make incriminating or embarrassing evidence about the prince quietly disappear"]],"name":"National Affairs; Cyran Affairs","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–3","{@b Official}. You hold an official position and are recognized as attached to your patron. You can expect the head of state's support, but you must also ensure your actions avoid staining your patron's reputation."],["4–5","{@b Shadow}. You can expect no official, public recognition of your work, but the head of state you work for does acknowledge you in private and provide help."],["6","{@b Double}. Your allegiance lies with an official or government other than the one you overtly serve. You may receive support from the head of state you openly answer follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed."]],"name":"Official Status; State Status","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disapproving courtier who finds your extrajudicial work highly distasteful"],["2","A fawning sycophant who figures you are the best path to the head of state's good graces"],["3","A wide-eyed bureaucrat who dreams of living a life as exciting and dangerous as yours"],["4","A scheming relative of the head of state who sees you as a path toward seizing power"],["5","A bored chancellor who is constantly irritated at the amount of money you spend"],["6","A grumpy ex-adventurer who was \"promoted\" from doing your job to supervising you"],["7","A worried parental figure who is sure that every mission will be your last"],["8","The ghost of the previous head of state"]],"name":"Head of State Contacts; State Contacts","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Heads of State","colLabels":["d20","Patron and Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","As representatives of the Sibling Kings of Aerenal, secure trade pacts with the nations of Khorvaire."],["2–3","As agents of Queen Aurala, help her build Aundair's strength in preparation for the next war, without alerting other nations to her ambitions."],["4–5","Assist the Brelish crown in dealing with matters beyond the capabilities of local law enforcement."],["6","As emissaries of Darguun's Lhesh Haruuc, work to build respect for Darguun as a nation."],["7","As agents of the Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation."],["8–9","Patrol the forests of the Eldeen Reaches on guard against threats, particularly those coming from the Demon Wastes to the west."],["10–11","Crack down on the Order of the Emerald Claw's activities in Karrnath."],["12","Strengthen the ties between the Lhazaar princes while ensuring your prince comes out on top."],["13","On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds."],["14","Clear land for a new settlement in Q'barra, driving out the monsters that haunt the jungle location."],["15","Unite several halfling tribes of the Talenta Plains under the banner of a single leader."],["16–17","Combat forces of corruption within the Church of the Silver Flame, both in Thrane and abroad."],["18","Gain glory for Valenar by leading raids and battling threats from the Mournland."],["19–20","On behalf of one member of Zilargo's Triumvirate, collect information that could be used as leverage against the other two."]],"name":"Other Heads of State; Heads of State","page":82,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While in the tower of Mordain the Fleshweaver, spill blood on the stairs between the third and fourth floors."],["2","As you pursue a Cult of the Dragon Below into the caverns of Khyber, retrieve one (and only one) of a specific variety of mushroom from a cave where twelve crystals glow."],["3","Ensure that the villain you are pursuing dies by falling from a great height, not by any other means."],["4","Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry out another part of your patron's plan."],["5","Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes."],["6","Defeat a dragon-blooded sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process."],["7","Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an imprisoned rakshasa—and that will, unknown to the inventor, lead to the rakshasa's release."],["8","Protect a kalashtar monk who is being targeted by Dreaming Dark assassins as she studies a path that might eventually prevent the quori from projecting themselves into the Material Plane."]],"name":"Serving an Immortal; Immortal Missions","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Communication","colLabels":["d10","Means of Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A party member speaks to your patron in dreams."],["2","A ghostly projection of your patron appears before you to deliver messages."],["3","Random people are suddenly seized by your patron's will and, glassy-eyed, deliver messages to you."],["4","You have a sending stone connected to one in your patron's possession."],["5","You are adept at interpreting your patron's messages from the movement of smoke in the air."],["6","A secretive cabal of other mortal agents summons you to meetings in various locations."],["7","Certain animals speaks to you in your patron's voice."],["8","Your patron teleports you to their presence, expresses their will, then returns you to where you were."],["9","Supernatural messengers deliver your patron's messages."],["10","Your patron unexpectedly appears in person."]],"name":"Immortal Contacts; Immortal Communication","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Contacts","colLabels":["d12","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly law-enforcement officer sends clients your way and gives you inside information about the workings of the watch."],["2","A satisfied former client with a minor position in local government can pull strings for you."],["3","A lieutenant in a crime gang knows the underworld and will help you so long as you don't interfere in that gang's affairs."],["4","A bitter, more experienced inquisitive spends a lot of time telling you who you could have talked to ten years ago—if that person hadn't died—but still knows a lot about the city's inner workings."],["5","The owner of a tavern or other business that attracts clientele from the seedy parts of society has an ear to the ground and often feeds you leads to more work."],["6","A wealthy former client can get you into high-society parties and put you in touch with other rich people."],["7","A nosy journalist always wants to write stories about your cases, but also helps lead you to new work and key contacts."],["8","A local priest appreciates the work you do and provides you with minor magical assistance."],["9","A tough-as-nails street urchin will carry messages for you, lead you anywhere in the city, and squeeze into tight spaces for a meager reward."],["10","A brooding warforged can connect you to an extensive network of former soldiers."],["11","A kalashtar seer might be a fraud, but also occasionally provides you with valuable leads."],["12","A curious changeling always seems to show up when you least expect it."]],"name":"Patron Benefits; Contacts","page":86,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Investigative Expertise","colLabels":["d6","Investigation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Find People}. You seek people who are lost, in hiding, on the run, or victims of foul play."],["2","{@b Find Items}. Whether it's a stolen painting or a family heirloom, you excel at finding lost items."],["3","{@b Justice for All}. The powerful often escape justice due to their wealth and influence. Their victims sometimes turn to you, hoping you'll help set things right."],["4","{@b Help Law Enforcement}. The city watch must obey the rules to bring criminals to justice. When the rules need to be bent or broken, they turn to you for help."],["5","{@b Uncover Secrets}. You put your inquisitive skills to use inquiring into others' mysterious backgrounds."],["6","{@b Private Security}. You provide services for a specific organization. Perhaps you travel on airships to provide security or work in a casino to catch cheaters."]],"name":"Types of Inquisitive Work; Investigative Expertise","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Signature Case","colLabels":["d6","Case"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Case of the Century.} You uncovered key evidence in a sensational case. You made headlines, but some parties involved carry grudges against you."],["2","{@b The Set Up}. You uncovered evidence of a high-profile figure's misdeeds. At trial, that evidence was deemed false, but by then the accused's career was ruined."],["3","{@b Scandal}. Your work uncovered a deeply embarrassing scandal that ended a powerful politician's career."],["4","{@b Underdog Champion}. You brought justice to a sympathetic victim, proving yourself a champion of those overlooked by society."],["5","{@b Genius}. You resolved a case that baffled others, and now you are celebrated for your brilliance."],["6","{@b Bungler}. You bungled a case, badly. The guilty party walked free, and everyone blames you."]],"name":"Signature Case","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Clientele","colLabels":["d6","Clientele"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Wealthy Socialites}. Your discretion and low-key approach to cases make you the perfect team to handle cases best keep out of the public eye."],["2","{@b Underdogs}. Whether deserved or not, you have a reputation for doing the right thing even if it comes without a reasonable fee. Anyone pitted against the rich and powerful knows to come to you for justice."],["3","{@b Magnet for Trouble}. Maybe you trust people too easily or it's just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they're running."],["4","{@b Desperate}. You have a reputation for taking on clients who can't afford your services. Every hard-luck case ends up at your door, whether you want them or not."],["5","{@b Warforged}. In a world where the rights of warforged are not always certain, you take up their cause."],["6","{@b Criminals}. When a criminal has been wronged but doesn't want to be brought to justice they come to you, trusting (rightly or wrongly) that you won't turn them in."]],"name":"Clientele","page":88,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Military Missions","colLabels":["d6","Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You are trained to make quick, strategic, devastating attacks against enemy assets."],["2","{@b Special Forces}. You're trained in covert operations, similar to the work of spies but with more focus on combat."],["3","{@b Defensive Operations}. Your focus is on protecting your allies from attackers, monsters, or deadlier enemies."],["4","{@b Reconnaissance}. Your missions involve keeping track of enemy troops and surveying potential battlefields."],["5","{@b Peacekeeping}. Your paradoxical task is to maintain the fragile peace of the Treaty of Thronehold by maintaining a military presence in turbulent areas."],["6","{@b Warforged Affairs}. You are responsible for hunting down berserk warforged, working in the gray spaces between national order and a people seeking their destiny."]],"name":"Military Missions","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Defining Mission","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Heroic Stand}. You knew if you took one step back from the line, all would be lost. When relief arrived days later, you had not budged."],["2","{@b Telling Blow}. The enemy general never knew what hit them. You still carry their personal flag as a trophy."],["3","{@b Dawn Raid}. You traveled hundreds of miles around enemy lines to reach your target. In a single day, months of enemy preparation went up in flames."],["4","{@b Break the Line}. During a key battle, you were part of a heroic push to break the enemy line."],["5","{@b Liberator}. You were at the forefront of a daring assault to liberate a captured citadel or town."],["6","{@b Sharp Eye}. The enemy's secret attack would've been devastating. Luckily, you spotted it in time."]],"name":"Defining Mission","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Nemesis","colLabels":["d6","Nemesis"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Necromancer}. You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you."],["2","{@b Camp Commandant}. As prisoners of war, you were captured and subjected to brutal conditions in a prisoner camp. The commandant delighted in your pain."],["3","{@b Inept Commander}. Your friends would still be alive if one incompetent officer with political power and influential allies hadn't sent you on a disastrous mission."],["4","{@b Colossus}. You were among those who survived an encounter with a warforged colossus. Cyre or House Cannith—whoever was responsible for such a nightmare—deserves whatever evil fate comes their way."],["5","{@b Mercenaries}. A band of traitorous mercenaries who switched sides, turning the battle against you."],["6","{@b Champion}. One mighty hero fought on the enemy side, wielding powerful magic and cruel strategies against the rank-and-file soldiers on your side."]],"name":"Nemesis","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Commanding Officer","colLabels":["d8","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry officer who yells every order, reprimands you for even the smallest mistake, and fully expects you to fail at every mission you undertake"],["2","A battle-scarred officer who experienced terrible horrors during the Last War and is barely capable of giving you orders through a haze of intoxication"],["3","A grim officer who expects the Last War to reignite at any moment and intends to be ready"],["4","A cheerful officer with a dark sense of humor who merrily sends you into grave danger"],["5","A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful"],["6","A bitter officer who carries deep grudges against your nation's enemies in the Last War and leaps at any chance to deal them any blow"],["7","An optimistic officer who believes that a new era of peace is just over the horizon, as soon as these few last military tasks are complete"],["8","A devout officer who believes that your success or failure lies entirely in divine hands and you're ultimately just along for the ride"]],"name":"Military Contacts; Commanding Officer","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Journalistic Focus","colLabels":["d10","Reporting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Investigation}. Your job is to uncover the secrets that governments, dragonmarked houses, and other powerful people don't want the public to know."],["2","{@b Muckraking}. You look for scandalous and titillating secrets that famous people would rather hide."],["3","{@b Local News}. You care about the local community and report on local events and government."],["4","{@b International Affairs}. You report on the activities of national governments and their relationships."],["5","{@b Crime}. You work with police and inquisitives—or do some inquisitive work yourselves—to report on criminal activity."],["6","{@b Cultural Reporting}. You write about arts, fashion, and similar events and trends."],["7","{@b Science and Magic}. Your job is to investigate scientific and magical advances and explain them in jargon-free language anyone can understand."],["8","{@b Personal Interest}. You seek out stories of personal triumph over adversity, such as how people are rebuilding and working together in the wake of the Last War."],["9","{@b Travel}. You travel extensively and write about the best way for others to enjoy such journeys."],["10","{@b Adventure Logs}. Your job is to entertain the public with exciting stories about your life as an adventurer."]],"name":"Types of Reporting; Journalistic Focus","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Famous Story","colLabels":["d6","Famous Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Fear Monger}. You spiced up a story by stretching a few facts, instigating a wave of misinformation that plagues public discourse to this day."],["2","{@b Hit Piece}. You have revealed secrets that many famous people wanted kept under wraps. You try to keep a low profile when dealing with the rich and powerful."],["3","{@b Unheeded Warning}. You've been tracking a significant story and have published damning articles. Unfortunately, those who keep the truth hidden work to make even your most ironclad proof look shaky."],["4","{@b Scandal}. You reported on a massive scandal that completely upended the local political scene."],["5","{@b Buried Headline}. You almost broke a story, but then received a threat or bribe so significant that you put it on ice."],["6","{@b Double Cross}. You thought you had the scoop of a lifetime, but you were fed false information and published a story that was pure fiction."]],"name":"Famous Story","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Story Aftermath","colLabels":["d6","Aftermath"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Business}. Your reporting put a serious dent in a business, and that organization refuses to deal with you."],["2","{@b Dragonmarked House}. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities."],["3","{@b Criminal}. You exposed a criminal conspiracy. Most involved were arrested, but a few crooks remain free."],["4","{@b Politician}. You ended a politician's career, and they've sworn to return the favor."],["5","{@b Rival Newspaper}. You got the scoop of a lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn."],["6","{@b Innocent Victim}. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life."]],"name":"Reporting Repercussions; Story Aftermath","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Newspaper Contact","colLabels":["d8","Primary Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tough-as-nails senior editor who holds you to high standards but rewards you well when you reach them"],["2","A wealthy newspaper owner who demands the paper use your work even though the editor doesn't want to"],["3","An ambitious junior editor who hopes that your work will help them rise through the ranks"],["4","A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don't consider \"real journalism.\""],["5","An editor who is more interested in keeping powerful friends happy than in reporting the truth"],["6","An editor who thinks the way to make reporters do their best work is by making them compete with each other, setting your group up against a team of rivals"],["7","An editor who suffered horrors during the Last War and is desperate for signs of hope"],["8","A cynical editor who seeks the corruption and down side in every story"]],"name":"Newspaper Contact","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Religious Service","colLabels":["d6","Service"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Smite Evil}. You battle evil in your order's name."],["2","{@b Fight for Freedom}. You protect the downtrodden from the forces of oppression."],["3","{@b Retrieval}. Your group seeks sacred relics and holy artifacts on behalf of your church."],["4","{@b Root Out Corruption}. You are charged with finding corruption within the hierarchy of your own faith."],["5","{@b Exhortation}. You work with the faithful at a grassroots level to get them to uphold their high ideals."],["6","{@b Dirty Work}. As the radical zealots of your order, you sin so the other members of the order don't have to."]],"name":"Serving the Order; Religious Service","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Reputation","colLabels":["d6","Reputation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faithful Few}. You are seen as righteous crusaders, upholding the highest ideals of your faith and doing the gods' work in the world. Your deeds and methods are rarely, if ever, questioned."],["2","{@b Respectable}. Your behavior and beliefs are in line with the hierarchy's expectations. As long as you stay in line, no one gives you trouble."],["3","{@b Troublemakers}. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of pressure to keep a low profile."],["4","{@b Rebels}. You flout the dictates of your hierarchy—even if it's for just reasons. Your superiors constantly try to rein you in."],["5","{@b Reformers}. You bring a much-needed breath of fresh air into the ranks of your faith. If only more people of faith would act as you do!"],["6","{@b Anathema}. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work."]],"name":"Hierarchy; Order Reputation","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloistered priest with little worldly experience who doesn't really understand what you do but seems to approve of it anyway"],["2","A cynical priest who thinks nothing you do makes any difference in the grand scheme of things"],["3","A zealous priest who is constantly urging you to do more and do it better"],["4","An ambitious priest who views you as a ticket to advancement in the hierarchy"],["5","A retired adventurer who would rather do your work than direct you in it"],["6","A pious priest who sees the hands of the divine in every event, even the actions of unbelievers"],["7","A devout lay person who envies the magic and power your group wields"],["8","A practical functionary who tries to keep your work isolated from the knowledge and influence of the priests"]],"name":"Religious Order Contacts; Order Contact","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adventurous Archeology}. Your focus is on finding ancient artifacts and bringing back what you can."],["2","{@b Arcane Research}. Your team focuses on acquiring magical knowledge that can only be found outside the university walls."],["3","{@b Investigative Ecology}. None can say how many amazing creatures make their homes in the world's wildest reaches, but you're dedicated to finding out."],["4","{@b Historical Research}. Your team's work involves learning more about Eberron's long history."],["5","{@b Radical Engineering}. The birth of a new race wasn't the peak of magical and mechanical engineering, it was just the beginning of new scientific fields you now explore."],["6","{@b Exploration}. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures."]],"name":"Scholarly Missions","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Standing","colLabels":["d6","Standing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Revolutionary}. Your work has upended scholarly consensus and reshaped the way other academics think about your field. Each new discovery you make is received with acclaim."],["2","{@b Respected}. Your work is considered noteworthy, though not revolutionary. Scholars in your field follow your writing and efforts with interest."],["3","{@b Anonymous}. Try as you might, you can't earn positive or negative attention. Even worse, after you've published your findings, more prominent scholars have made similar statements to much acclaim."],["4","{@b Misguided}. Your theories challenge scholarly consensus and are discounted. A prominent scholar argues against your conclusions, and their voice carries the day... for now."],["5","{@b Fringe}. You work on the edges of your field, advocating bizarre theories that challenge scholarly consensus and seem patently outrageous, even scandalous."],["6","{@b Fraud}. For right or wrong, many in the academic community believe you have invented at least some of your \"findings\" to earn attention."]],"name":"Scholarly Standing","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"University Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An overworked department head who doesn't quite know what to make of you but gives you work to keep you busy"],["2","A career bureaucrat who insists you file paperwork in multiple offices in order to get anything done"],["3","A junior professor who might be more interested in selling plundered artifacts than in actual research"],["4","A department secretary who thinks you're a great deal more interesting than any of the regular faculty"],["5","An erudite dean who believes you have tremendous potential and urges you on to greater endeavors"],["6","An energetic librarian or museum curator who addresses every question, assignment, or acquisition with disproportionate enthusiasm"],["7","A tired senior professor whose only joy in academia is seeing what you bring back from your adventures"],["8","An eager researcher who wants to come with you on every adventure because second-hand reports are always incomplete and unsatisfying"]],"name":"University Contact","page":101,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Trinkets from Aerenal","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bronzewood ring inscribed with the Elvish word for \"hope\""],["2","A dried flower; if it's placed in water, it blooms"],["3","An ebony locket; when it's opened, an elven voice whispers \"Always\""],["4","A tiny skull carved from dark wood"],["5","A finger bone inscribed with an unknown sigil"],["6","An ivory flute which produces no sound"],["7","A small journal made from preserved leaves"],["8","A book of poetry written by undead elves"]],"name":"Trinkets from Aerenal","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Argonnessen","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pierced dragon scale on a cord"],["2","A statuette of a dragon carved from black bone"],["3","A dragon's tooth, engraved with an unknown sigil"],["4","A child's doll of a dragon, woven from leather cords"],["5","A dagger carved from a dragon's talon"],["6","A brass disk bearing the silhouette of a black dragon"],["7","A small egg-shaped piece of polished bone"],["8","A bone fragment with brass inlaid runes"],["9","A leather pouch filled with tiny draconic teeth"],["10","A single large seed that's warm to the touch"]],"name":"Trinkets from Argonnessen","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Khyber","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pressed flower with vivid green petals; when you smell it, you hear eerie music"],["2","A tiny ball of putty; if you set it down, it begins to slowly crawl around"],["3","A perpetually warm disk of dark iron"],["4","A small journal with leathery pages; any words you write in it slowly disappear"],["5","A four-sided die carved with strange markings"],["6","A cameo with the silhouette of an unknown species"],["7","A preserved finger with purple flesh and four joints"],["8","A perfectly preserved eye; if you set it down, it rotates to follow your movement"],["9","A small box; when opened, you alone hear screaming"],["10","A preserved insect; you've never seen another like it"]],"name":"Trinkets from Khyber","page":135,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from the Frostfell and Everice","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small prism carved from ice that doesn't melt"],["2","A rusted iron coin, depicting a dwarf lord and the worlds \"Five Rex Undra\""],["3","A pair of eight-sided dice carved from ice that doesn't melt"],["4","A swatch of silvery fur that's cold to the touch, possibly from a winter wolf"],["5","A snowball; it doesn't melt and can't be compressed into ice"],["6","A tiny white dragon sculpted from ice that doesn't melt"],["7","A key carved from ice that doesn't melt"],["8","A single scale from a white dragon"]],"name":"The Frostfell's and Everice's Influence in Khorvaire; Trinkets from the Frostfell and Everice","page":136,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Sarlona","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind"],["2","A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man"],["3","A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds"],["4","A sealed vial filled with faintly luminescent blue mist"],["5","A crystal disk engraved with a labyrinthine pattern"],["6","A leather-bound collection of kalashtar poetry called {@i Shards of the Light}"],["7","A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you"],["8","A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy"]],"name":"Trinkets from Sarlona","page":138,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Xen'drik","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A punched ticket for a voyage from Sharn to Stormreach"],["2","A scorpion's barb engraved with a single Elvish letter"],["3","A copper coin so big you could use it as a dinner plate"],["4","An image of an elf warrior engraved on a giant's tooth"],["5","A single page from a giant wizard's spellbook, bearing an incomplete spell"],["6","A scrap of parchment, part of a map of Stormreach"],["7","A small book titled {@i Feersome Beests of Zendrik}"],["8","A scrimshaw carving of a sahuagin"]],"name":"Trinkets from Xen'drik","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Foundation of Faith","colLabels":["d6","Foundation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were raised in the faith. Your religion is an important part of your family and community."],["2","Someone you care about—a mentor, a friend, or a lover—introduced you to the faith."],["3","You were raised in a different religion but became drawn to the ideals and beliefs of your current faith."],["4","You never took your faith seriously. Then you made a vow during the Last War, pledging your devotion if a disaster was averted... and it was."],["5","You're devoted to your religion, but you've never been formally educated in its ways. You follow your own personal interpretation."],["6","You had a transcendental experience and believe you have a divine purpose to fulfill."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Foundation of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Rejection of Faith","colLabels":["d6","Rejection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe that the magic of clerics and paladins doesn't come from deities, but from the caster's inner power or belief."],["2","You come from an agnostic community and give little thought to spiritual matters."],["3","You were once deeply devout, but a tragedy during the Last War caused you to question your faith."],["4","A personal loss or betrayal shook your faith."],["5","You were spiritually scarred by an encounter with a fiend or aberration."],["6","You've created your own personal religion and believe that all the established faiths are flawed."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Rejection of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Sovereign Host","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity Arawai|eberron|erlw}","Life, love","Life, Nature","Sheaf of wheat tied with green ribbon {@i or} bronze dragon"],["{@deity Aureon|eberron|erlw}","Knowledge, law","Knowledge, Order*","Open tome {@i or} blue dragon"],["{@deity Balinor|eberron|erlw}","Beasts, the hunt","Nature, War","Pair of antlers {@i or} green dragon"],["{@deity Boldrei|eberron|erlw}","Community, home","Life","Fire in a stone hearth {@i or} copper dragon"],["{@deity Dol Arrah|eberron|erlw}","Honor, sunlight","Light, War","Rising sun {@i or} red dragon"],["{@deity Dol Dorn|eberron|erlw}","Strength at arms","War","Longsword crossed over a shield {@i or} silver dragon"],["{@deity Kol Korran|eberron|erlw}","Trade, travel","Trickery","Nine-sided gold coin {@i or} white dragon"],["{@deity Olladra|eberron|erlw}","Good fortune","Life, Trickery","Domino {@i or} black dragon"],["{@deity Onatar|eberron|erlw}","Artifice, the forge","Forge**, Knowledge","Crossed hammer and tongs {@i or} brass dragon"]],"name":"Deities of Eberron; 1","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Dark Six","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Devourer|eberron|erlw}","Nature's wrath","Tempest","Bundle of five sharpened bones {@i or} dragon turtle"],["{@deity The Fury|eberron|erlw}","Passion, revenge","War","Winged wyrm with woman's head and arms"],["{@deity The Keeper|eberron|erlw}","Death, greed","Death","Dragonshard in the shape of a fang {@i or} dracolich"],["{@deity The Mockery|eberron|erlw}","Betrayal, bloodshed","Trickery, War","Five blood-spattered blades {@i or} flayed dragon"],["{@deity The Shadow|eberron|erlw}","Ambition, dark magic","Knowledge","Obsidian tower"],["{@deity The Traveler|eberron|erlw}","Change, chaos","Forge**, Knowledge, Trickery","Four crossed, rune-inscribed bones"]],"name":"Deities of Eberron; 2","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["Other Faiths","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Silver Flame|eberron|erlw}","Good, protection","Life, Light, War","Flame drawn on silver or molded from silver"],["{@deity The Blood of Vol|eberron|erlw}","Immortality","Death, Life","Red teardrop gem"],["{@deity Cults of the Dragon Below|eberron|erlw}","Madness","Trickery","Varies"],["{@deity The Path of Light|eberron|erlw}","Light, self-improvement","Life, Light","Brilliant crystal"],["{@deity The Spirits of the Past|eberron|erlw}","Elven ancestors","Nature, War","Varies"],["{@deity The Undying Court|eberron|erlw}","Elven ancestors","Grave**, Knowledge, Life","Golden mask"]],"name":"Deities of Eberron; 3","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Falling in Sharn","colLabels":["d8","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You fall hundreds of feet before striking the ground at the base of the towers."],["2","You fall {@dice 3d6 × 10} feet before striking a bridge. A major bridge in an upper or a middle ward will have a {@spell feather fall} enchantment; otherwise, it's going to be a hard landing."],["3","You fall {@dice 2d4 × 10} feet and land in a passing skycoach, possibly injuring a passenger."],["4","You fall {@dice 4d4 × 5} feet and strike an outcropping, flagpole, or projecting statue. If you survive, you're still precariously perched on the edge of a tower or bridge."],["5","You fall past a {@creature hippogriff}—make a successful DC 15 Dexterity ({@skill Acrobatics}) check to catch its leg!"],["6","A {@creature gargoyle} or {@creature giant owl} catches you—then threatens to drop you if it doesn't get a reward."],["7","You can fly! Actually, a nearby wizard or artificer casts {@spell feather fall} to save you, but for a moment it felt like you can fly. And now the spellcaster wants payment."],["8","You strike a small {@creature air elemental} that was drawn to the city. Doing this cushions your fall, but now you're on top of an air elemental."]],"name":"Watch Your Step!; Falling in Sharn","page":152,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Magewright Casting Fees","colLabels":["Spell Level","Price"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","25 gp"],["2nd","50 gp"],["3rd","100 gp"]],"name":"Spellcasting Services; Magewright Casting Fees","page":153,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Sharn Councilors","colLabels":["d12","Councilor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sorik Sensos} (human) represents Middle Central. An elder statesman and a brilliant orator, he is rumored to be involved in a web of bribery and graft."],["2","{@b Sava Kharisa} (human) is the outspoken councilor from Lower Central. Since taking her seat, she has fought to improve conditions for the lower classes of Sharn, and she has made many enemies on the council and beyond."],["3","{@b Thurik Davandi} (gnome) represents Upper Menthis. He is known to have ties to Zilargo and the Boromar Clan, and reportedly loves intrigues and blackmail."],["4","{@b Savia Potellas} (human) has her hand in the entertainment industry of Lower Menthis. She hopes to reduce the influence of organized crime in her district, but it's a dangerous game."],["5","{@b Maza Thadian} (elf) represents Upper Northedge. A venerable elf and owner of one of the finest restaurants in Sharn, she fights to maintain tradition but definitely puts the needs of the wealthy ahead of the poor."],["6","{@b Shassa Tarr} (shifter), from Lower Northedge, represents the interests of the merchants and shifters of her ward. She is a cunning diplomat and devoted to her constituents."],["7","{@b Bestan ir'Tonn} (halfling) has represented Upper Tavick's Landing for thirty years, and largely views his ward as a separate city within the city. He has a reputation for stirring up conflict and setting the other councilors against one another."],["8","{@b Kilk} (changeling) represents the merchants of Lower Tavick's Landing. Whispered rumors suggest that the changeling has ties to the mysterious Tyrants. Some insist that Kilk is actually an identity shared by a group of changelings."],["9","{@b Hruitt} (owl) is a {@creature giant owl} who can assume human form. A former aerial racer, he's a clever negotiator who fights for the good of the Bazaar and Middle Dura, often opposing the Boromar Clan and its allies."],["10","{@b Ilyra Boromar} (halfling) is the councilor for Lower Dura, but it's common knowledge that her true allegiance is to her family and its criminal empire. The current ongoing conflict with Daask has weakened her family and her position."],["11","{@b Evix ir'Marasha} (human) represents Skyway. Lady Marasha owns the Celestial Vista restaurant, along with several other valuable businesses. She's an eloquent speaker who supports many radical positions, including abolishing the monarchy after the death of King Boranel and recognizing Sharn as an independent province."],["12","{@b Nolan Toranak} (dwarf), the councilor for the Cogs, is largely seen as a tool of the industrialists who own the foundries there. Members of his family were killed by warforged during the Last War, and Toranak harbors a bitter grudge against House Cannith and the warforged. He has tried to have warforged reclassified as property, and seeks to suppress warforged activists in the Cogs."]],"name":"City Government; Sharn Councilors","page":156,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Highest Towers","The seat of city government, this district is also where airships arrive and depart.","Upper Central"],["Korranath","Named for the great temple of Kol Korran that lies at its center, this district is dedicated to wealth and finance. Moneychangers, banks, and grand vaults are found here, in addition to the estates of powerful merchants.","Upper Central"],["Platinum Heights","Catering to Sharn's elite, this district provides a wide range of shops and services of wealthy to aristocratic quality.","Upper Central"],["Skysedge Park","Home to three sprawling rooftop parks, this district provides a touch of wilderness in the heart of the city. A small community of immigrants from the Eldeen Reaches maintains these groves and gardens.","Upper Central"],["Ambassador Towers","This district contains the embassies to the Thronehold nations, along with Aerenal and Riedra. It's also the seat of the Citadel and home to the Brelish Museum of Fine Art.","Middle Central"],["Dragon Towers","This is the primary place to do business with representatives of the dragonmarked houses. All the houses have outposts here, and Sivis, Tharashk, Jorasco, and Cannith have their primary enclaves in Dragon Towers.","Middle Central"],["Sovereign Towers","A district filled with a vast assortment of temples and shrines. It is home to the two most important temples in Sharn: the Pavilion of the Host and the Cathedral of the Cleansing Flame.","Middle Central"],["Sword Point","This garrison district houses the forces that police and defend Central Plateau, including the Sharn Watch and a detachment of the royal army.","Middle Central"],["Tradefair","A merchant district offering legal goods and services of modest to comfortable quality.","Middle Central"],["Boldrei's Hearth","A haven for travelers, this district contains reliable inns ranging from modest to comfortable quality.","Lower Central"],["Olladra's Kitchen","Neither the best nor worst Sharn has to offer, Olladra's Kitchen is home to a wide number of taverns and restaurants of modest to comfortable quality.","Lower Central"]],"name":"Central Plateau: Important Districts","page":161,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Clifftop","This district caters to adventurers, with a wide array of businesses aimed at explorers and fortune hunters. It is the home base of the Clifftop Adventurer's Guild.","Upper Dura"],["Daggerwatch","Daggerwatch holds garrisons for both the Sharn Watch and the Brelish army, along with business and residences for those who support the garrisons.","Upper Dura"],["Highhold","A district built by dwarves for dwarves, Highhold has strong Mror influences in its architecture. It's a good place to find Mror goods and is home to talented smiths and brewers.","Upper Dura"],["Highwater","The finest residential district in Dura and the seat of House Vadalis, Highwater is largely comfortable in quality with a few wealthy estates.","Upper Dura"],["Hope's Peak","A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope's Peak includes several monasteries and a sacred grove.","Upper Dura"],["Overlook","Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan cuisine.","Upper Dura"],["The Bazaar","The largest commercial district in Sharn, an excellent place to buy or sell used—and possibly stolen—goods.","Middle Dura"],["Broken Arch","Once a proud residential district, Broken Arch has fallen into disrepair. Its housing is poor to modest in quality, though the shells of wealthy manors can still be seen.","Middle Dura"],["Hareth's Folly","A jumble of architectural styles, Hareth's Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth's Folly is where the Race of Eight Winds begins and ends.","Middle Dura"],["Rattlestone","Rattlestone is a tenement district. Its people have little but their pride, but there's a strong camaraderie between them.","Middle Dura"],["Stormhold","A comfortable residential district, Stormhold is home to the few powerful families that have remained in Dura. It's in better condition than most of Middle Dura, and Deneith mercenaries protect the streets.","Middle Dura"],["Tumbledown","A poor residential district, Tumbledown has experienced recent incursions from Daask.","Middle Dura"],["Underlook","The center of Sharn's nightlife before Menthis Plateau was built, Underlook is a collection of poor taverns and inns.","Middle Dura"],["Callestan","Home to an assortment of squalid and poor businesses, Callestan is a nexus for criminal activity and known as a stronghold of the Boromar Clan.","Lower Dura"],["Fallen","Sharn's oldest temple district, Fallen was abandoned after a floating tower crashed into the district during the Last War. Now it's a collection of wretched ruins.","Lower Dura"],["Gate of Gold","A squalid slum, providing miserable housing for desperate people.","Lower Dura"],["Malleon's Gate","A poor district originally inhabited by goblins, Malleon's Gate has become a haven for monstrous immigrants from Droaam and Darguun, along with members of Daask.","Lower Dura"],["Oldkeep","Another poor slum, largely home to dockworkers from Precarious.","Lower Dura"],["Precarious","The skydocks of Precarious pass goods between the towers and the port on the Dagger River below. The district is filled with warehouses, along with a handful of poor taverns. A small community of Sarlonans lives here.","Lower Dura"],["The Stores","A warehouse district with a large halfling population, with ties to the Boromar Clan.","Lower Dura"]],"name":"Dura Quarter: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Den'iyas","Founded by gnome immigrants from Zilargo, Den'iyas is a haven for those interested in Zil culture. It's home to many sages and artisans, and a hotbed of schemes and intrigue.","Upper Menthis"],["Ivy Towers","This residential district includes comfortable homes and modest apartments. Many of the students and faculty of Morgrave University live in Ivy Towers.","Upper Menthis"],["Seventh Tower","A shopping district, with restaurants and goods of comfortable to wealthy quality. Seventh Tower is especially noteworthy for Little Xen'drik, a collection of galleries whose owners buy and sell goods from Xen'drik.","Upper Menthis"],["University","This district is dominated by Morgrave University. It's also a nexus for sophisticated entertainment, including the Art Temple, the Grand Stage, and the Great Hall of Aureon.","Upper Menthis"],["Cassan Bridge","A mercantile district with goods of modest to comfortable quality. Home to a significant number of immigrants from the Shadow Marches, Cassan Bridge is the place to visit for exotic Marcher herbs and cuisine.","Middle Menthis"],["Everbright","This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here.","Middle Menthis"],["Little Plains","Founded by Talenta halflings, this district includes a central campground for visiting halfling nomads. The permanent residents are mostly halflings as well. Talentan foods and crafts can be found here, along with displays of traditional skills and pastimes.","Middle Menthis"],["Smoky Towers","Safer than the lower wards and less expensive than Upper Menthis, Smoky Towers has plenty of entertainment options. The Classic Theater is its most popular venue, but Smoky Towers offers a wide variety of more exotic fare. Dinner theater, changeling burlesque, and other diversions can be found in Smoky Towers. Thovanic Hall has begun performing works from Darguun and Droaam featuring monstrous performers. Smoky Towers has also become a haven for Cyran refugees wealthy enough to avoid High Walls.","Middle Menthis"],["Warden Towers","This district is the primary garrison of the Sharn Watch in Menthis. It's home to a community of Lhazaar immigrants, and the Broken Anchor is a tavern catering to Lhazaar travelers.","Middle Menthis"],["Downstairs","The Downstairs district is primarily known for food and drink. Though most of its taverns and inns are only modest in quality, the Four Sails serves some of the finest seafood in Sharn. The recent success of the Diamond Theater has also drawn travelers to the district.","Lower Menthis"],["Firelight","This district is a destination for those who seek illicit forms of entertainment. Many forms of illegal gambling and paid companionship can be found in Firelight. It's also the most common location of the Burning Ring.","Lower Menthis"],["Torchfire","A district with a notorious reputation, celebrated for cheap entertainment and infamous for its dangerous alleys. Its theaters specialize in musical comedy and lowbrow entertainment, and there are lots of opportunities for hopeful amateurs to get on a stage in Torchfire.","Lower Menthis"]],"name":"Menthis Plateau: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystal Bridge","A peaceful residential district with many wealthy and aristocratic estates.","Upper Northedge"],["Oak Towers","A residential district where housing ranges from comfortable to aristocratic. Construction in Oak Towers uses materials and styles drawn from Aerenal, and the district is home to many of Sharn's established elf and half-elf families.","Upper Northedge"],["Shae Lias","This district is a bastion for the culture and traditions of the elves of Aerenal. It includes a variety of businesses specializing in Aereni goods, as well as a temple of the Undying Court.","Upper Northedge"],["High Hope","A center for worship for the people of Northedge, High Hope includes temples of the Silver Flame and the Sovereign Host, along with many smaller shrines. It lacks the grandeur of Sovereign Towers in Central Plateau, but has an atmosphere of solemn devotion.","Middle Northedge"],["Holdfast","Holdfast is the heart of Sharn's native dwarf population. The ancestors of the Holdfast dwarves helped build Sharn, and many of its people are stonemasons, architects, and smiths. Holdfast dwarves are proud of their Sharn roots and have little interest in Mror customs or traditions.","Middle Northedge"],["Longstairs","The population of this peaceful residential district is mostly made up of dwarves, humans, and half-elves. Neighbors here generally stand together to deal with any trouble.","Lower Northedge"],["North Market","The open market in this region largely deals in simple, locally produced goods. Due to the significant shifter population in Lower Northedge, North Market offers goods and services aimed at shifters (grooming services, claw care, and so forth) as well as those reflecting an Eldeen influence.","Lower Northedge"],["Stoneyard","This residential district is home to the majority of Sharn's shifters, including both recent immigrants from the Eldeen Reaches and long-established local families. The district includes a makeshift hrazhak court and a shrine devoted to the Wardens of the Wood. Conditions are poor to modest.","Lower Northedge"]],"name":"Northedge Quarter: Important Districts","page":163,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Copper Arch","This district is built around the Deneith garrison that polices the upper ward. It contains shops and services catering to the wealthy elite.","Upper Tavick's Landing"],["Ocean View","This residential district is home to some of the most influential citizens of Sharn. It has a mix of wealthy mansions and aristocratic estates.","Upper Tavick's Landing"],["Silvergate","This shopping district is patronized by those with gold to spare. All manner of fine jewelry and expensive clothing can be found here, along with aristocratic food and lodging.","Upper Tavick's Landing"],["Sunrise","This district provides housing for the shopkeepers and servants who keep Upper Tavick's Landing running. Housing is largely modest in quality, with a few comfortable towers.","Upper Tavick's Landing"],["Twelve Pillars","This is the civic heart of Upper Tavick's Landing. The twelve pillars it's named for surround a courthouse, the Tower of Law, where visitors can get licenses to carry weapons in the ward.","Upper Tavick's Landing"],["Cornerstone","A haven for travelers, Cornerstone has a range of comfortable inns and taverns. It's built around the vast Cornerstone arena and is a center of activity for many major sporting events.","Middle Tavick's Landing"],["Deathsgate","Named for the nearby City of the Dead, this district houses the Deathsgate Guild and businesses that cater to adventurers. House Deneith recruits mercenaries at its outpost here.","Middle Tavick's Landing"],["Graywall","This district was founded long ago by Karrnathi immigrants, and its people are proud of their heritage. It is a haven for any Karrnathi travelers passing through Sharn. Rumors say there's a temple devoted to the Blood of Vol in Graywall, but if that's the case, it's kept hidden.","Middle Tavick's Landing"],["Tavick's Market","This district specializes in produce and other goods brought in by the farmers from the surrounding countryside.","Middle Tavick's Landing"],["Black Arch","This district is filled with checkpoints and enchanted gates. These portals are generally open, but in times of trouble, Black Arch can become an impassable fortress. The Sharn Watch maintains the local garrison. House Orien and House Sivis both maintain outposts here, ensuring that messages can be swiftly delivered through the city and beyond.","Lower Tavick's Landing"],["Cogsgate","This warehouse district is the gateway to the Cogs, and shipments of ore and other goods regularly pass through here. House Kundarak has high-security storage facilities for rent, and a House Deneith outpost hires out Blademark mercenaries for venturing below.","Lower Tavick's Landing"],["Dragoneyes","Dragoneyes tends to the needs of weary travelers, providing a wide range of lodging, food, and entertainment for tourists. It's also the home of most of Sharn's changeling population, and many changelings use their gifts to entertain and amuse travelers. Some say that it's the home of the Tyrants criminal guild, but if so, that place is well hidden.","Lower Tavick's Landing"],["High Walls","This district was converted into an internment center during the Last War. Since the end of the war, it has been transformed into a refugee camp. Most of the residents are Cyrans who fled the Mourning, but High Walls also includes Brelish citizens who lost their homes in the war. It's a crowded and dangerous place, but it allows residents to maintain a squalid lifestyle at no cost. Currently the gates are open, but the Sharn Watch could seal them at any time.","Lower Tavick's Landing"],["Terminus","This district is based around Terminus Station, where the lightning rail enters and leaves Sharn. Most local businesses serve the station or travelers.","Lower Tavick's Landing"],["Wroann's Gate","Travelers who arrive on the main road enter Sharn through Wroann's Gate, passing below a huge statue of the legendary Queen Wroaan. Many of the dragonmarked houses maintain shops here so travelers can send messages, hire bodyguards, or make use of other services.","Lower Tavick's Landing"]],"name":"Tavick's Landing: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Skyway","Skyway is a district that floats above Central Plateau and Menthis, built atop an island of solidified clouds. The richest people in Sharn live here.","Above the city"],["Cliffside","Boats bring cargo and passengers to the dock at Cliffside, on the edge of the Dagger River. From there, enormous lifts carry people up to Precarious. This dangerous district contains an assortment of taverns, shabby inns, and warehouses.","On the banks of the Dagger River"],["Ashblack","The first foundries of Sharn were built here. The district is devoted to industry, and the environment here is sweltering and claustrophobic.","The Cogs"],["Blackbones","Blackbones is newer than Ashblack, and it shows. The district's corridors are wider and better lit. The foundries are well maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones.","The Cogs"]],"name":"Above and Below Sharn: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Central Plateau: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Aurora Gallery","The most prestigious auction house in Sharn, Aurora deals in magic items, exotic finds from Xen'drik, and other wonders.","Platinum Heights, Upper Central"],["City Archive","This enormous edifice holds the historical and legal records of Sharn and the surrounding regions.","Highest Towers, Upper Central"],["Council Hall","The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery.","Highest Towers, Upper Central"],["Gray Dragon Inn","This inn provides aristocratic and wealthy lodging for those who can afford it.","Platinum Towers, Upper Central"],["The Korranath","The temple of Kol Korran is an ostentatious display of wealth and a popular tourist attraction, since many believe praying at the Korranath ensures success in business.","Korranath, Upper Central"],["Kundarak Bank of Sharn","This is the largest bank in Sharn and the center of House Kundarak urban operations in the city.","Korranath, Upper Central"],["Lyrandar Tower","All airship travel to and from Sharn passes through the docking spires of Lyrandar Tower, the house's primary enclave in Sharn.","Highest Towers, Upper Central"],["Sannid's","One of Sharn's most celebrated restaurants, Sannid's serves Brelish cuisine of wealthy quality and has a legendary wine cellar.","Platinum Towers, Upper Central"],["The Vaults","Located below the Kundarak Bank, the Vaults are Kundarak's heavily guarded storage facility.","Korranath, Upper Central"],["Wayfinder Foundation","The guildhall for this legendary association of explorers.","Korranath Upper Central"],["Brelish Museum of Fine Art","The museum displays work produced by Brelish artists and relics recovered from Xen'drik.","Ambassador Towers, Middle Central"],["Cathedral of the Cleansing Flame","The central temple of the Church of the Silver Flame serves both as a templar garrison and the site of grand rituals and celebrations.","Sovereign Towers, Middle Central"],["The Citadel","The headquarters of the King's Citadel, Breland's elite military and intelligence service. The Citadel is also a high-security prison holding Sharn's most dangerous criminals.","Ambassador Towers, Middle Central"],["The Panaceum","The largest House Jorasco enclave in Sharn provides high-priced healing services to all who can pay for them.","Dragon Towers, Middle Central"],["Pavilion of the Host","The center for worship of the Sovereign Host is a grand open tower surrounded by nine temples, each dedicated to one of the Sovereigns.","Sovereign Towers, Middle Central"]],"name":"Central Plateau: Noteworthy Locations","page":165,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Dura Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Citadel of the Sun","A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there.","Hope's Peak, Upper Dura"],["The Clifftop Adventurer's Guild","An institution that provides adventurers with camaraderie and profitable work.","Clifftop, Upper Dura"],["The Drunken Dragon","A tavern frequented by members of the Clifftop Adventurer's Guild. The food is modest, but it has the widest selection of exotic alcohol in Sharn.","Clifftop, Upper Dura"],["The Esoteric Order of Aureon","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Clifftop, Upper Dura"],["The Gold & White","This tavern offers fare of comfortable quality at modest prices. It caters to members of the Sharn Watch and Brelish veterans, but others will receive a cold welcome.","Daggerwatch, Upper Dura"],["Moraggan's","A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost.","Highhold, Upper Dura"],["The Mystic Market","A collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available.","Clifftop, Upper Dura"],["Pegasus Spire","The seat of House Vadalis in Sharn is one of the few enclaves where pegasi are raised and trained. Native to Syrania, these celestial beasts can become stranded in Sharn; Vadalis heirs care for them and match them with virtuous companions.","Highwater, Upper Dura"],["Ghallanda Hall","This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It offers a range of services, with food and lodging of poor to comfortable quality.","Underlook, Middle Dura"],["The Hollow Tower","A vertically oriented arena used for aerial jousting and other unusual sporting events.","Hareth's Folly, Middle Dura"],["The King of Fire","A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower.","Hareth's Folly, Middle Dura"],["The Anvil","This fading Ghallanda inn struggles to maintain its poor to modest quality. It's known to be under the protection of the Boromar Clan, which makes it one of the safest establishments in Lower Dura.","Callestan, Lower Dura"],["The Broken Mirror","A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It's rumored to be connected to the Tyrants.","Callestan, Lower Dura"],["The Silvermist Theater","A remnant of Callestan's glory days, this place is a shadow of the grand establishment it once was. The current owners are known for staging bizarre events at the Silvermist. Since the Sharn Watch stays out of Callestan, anything can happen here.","Callestan, Lower Dura"]],"name":"Dura Quarter: Noteworthy Locations","page":166,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Bazaar Merchants","colLabels":["d10","Merchant"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Secondhand Strings}. A must-stop shop for the bard on a budget, with a variety of gently used instruments."],["2","{@b Korryn's Quill}. A reliable source for cartographers, calligraphers, and scribes of all stripes."],["3","{@b Seven Leagues}. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear."],["4","{@b Borran's Blades}. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers."],["5","{@b Hearty Scales}. A stall serving grilled lizard meat and other Talentan delicacies."],["6","{@b Roll and Conquer}. One of Sharn's only game stores. It does most of its business in cards and dice."],["7","{@b The Old Apothecary}. Selling supplies for herbalists and alchemists, this claims to be Bazaar's oldest shop."],["8","{@b Illumination}. This shop sells lamps, lanterns, candles, and torches. Some are magical."],["9","{@b The Magewright's Miscellany}. This little shop deals in spell components. The clerks love to discuss magic."],["10","{@b Sundry's Shop}. A gnome named Sundry runs a pawn shop filled with all manner of trinkets."]],"name":"Middle Dura; Bazaar Merchants","page":167,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Menthis Plateau: Noteworthy Locations","colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Art Temple","This theater is renowned for its avant-garde techniques and subjects.","University, Upper Menthis"],["Davandi Fine Tailoring","In addition to being the city councilor representing Upper Menthis, the gnome Thurik Davandi is an accomplished tailor and magewright who produces the finest glamerweave clothing available in Sharn.","Den'iyas, Upper Menthis"],["Dezina Museum of Antiquities","Attached to Morgrave University, this building displays the relics recovered on the university's many expeditions.","University, Upper Menthis"],["Golden Horn","This wealthy inn includes a library, a few large meeting rooms, and a small concert hall. Performing at the Horn is an excellent opportunity for aspiring bards.","University, Upper Menthis"],["Grand Stage","This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that follow classical traditions.","University, Upper Menthis"],["Great Hall of Aureon","Sharn's largest temple to the Sovereign Aureon, the Great Hall celebrates knowledge and learning. The clergy are sages and savants in a wide variety of fields.","University, Upper Menthis"],["Khavish Theater","Established by and for gnomes, the Khavish has ample seating for small creatures, and its shows make extensive use of illusions.","Den'iyas, Upper Menthis"],["Little Xen'drik","This area of small shops deals in antiquities and relics recovered from Xen'drik and the ruins below Sharn. Cloud Antiquities specializes in giant artifacts, while the Mekdall Gallery deals in ancient elven and drow goods. Windows on Yesterday looks for items with historical significance, and Echoes of the Past deals in magic items with practical uses.","Seventh Tower, Upper Menthis"],["Sharn Opera House","Performances at the Sharn Opera are one of the most highbrow forms of entertainment in the city.","University, Upper Menthis"],["Stargazer Theater","This open-air theater focuses on popular entertainment with family appeal.","University, Upper Menthis"],["Classic Theater","A small and inexpensive theater, the Classic performs only works written before the start of the Last War.","Smoky Towers, Middle Menthis"],["The Burning Ring","The Ring offers blood sport and gladiatorial combat. These dangerous matches aren't sanctioned by law, and the Burning Ring constantly changes locations to avoid the Sharn Watch. It's always last seen somewhere in Lower Menthis.","Lower Menthis"],["Diamond Theater","A cheap theater once known for bawdy humor, the Diamond has gained fame due to its playwright in residence and has produced several plays about the impact of the Last War.","Downstairs, Lower Menthis"],["Ten Torches","The cheapest ticket in Sharn's theater scene, Ten Torches alternates between lowbrow comedy and bizarre shows that no respectable theater would stage.","Torchfire, Lower Menthis"]],"name":"Menthis Plateau: Noteworthy Locations","page":169,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Shows in Menthis","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tira's Tears}. A speculative drama about the founder of the Church of the Silver Flame. (Grand Stage, Upper Menthis)"],["2","{@b Facade}. A comedy of errors about a family of changelings, involving a tangled web of mistaken identities. (Art Temple, Upper Menthis)"],["3","{@b Five Lives}. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater, Lower Menthis)"],["4","{@b Galifar Triumphant}. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis)"],["5","{@b The Late Count}. A comic opera by the bard Kessler, revolving around a Karrnathi count who is resurrected as a zombie. (Sharn Opera House, Upper Menthis)"],["6","{@b The Carnival of Shadows.} House Phiarlan's traveling circus, a mesmerizing blend of illusions, physical arts, and exotic beasts. The traveling troupe always visits Smoky Towers (Middle Menthis)."],["7","{@b The Brelish Symphony Orchestra.} A performance of some of the finest works of Seventh Century Brelish composers. (Kavarrah Concert Hall, Upper Menthis)"],["8","{@b Reflection}. A one-person show performed by the changeling Adi, exploring the multitudes that exist within us all. (Ten Torches, Lower Menthis)"]],"name":"What's on the Bill?; Shows in Menthis","page":170,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Northedge Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Gates of Passage","Built from Aereni densewood, this spire serves both as the embassy of Aerenal and a temple of the Undying Court. Aereni citizens who die in Sharn are interred in the temple crypts until their remains can be transported to Aerenal.","Shae Lias, Upper Northedge"],["Nightshade","An apothecary dealing in exotic herbs and salves, Nightshade is also a tavern specializing in lightly poisoned beverages.","Shae Lias, Upper Northedge"],["The Oaks","A legendary restaurant that serves Aereni and Brelish cuisine. The quality is unmatched, as are the aristocratic prices. Head chef Maza Thadian has maintained the Oaks for over three hundred years, but after her recent appointment as city councilor for Upper Northedge she is often occupied with other matters.","Shae Lias, Upper Northedge"],["The Silver Bough","This establishment deals in arms crafted in the Aereni tradition. This merchandise includes magic items, but woodshaper Tanar Mendyrian takes time to produce his wonders, and only a limited selection is available at any given time.","Shae Lias, Upper Northedge"],["The Winding Root","A marketplace and gallery that showcases the work of elven artisans, including sculptures, textiles, and fine clothing.","Shae Lias, Upper Northedge"],["The Veil of Flesh","This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation.","Shae Lias, Upper Northedge"],["Coldflame Keep","A garrison temple of the Silver Flame, this place once housed a hundred templars dedicated to protecting Sharn from supernatural threats. It has largely been abandoned; only a dozen devoted templars and adepts remain in residence.","High Hope, Middle Northedge"],["Daca's Watch","A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesn't claim to be a priest, many believe that Daca is blessed and guided by Boldrei.","High Hope, Middle Northedge"],["The Bear's Rest","A modest inn maintained by a beasthide shifter named Leara, who usually gives a discount to traveling shifters. The decor features various exotic hides.","North Market, Lower Northedge"],["Fathen's Shrine","This marker in North Market commemorates a miracle that exposed a network of wererats in Sharn, along with the priest of the Silver Flame who died while fighting them. Pilgrims devoted to the Silver Flame often visit the shrine.","North Market, Lower Northedge"],["The Horse and Hearth","Though not as colorful as the Bear's Rest, this large inn is maintained by House Ghallanda and offers rooms of modest and comfortable quality.","North Market, Lower Northedge"],["The Rat's Nest","A modest tavern catering to the shifters of Lower Northedge, the Rat's Nest is a haven for gossip and serves food and drink in the Eldeen style.","North Market, Lower Northedge"]],"name":"Northedge Quarter: Noteworthy Locations","page":171,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tavick's Landing: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystals of Denion","This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both beautiful and powerful.","Silvergate, Upper Tavick's Landing"],["The Three Towers","A fortress enclave of House Deneith. One tower is a garrison for the Blademark mercenary forces that police Upper Tavick's Landing. The second is dedicated to house business and training. The third is a private mansion for Deneith heirs.","Copper Arch, Upper Tavick's Landing"],["Transmutation","A beauty salon that employs both magical and mundane cosmetic techniques.","Copper Arch, Upper Tavick's Landing"],["Wyredd's Spirits","Wyredd deals in fine wines and exotic spirits. Wyredd's has the finest selection in Sharn, but his prices are high.","Copper Arch, Upper Tavick's Landing"],["The Bloody Mug","A comfortable tavern catering to Sharn's Karrnathi immigrants. Travelers from Karrnath always receive a warm welcome and a tankard of nightwood ale in exchange for stories from the old country.","Graywall, Middle Tavick's Landing"],["The Cornerstone","A massive arena that hosts a wide array of sporting events. These include jousts and races, both on foot and through the air. The Stone Trees is an offshoot of the Cornerstone that serves as the playing field for hrazhak competitions.","Cornerstone, Middle Tavick's Landing"],["The Deathsgate Guild","A society where adventurers can hone their skills and seek profitable work. The Deathsgate Guild has a sinister reputation, earned because its members will do anything in pursuit of success.","Deathsgate, Middle Tavick's Landing"],["The Guild of Starlight and Shadows","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Deathsgate, Middle Tavick's Landing"],["Maynard's Menagerie","This Vadalis storefront deals in exotic pets and animal companions, along with barding and other useful gear.","Deathsgate, Middle Tavick's Landing"],["Redblade's","A comfortable tavern catering to the adventurers of the Deathsgate Guild. Redblade is rumored to have a side business selling poison and venoms.","Deathsgate, Middle Tavick's Landing"],["Slogar's","This modest restaurant serves traditional Karrnathi cuisine. The ambience is a bit gloomy, but the prices are reasonable, and the food is very filling.","Graywall, Middle Tavick's Landing"],["Tooth and Nail","A comfortable tavern devoted to the sport of hrazhak. Most of the clientele are shifters, but anyone willing to talk hrazhak will find friends here.","Cornerstone, Middle Tavick's Landing"],["Chance","A legendary gambling hall. In addition to standard games, it's said that the host can cover a wide range of unusual wagers.","Dragoneyes, Lower Tavick's Landing"],["Terminus Station","An enclave of House Orien, this site contains the lightning rail station. The administrators coordinate the many Orien caravans that come and go from Sharn. Many of the other dragonmarked houses have small outposts in or around Terminus Station, allowing travelers to immediately access the services of House Sivis, House Deneith, and others.","Terminus, Lower Tavick's Landing"],["Velvet's","Staffed by changelings, this comfortable inn specializes in fulfilling fantasies; both the staff and the rooms can be adapted to fit any scenario. Though some clients have romance in mind, others come to Velvet's to relive triumphs, to prepare for debates or trials, or for help in developing a new identity.","Dragoneyes, Lower Tavick's Landing"]],"name":"Tavick's Landing: Noteworthy Locations","page":172,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Above and Below Sharn: Noteworthy Locations","colLabels":["Location","Deascription","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Azure Gateway","This luxurious hotel and restaurant recently replaced an old Ghallanda inn. The menu is a \"Galifar fusion,\" combining styles from across the Five Nations.","Skyway"],["The Celestial Vista","This legendary restaurant is owned by Skyway's city councilor, Lady Evix ir'Marasha. The floor is studded with crystal windows, allowing diners to look down into the city below. The food isn't incredible, but tourist crowds keep the Vista filled with customers.","Skyway"],["The Cloud Dragon","This restaurant serves traditional Brelish cuisine, and it does so exceptionally well. It's rarely as crowded as the other venues in Skyway, but locals know its value.","Skyway"],["The Dragon's Hoard","This resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices.","Skyway"],["Tain Manor","Sharn's social life revolves around the ir'Tain family. The monthly Tain Gala is the hottest ticket in town, and it's held at the family estate in Skyway.","Skyway"],["Mud Caves","This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the cliff walls. It's a wretched existence, but most of the inhabitants have no other options. It also makes an excellent hiding place for fugitives.","Cliffside"],["Sharn's Welcome","Also known as the docks of Cliffside, this area is rough and dirty. Its taverns frequently host brawls, while the inns offer travelers a wide variety of ways to be cheated or robbed.","Cliffside"],["Ship's Towers","Drifting alongside the Cliffside docks is a collection of rafts, ships, and houseboats lashed together to form a floating community.","Cliffside"],["Keldoran Forge","Though most of the foundries in the Cogs are devoted to large-scale industry, the dwarf Antos Keldoran maintains a small forge and produces bespoke arms and armor.","Ashblack"],["The Pool of Onatar's Tears","A small temple in the Blackbones district holds a pool said to be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool.","Blackbones"],["The Red Hammer","The Red Hammer is Sharn's only inn maintained by and for warforged. It offers those who work in the Cogs opportunities to socialize, along with repair and cosmetic services.","Blackbones"]],"name":"Above and Below Sharn: Noteworthy Locations","page":175,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Boromar Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sundry} (gnome) is a fence who runs a pawn shop in the Bazaar of Dura and has ties to many smugglers, sailors, and burglars."],["2","{@b Canon} (halfling) is a pickpocket who works across Sharn and is at home throughout the lower districts."],["3","{@b The Rake} (dwarf) runs a handful of gambling dens and sets odds on the sporting events of Sharn."],["4","{@b Myri Olar} (halfling) is a burglar and socialite, familiar with many of the mansions of the upper districts."],["5","{@b Hass Faldren} (half-elf) is a smuggler and the captain of the elemental sloop {@i Ice Storm}. Hass is also well connected on the docks and in the warehouse districts."],["6","{@b Cala Boromar} (halfling) is a lawyer by trade but with specialties in blackmail and intimidation. Cala loves engaging in the art of negotiation and is always interested in acquiring secrets."]],"name":"The Boromar Clan; Boromar Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Daask Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Whyhyr} (gnoll), a talented tracker, loves a good hunt and finding people who don't want to be found."],["2","{@b Ralscar Shal} (goblin) is a fence and information broker, who is happy to be paid in gold or secrets."],["3","{@b Kar Bloodhorn} (minotaur) is an enforcer who leads raiding parties in Callestan. Kal is rough and loud but well liked in the organization."],["4","{@b Ash} (kobold) is a sorcerer with talent in fire magic, who specializes in arson and assault."],["5","{@b Cask} (changeling), an artificer and alchemist, supplies Daask with drugs and explosives and likes devising new concoctions and finding people to test them on."],["6","{@b Teller} (human) is one of the few humans with a position of influence in Daask. A grifter, Teller serves as a spy in the upper levels of the city where monsters aren't able to move around freely."]],"name":"Daask Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tarkanan Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rotting Bal} (human) is an assassin, an expert in unarmed combat, and a founding member of the house."],["2","{@b Fileon} (halfling) is a healer with a deadly touch, who evaluates and trains potential recruits."],["3","{@b Nightshade} (gnome) is an assassin and alchemist specializing in exotic poisons, who's always interested in acquiring new toxins or unusual herbs."],["4","{@b Whisper} (elf) is a thief whose aberrant dragonmark absorbs sound. Whisper appreciates fine things and has a vast collection of unusual trinkets."],["5","{@b Zae} (halfling) can influence vermin and see through rats' eyes—an ability often used to spy on people."],["6","{@b Mala Shol} (half-elf) is an expert pickpocket and a master of disguise, with a talent for illusion."]],"name":"House Tarkanan; Tarkanan Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tyrants Contacts","colLabels":["d4","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Korryn} (elf) maintains Korryn's Quill, a shop in the Bazaar of Dura that sells supplies for artists and scribes. In addition to being a remarkable calligrapher, Korryn is an expert forger."],["2","{@b Gray} (changeling) is a bartender at the Crooked Mirror in Callestan and is an information broker, with access to a wide array of rumors."],["3","{@b Chaela Tas} (half-elf) is a grifter with dozens of plots afoot at any given time. Though this identity is the face they wear with you, they maintain many different personas tied to their schemes."],["4","{@b Weave} (changeling) is a body artist who runs a salon in the Dragoneyes district."]],"name":"The Tyrants; Tyrants Contacts","page":180,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Morally Ambiguous Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain is targeting people with aberrant dragonmarks in the desperate hope of preventing another War of the Mark."],["2","The villain is suffering under a terrible curse, and their increasingly serious crimes are an effort to fight off the curse."],["3","The villain is rising to power through entirely legal means, winning popular support (through generous campaign promises) and working within the system."],["4","The villain's schemes are directed at preventing the release of a demonic overlord."]],"name":"Shades of Evil; Morally Ambiguous Villains","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Know","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A con artist takes advantage of people who fall for their scams, but leaves behind no proof of any crime."],["2","A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong."],["3","A righteous zealot is continually poking into the characters' business, judging their actions and methods while doing even worse things in the shadows."],["4","A powerful figure in a dragonmarked house is using the house's resources for criminal deeds, but there's no trail of evidence leading back to the villain."],["5","A crime lord has the local authorities on the payroll, so no official action will ever be taken to stop their criminal activities."],["6","A villainous mastermind cooperates with local law enforcement to track down and eliminate rival villains, without ever giving the authorities a peek into their own evil deeds."]],"name":"The Villain You Know; Villain You Know","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Don't Understand","colLabels":["d6","Driving Force"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book The Chamber|ERLW|9|The Chamber}"],["2","{@book The Cults of the Dragon Below|ERLW|9|Cults of the Dragon Below}"],["3","{@book The Daughters of Sora Kell|ERLW|9|Daughters of Sora Kell}"],["4","{@book The Dreaming Dark|ERLW|9|The Dreaming Dark}"],["5","{@book The Lords of Dust|ERLW|10|The Lords of Dust}"],["6","{@book The Order of the Emerald Claw|ERLW|10|Order of the Emerald Claw}"]],"name":"Driving Forces; Villain You Don't Understand","page":185,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Kickoff","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","On a quiet night, the tavern door bursts open and a group of soldiers calls for one of the party members by name."],["2","An explosion rocks a market, sending things flying."],["3","A vehicle crashes near the party: people are hurt and need help, and whatever caused the crash is still around somewhere."],["4","Two groups of people start fighting each other, blood is drawn, and bystanders are getting hurt."],["5","Chanting words of the Draconic Prophecy, a dragon appears and starts causing mayhem."],["6","A tavern patron suddenly leaps up and attacks one of the adventurers, scratching and biting in blind fury."]],"name":"Kicking Off the Action; Story Kickoff","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"New Development","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or more minions of the adventure's primary villain arrive to put a stop to the party's meddling."],["2","Someone else with the same goal as the party shows up to get them out of the way."],["3","Someone is out for revenge against the party for a past wrong (perhaps something that happened in a previous adventure)."],["4","Someone has a violent argument with an NPC in the same room as the adventurers."],["5","Someone wants a special item carried by one of the characters."],["6","A jealous person thinks one of the adventurers is meddling with the person's romantic partner."],["7","A person in love with the villain tries to stop the party from interfering with the villain's business."],["8","A monster bursts in looking for food."]],"name":"Keeping the Action Going; New Development","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Opening","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure."],["2","A courier escorts the party to an elemental airship, where a wealthy patron outlines their mission."],["3","At an extravagant costume ball, a masked guest asks for the party's help."],["4","In a seedy section of town, the disguised heir of a dragonmarked house approaches the characters with an offer."],["5","A {@creature homunculus} delivers an anonymous letter that contains an offer of employment, but no clue to the author's identity."],["6","A professor from Morgrave University reaches out to one of the party members, a former student, to ask an important favor."]],"name":"Setting the Stage; Story Opening","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"The Plot Thickens","colLabels":["d8","Plot Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The apparent victim in the situation is actually the villain."],["2","A supposedly valuable object is actually worthless (or vice versa)."],["3","A valuable object doesn't belong to the person who claims to own it."],["4","What's actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on)."],["5","Someone is in love with one of the party members, or with the villain."],["6","Someone is a relative of one of the party members."],["7","A friend or former ally is working with the villain."],["8","The initial plot is a distraction from the actual plot."]],"name":"The Plot Thickens","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An aging dwarf—a retired general and an Aurum Concordian—collects unusual constructs, hoping to find a way to transfer his mind into a superior body."],["2","An Aurum Concordian is renowned for having the finest arcane library in Khorvaire. Adventurers might help them collect more tome, but when a number of prominent wizards are murdered and their research goes missing, is the Concordian to blame?"],["3","A member of the Gold Concord is on the run from the Aurum after learning a terrible secret."],["4","An imprisoned Concordian mobilizes a network of contacts and well-placed Aurum members in order to secure their own release."]],"name":"Aurum NPCs","page":187,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve a journal from a ship that sailed to Xen'drik and never returned."],["2","Locate the grave of a certain dragonmarked scion, and retrieve the signet buried with them."],["3","Make friends with a scholar at the local university and learn their vices."],["4","Recover a trove of art, artifacts, or recorded knowledge that was thought lost in a battle during the Last War."],["5","Capture an officer from a rival nation's army, or convince the officer to defect, to gain access to their specialized knowledge."],["6","Sabotage the negotiations between a dragonmarked house and the local government on a plan that will undermine the Aurum's status."]],"name":"Aurum Missions","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cults of the Dragon Below","colLabels":["d8","Cult"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cult of {@creature Belashyrra|ERLW} murders innocents and steals their eyes, magically preserving the image of the last thing the eyes beheld. The cultists collect the eyes in a deep vault, while new eyes grow in strange places on their own bodies."],["2","A cult of {@creature Dyrrn|ERLW|Dyrrn the Corrupter} seeks to transcend humanity by bonding with aberrations and symbionts."],["3","A cult of Kyrzin, the daelkyr Prince of Slime, keeps a {@creature gibbering mouther} in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast."],["4","A cult of {@creature Rak Tulkhesh|ERLW} believes that this life is only a stepping stone, and members earn a path to paradise by spilling blood and spreading strife."],["5","A cult of {@creature Belashyrra|ERLW} serves a {@creature beholder} messiah, believing that only the eye tyrant has the vision to lead them to a golden age."],["6","A cult of {@creature Dyrrn|ERLW} led by a {@creature mind flayer} kidnaps people with dragonmarks, seeking to decipher the marks and transfer them to others."],["7","An arcane think tank has become a cult of {@creature Sul Khatesh|ERLW}; the members believe they can heal the damage of the Mourning, but the eldritch machine they are building will surely cause more horror."],["8","A cult of {@creature Rak Tulkhesh|ERLW} has sprung up among a local militia. Its members are convinced that refugees from the war are secretly inhuman monsters, and must be destroyed."]],"name":"Cults of the Dragon Below","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A monstrous aberration (such as a {@creature beholder}, a {@creature mind flayer}, or a {@creature gibbering mouther}) lairs beneath a popular inn, from where it twists the thoughts and dreams of those sleeping above."],["2","The headmaster of an exclusive magic academy is actually a cult leader who is indoctrinating the students into a cult of {@creature Sul Khatesh|ERLW}."],["3","A wizard found mad scrawlings hidden in a library book, used the writing to make contact with a daelkyr, and began creating aberration servants."],["4","A {@creature mind flayer} serving {@creature Dyrrn|ERLW} dominates a magistrate and takes control of the city watch using {@creature Intellect Devourer||intellect devourers}."],["5","An assassin mixes mind-altering poisons laced with the whispers of a dark entity."],["6","A dragonmarked heir whose fortunes were ruined in the Last War founds a cult within their house."],["7","The local thieves' guild turns from mundane organized crime activities to bizarre murders and acts of chaos."],["8","A respected noble behaves more erratically as time goes on, treating their servants and family with random and escalating cruelty."]],"name":"Cults of the Dragon Below NPCs; Cult NPCs","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Children throughout town begin reciting the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme."],["2","Shadows around the old asylum take on a deep, inky cast, and things move just outside the light. Then the whispered laughs begin."],["3","A seemingly healthy noble dies of heart failure brought on by extreme terror, but with no clear source. The noble recently had an exquisite portrait painted. Every other person portrayed by the same artist has also died in a similar fashion."],["4","In a remote village, the local herbalist is condemned for practicing dark magic against the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution."],["5","Magic items begin exhibiting strange side effects, causing minor warping of their users' flesh, or fraying their users' sanity."],["6","Strange bounty hunters stalk the characters, seemingly aware of all their secrets and loved ones. Odd lumps writhe beneath the hunters' cloaks."],["7","A crazed hermit wanders into town and commits suicide in a grisly fashion. All the food in the village spoils instantly, and aberrant creatures attack every midnight thereafter."],["8","Several caravans have gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master."]],"name":"Cult Adventures; Cult Adventure Hooks","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Arcane Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a pattern for creating a magic item, before the workshop's artificers finish making the item."],["2","Petition the ranking artificer for access to the workshop's specialized library."],["3","Use the workshop to create a crucial magic item."],["4","Locate a stolen construct that has been modified for use as a servant in the workshop."],["5","Storm the workshop before the artificers complete a doomsday weapon."],["6","Investigate the workshop for signs of the illegal creation of warforged."],["7","Defend the workshop against an invasion while the artificers try to repair a magic item."],["8","Bring an unknown artifact to the workshop so the artificers can identify it."],["9","Convince the owners of the workshop to give up one of their subordinates, who is wanted for crimes in another nation."],["10","Escort a newly discovered bearer of the Mark of Making to the closest Cannith workshop."],["11","Seek assistance from the workshop's masters to determine why a young artificer's magic is producing unpredictable, often dangerous results."],["12","Request assistance from the artificers in recovering crucial memories from a destroyed construct or warforged."]],"name":"Arcane Workshop Adventures","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked NPCs","colLabels":["d12","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A renegade from House Cannith arms a group of bandits with fearsome elemental-bound weapons to prey on caravans as well as facilities belonging to other houses."],["2","A gang from the League of the Bitter Blade in House Deneith squeezes tribute from local towns in exchange for \"protection.\""],["3","An heir of House Ghallanda poisons members of other dragonmarked houses who stay in non-Ghallanda inns, discrediting rival businesses while attacking the houses."],["4","During a plague, a House Jorasco healer chooses which victims to cure and which to let die—and worse, which ones live to spread the plague to the house's enemies."],["5","A House Kundarak thief from the Warding Guild breaks into non-Kundarak vaults and banks to discredit them."],["6","A House Lyrandar airship captain uses the vessel to terrorize the countryside."],["7","A rogue heir of House Medani starts selling secrets, effectively establishing a new espionage guild within the house."],["8","A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route."],["9","Two elf assassins, one from House Phiarlan and the other from House Thuranni, are each working to discredit or slay the other while spying on local nobility."],["10","An heir of House Sivis starts blackmailing people based on the content of intercepted messages."],["11","A bounty hunter of House Tharashk hunts one of the characters or an associate of theirs."],["12","A rogue heir of House Vadalis is breeding monstrous animals and setting them loose in the countryside."]],"name":"Dragonmarked NPCs","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked House Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house."],["2","House Deneith is recruiting adventurers to oppose a sudden rise in bandit or monster activity in a nearby forest."],["3","A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous."],["4","People healed at a local Jorasco enclave suddenly manifest strange abilities they never could before—and soon thereafter, a strange curse as well."],["5","The Kundarak Bank needs brave adventurers to test their new wards by trying to break into their vault."],["6","A Lyrandar sky captain lost much of their crew in a recent attack by flying monsters, and hires hands to defend the ship on its return voyage."],["7","A Medani bodyguard is killed defending their charge from assassins, but manages to force the attackers to drop a clue to the identity of their employer."],["8","The characters are hired to protect a crucial shipment aboard an Orien lightning rail."],["9","At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it."],["10","A Sivis translator has gone missing after being hired to decipher a trove of scrolls thought destroyed during the Last War."],["11","A House Tharaskh mine collapses, and time is running out for the trapped miners."],["12","House Vadalis needs help recovering a herd of magebred horses stolen from a local ranch."]],"name":"Dragonmarked House Adventure Hooks","page":192,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Planar Observatory Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised dragon requests assistance repairing a damaged orrery within the observatory."],["2","One of the character's contacts is secretly the servant of a Chamber dragon observer. When the contact goes missing, their notes point toward a hidden \"library\" in the mountains."],["3","The planar observatory might offer a way to prevent or at least predict what seems to be an epidemic of destructive manifest zones."],["4","An observatory has been taken over by demonic cultists, and the characters must reclaim the facility or destroy it before the cult makes use of it."],["5","A dragonmarked character has recurring nightmares that lead them to the observatory."],["6","A thief or assassin has been using a derelict observatory as a hideout, occasionally selling bits of the observatory's dragonshards and equipment."],["7","A scholar hires the characters to assist with studying and restoring a rediscovered observatory."],["8","Several observatories across the region will produce a powerful effect if each is brought into a specific, simultaneous alignment."]],"name":"Planar Observatory Adventures","page":193,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber's secrecy."],["2","The Prophecy requires the eventual destruction of a humanoid city. A disguised silver dragon, cunning and subtle, works to destabilize the city and bring about its ruin."],["3","A local librarian is a disguised gold dragon in the service of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy."],["4","A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might specifically target dragonmarked heirs, or start a popular movement that seeks to destroy the houses."],["5","A royal advisor or prominent noble, secretly a servant of the Chamber, guides the leader in a direction vital to the Prophecy but disastrous to the region."],["6","A disguised dragon is convinced that an adventurer has a critical role to play in the Prophecy, but an agent of the Lords of Dust is determined to drive them down a different path."]],"name":"Chamber NPCs","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gather pristine dragonshards to expand or repair an observatory."],["2","Seek out a group of people who must be eliminated in order to bring about the fulfillment of a stanza of Prophecy."],["3","Discover who killed another minion of the characters' dragon patron."],["4","Defend a Chamber safe house against a rival draconic attack."],["5","Steal a local sage's research to prevent them from discovering the Chamber's activities."],["6","Recreate an ancient ritual that will bring a new piece of the Prophecy to light."]],"name":"Chamber Missions","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dream Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Break a psychic lock that is preventing a House Thuranni spy from remembering what they learned about a sinister Dreaming Dark plot."],["2","Escape into Dal Quor to find an artifact that can be brought back to the Material Plane when the characters awaken."],["3","Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character's mind."],["4","Stop the construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again."]],"name":"The Role of Dreams; Dream Adventures","page":196,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A servant in a manor house overhears everything the visiting nobles whisper about in their private rooms."],["2","The captain of a successful mercenary company suddenly changes the kinds of contracts they'll accept."],["3","A local druid searches out monsters in the wilderness and drives them into murderous rampages."],["4","A charismatic Cyran stirs up anger and discontent among the frightened refugees."]],"name":"Dreaming Dark NPCs","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The high priest of a temple falls into a deep sleep from which nothing can awaken them."],["2","The characters notice a pattern after defeating several foes: each enemy exhibited a particular quirk of speech or gesture. They now recognize that quirk in an ally or mentor."],["3","A mad wizard encoded the remedy to a destructive spell in their own dreams. The characters must enter the dreamscape and recover the remedy."],["4","A war criminal imprisoned during the Last War reaches out, claiming to have evidence of their innocence and warning that a destructive force is influencing the government."]],"name":"Dreaming Dark Adventure Hooks","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Ruined Fort Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Gnoll||Gnolls} lairing in the fort have been attacking caravans and travelers near the Darguun border. But the gnolls are mercenaries. Who are they working for?"],["2","The ruins are said to hold a powerful magic item that was used by the ancient Dhakaani goblins against the daelkyr."],["3","The party is hired to recruit several {@creature Hill Giant||hill giants} for a building project in western Breland. Step one is making sure the giants lairing in the fort don't kill the party; step two is persuading them to work for humans."],["4","The characters must rescue prisoners being held by the monsters in the ruins."],["5","A group of Brelish humans determined to \"take Brelish lands back from the monsters\" have settled and started rebuilding the ruined fort. The party is asked to help them defend the fort—or to protect them as they flee back to Breland, pursued by angry Droaamites."],["6","A Brelish noble hires the party to retrieve a family heirloom lost in the fort's ruins."]],"name":"Ruined Dhakaani Fort Adventures; Ruined Fort Adventures","page":199,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Droaam Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature medusa} sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the {@condition petrified} individual's release."],["2","A House Lyrandar airship has gone down just beyond the Graywall Mountains. The characters must move immediately to rescue any survivors and secure a secret message the ship was carrying."],["3","Sora Teraza appears in a character's dreams every few nights, urging the character to explore a particular ruin."],["4","The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly unbreakable curse."],["5","The characters must purchase or steal a daelkyr tome or artifact from the tower of Mordain the Fleshweaver, a powerful wizard banished from the Twelve who now makes his home in western Droaam."],["6","An {@creature ogre} warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit."]],"name":"Droaam Adventure Hooks","page":201,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Seal Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Deliver a specially treated Khyber dragonshard to the Gatekeepers to repair a widening crack in the seal."],["2","Petition the keepers of a seal for information on an aberration that has been terrorizing the countryside."],["3","Assist the Gatekeepers in an annual ritual that will reenergize the seal and keep it shut for another year."],["4","Escort a new Gatekeeper guardian safely to the seal after its previous guardians were corrupted."]],"name":"Gatekeeper Seal Adventures","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The spirit of a long-dead Gatekeeper lives on in the body of an ancient toad. It speaks in a deep, croaking voice."],["2","A half-orc Gatekeeper works in House Tharashk as an investigator, searching for signs of planar disturbances."],["3","A human Gatekeeper is on a pilgrimage, carrying an amulet that serves as a seal on a journey to a number of sacred sites to restore its power."],["4","An old orc ranger is murdering people in Sharn, claiming that they've been corrupted by the daelkyr."]],"name":"Gatekeeper NPCs","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While pursuing rumors of lycanthrope activity, the characters discover a good-aligned werebear that is working with the Gatekeepers to stop an incursion from Khyber."],["2","A Gatekeeper seal in the form of a stone tablet falls into the characters' hands. They must return the seal to the Gatekeepers before its magic fades."],["3","A logging operation is moving close to the area protected by a seal, and the party must convince the loggers to relocate before their work touches off a conflict with the Gatekeepers."],["4","Working with an agent of the Chamber, the Gatekeepers are convinced the actions of the characters will bring a daelkyr one step closer to freedom."],["5","The characters discover evidence suggesting that the rituals performed by the local Gatekeepers are weakening their seal, not empowering it."],["6","Pilgrims traveling through a forest draw the attention of Gatekeepers, who think they are spies sent to sabotage the nearby seal."],["7","One of the kidnapped victims who was rescued from a marauding band of aberrations turns out to be a Gatekeeper initiate."],["8","The adventurers are sent to the Mror Holds to investigate the activity of {@creature Dyrrn|ERLW} the Corruptor and uncover a daelkyr cult among the dwarves."]],"name":"Gatekeeper Adventure Hooks","page":204,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dhakaani Fort Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an ancient magic weapon from the fort's commander."],["2","Bring a treaty proposal to the fort, in hopes of having it conveyed to the leader of the occupying kech."],["3","Gather intelligence about the force occupying the fort in preparation for a raid."],["4","Rescue prospectors who were taken prisoner and held in the fort's dungeons."],["5","Steal the fort commander's notes on troop movements in the surrounding areas."],["6","Lead a strike force against the fort to drive out or destroy the occupying Dhakaani."],["7","Rush to support a small squad besieging the fort before Dhakaani reinforcements arrive and break the siege."],["8","Assassinate or kidnap the advisor to the fort's commander."],["9","Work with the occupying commander to discover the spy from another kech in their ranks."],["10","Break a siege by Darguun goblinoids that has trapped the characters' Dhakaani allies within the fort."]],"name":"Dhakaani Fort Adventures","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Goblinoid NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins."],["2","A remarkably intelligent goblin studying at Arcanix or Morgrave is actually a Khesh'dar spy identifying tomes of arcane knowledge worth stealing."],["3","A Dhakaani strike force assaults a museum or a noble's private holdings, reclaiming goblin artifacts \"pillaged\" from ruins. These relics could be part of an eldritch machine, or could simply have important ceremonial value."],["4","A goblin spy stirs up trouble among the city goblins in a major city, using tales of their former glory to incite them to violence."],["5","A string of mysterious bombings are actually the work of Dhakaani sappers testing the strength of modern fortifications."],["6","A Dhakaani strike force attacks a Deneith outpost built atop a goblin ruin. Are the goblins just angry about the desecration, or is something hidden beneath the outpost?"],["7","A bugbear of the Kech Sharaat, to test the mettle of the adventurers, engages them in a series of guerrilla attacks as they are traveling through the wilderness."],["8","A hobgoblin warlock seeks to harness the power of the daelkyr or the fiendish overlords to win the imperial crown for her kech."]],"name":"Goblinoid NPCs","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Heirs of Dhakaan Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A scout patrol has gone missing near the border of Darguun."],["2","A mining tunnel has collapsed, revealing a network of caverns leading into Khyber. The Heirs of Dhakaan are waiting in the darkness and decide to strike first."],["3","A squad of goblins attempts to steal back spoils of a recent adventure, cursing the characters for being grave robbers."],["4","A lone hobgoblin warrior stands at the gates of a town, intent on dueling the mercenary captain who slew their brother. The warrior has already killed ten soldiers that tried to remove them."],["5","Race against a Dhakaani force to recover an ancient artifact from a ruin."],["6","Defend a series of temples against Dhakaani raiders targeting these \"houses of false gods.\""],["7","Explorers discover a fragment of an ancient Dhakaani song that seems to tell of the true heir of Dhakaan. The complete lyrics might settle the question of succession."],["8","The Dhakaani begin kidnapping warforged so that their artificers can learn how to make their own construct soldiers."],["9","In a sacked human settlement, a battle between two opposing forces of goblinoids breaks out. Which side was the cause of the destruction?"],["10","The Kech Sharaat send emissaries to a nearby city with a simple message: abandon the town within one week, or die."],["11","Goblin scouts have been spotted far from Darguun, moving with uncharacteristic coordination and precision."],["12","A representative of the Kech Volaar approaches the characters to request their help in confronting their rivals to maintain the balance of power among the Dhakaani."]],"name":"Heirs of Dhakaan Adventure Hooks","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Personal Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A former comrade-in-arms asks a player character for help."],["2","One of the adventurers is from a place destroyed during the war; refugees from that location ask for their help."],["3","One of the characters served with the villain during the war, and the villain betrayed them or their nation."],["4","The villain was the cruel commander of a camp where one of the characters was held as a prisoner of war."],["5","One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise."],["6","The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged."]],"name":"Personal Impact","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Everyday Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supply shortage is causing tension in the community. This shortage could be of a basic commodity (such as bread), a luxury item (such as wine), or an important service."],["2","Demonstrators in the streets are protesting against refugees or warforged, urging a return to war, complaining about shortages or neglect, or drawing attention to the needs of veterans, refugees, or others."],["3","A disabled veteran shares war stories while begging for copper."],["4","A crowd has gathered around two people engaged in a heated discussion about the war."],["5","A street vendor is selling unusual souvenirs from the war—pieces of a warforged titan, shards of an airship, and other curiosities."],["6","A memorial has been raised to commemorate members of the community lost in the war."]],"name":"Everyday Impact","page":208,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"War-Torn Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain doesn't know (or refuses to believe) that the war has ended."],["2","The villain experienced horrors during the war and targets the people they believe to be responsible."],["3","The villain is using the skills they learned during the war to target war profiteers or national leaders."],["4","The villain is a former military commander who commands soldiers who served under them in the war."],["5","The villain is an ex-soldier with a grudge against citizens of a former enemy nation."],["6","The villain wants the power to restart, and \"properly\" finish, the war."]],"name":"War-Torn Survivor; War-Torn Villains","page":209,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fortified Outpost Adventures","colLabels":["d8","Adventure Premise"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Order of the Emerald Claw has seized the outpost and is raising a legion of undead soldiers."],["2","The outpost is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops."],["3","A tunnel beneath the outpost leads to a sealed portal to Xoriat."],["4","The outpost borders the Mournland, where mutant monstrosities emerge from the mists."],["5","When a force of aberrations arises from Khyber, this abandoned outpost is the adventurers' only chance to stop their advance."],["6","The outpost is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored."],["7","The outpost is located on a manifest zone linked to Thelanis. It has been seized by a group of fey, and the locals want it reclaimed."],["8","The outpost was built on the foundations of an ancient goblin fortress, and treasures are rumored to lie buried beneath it."]],"name":"Fortified Outpost Adventures","page":211,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Warforged Ossuary Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rescue an artificer who is being forced to graft warforged components onto {@creature the Lord of Blades|ERLW}' warriors."],["2","Locate a {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) carried by a warforged wizard who has joined up with {@creature the Lord of Blades|ERLW}."],["3","Capture a warforged artificer thought to be an advisor to {@creature the Lord of Blades|ERLW}, who is touring a series of ossuaries and inspecting the remains."],["4","Steal a House Cannith spellbook and workshop log from before the Day of Mourning that is being held in the ossuary's vault."],["5","Extract a warforged spy from within {@creature the Lord of Blades|ERLW}' followers who is close to being discovered."],["6","Retrieve a Cannith schema supposedly held within the ossuary that tells of a process for transferring a warforged consciousness from one body to another."]],"name":"Warforged Ossuary Adventures","page":212,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith apprentice warforged becomes obsessed with {@creature the Lord of Blades|ERLW}' message, disrupting house operations in the hope of becoming a warrior in the Mournland."],["2","A warforged druid devises diseases and poisons that have no effect on warforged, and starts to unleash them on the general populace."],["3","A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland."],["4","A warforged assassin poses as a simple workshop assistant while exterminating those who speak out against the rights of the warforged."],["5","A mad artificer is trying to reactivate a destroyed warforged colossus."],["6","A band of warforged attacks a lightning rail, intent on stealing something in one of the cargo carriages."]],"name":"Lord of Blades NPCs","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A newly awakened {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) tells its new owner that {@creature the Lord of Blades|ERLW} is the only hope for averting a coming catastrophe."],["2","A military officer hires the characters to retrace the steps of a lost scouting party into the Mournland and rescue the commander, who is the officer's son."],["3","Warforged go missing over the course of several weeks; then one resurfaces, badly damaged and raving about {@creature the Lord of Blades|ERLW}."],["4","Characters strike out into a ruin held by {@creature the Lord of Blades|ERLW} and recover a lost relic that has resurfaced in the possession of warforged soldiers."],["5","A warforged accused of murdering several members of their mercenary company claims to have no memory of the night in question."],["6","The characters are met by a warforged who delivers a written summons from {@creature the Lord of Blades|ERLW} himself."]],"name":"Lord of Blades Adventure Hooks","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Demon Ruin Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Make a desperate request for aid from a Lord of Dust who is, by all accounts, an enemy of the characters' adversary."],["2","Escort an innocent who is prophesied to destroy the Lord of Dust to the ruin, and there confront the fiend."],["3","Carry an artifact to the river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed."],["4","Gather obsidian shards from the ruin as components for a rare spell."]],"name":"Demon Ruin Adventures","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A virtuous paladin is hunting and destroying those who might one day thwart the Lords of Dust."],["2","A possessed lord or lady spreads corruption throughout the noble house."],["3","A wizard who sought to accelerate their own power by making a dark bargain must now pay the price demanded by their sinister patron."],["4","A powerful demon has corrupted the local ruler in the name of its overlord."],["5","A {@creature succubus} or {@creature incubus} tempts a mercenary warlord to engage in greater and greater battles."],["6","One of the characters' most trusted allies or servants turns out to be a {@creature rakshasa} in disguise."]],"name":"Lords of Dust NPCs","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A retainer who died recently shows up again, as if nothing happened and with no memory of having \"died,\" or of the events immediately preceding their supposed demise."],["2","Agents of the Chamber show up intent on murdering the characters, because their recent actions have unwittingly been at the behest of a Lord of Dust and have twisted a portion of the Prophecy."],["3","A trusted mentor changes their tune abruptly and begins sending the characters on unusual tasks."],["4","Everyone the characters used to deal with in town suddenly acts as if they've never seen the characters before."],["5","Increasingly vicious fiends attack the camp every few nights."],["6","Agents of a Lord of Dust apologetically kidnap a character's loved one, politely requesting that the character perform a series of favors to secure the hostage's release."]],"name":"Lords of Dust Adventure Hooks","page":217,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Unusual Locations","colLabels":["d6","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pool of glowing water sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy."],["2","In the middle of the wreckage of a carnival stands a perfectly preserved carousel. If the carousel is ridden, the characters doing so see visions of Cyre as it was before the Last War."],["3","All the trees and plants in a forest have been turned to objects of glossy white stone with blood-red flecks."],["4","The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers."],["5","The broken bodies of soldiers lie scattered across a battlefield, refusing to decompose."],["6","The characters find a fallen warforged colossus (described later in this section)."]],"name":"Unusual Locations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Monstrous Mutations","colLabels":["d6","Mutation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the {@book Dungeon Master's Guide|DMG}, or apply the enlarge effect of the {@spell enlarge/reduce} spell to it."],["2","The creature has developed magical camouflage. It gains proficiency in the {@skill Stealth} skill, and it has the Chameleon Skin trait: it has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["3","The creature's body has been infused with one kind of energy: acid, cold, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra {@dice 1d6} damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) damage of that type. You can adjust these damage numbers to suit the creature's challenge rating."],["4","The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects."],["5","The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn't function at the start of the creature's next turn. (A particular creature might be susceptible to different damage types.) The creature dies only if it starts its turn with 0 hit points and doesn't regenerate."],["6","The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multiattack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]],"name":"Creatures of the Mournland; Monstrous Mutations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Environmental Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points."],["2","A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of {@condition exhaustion}."],["3","Any Medium humanoid that dies in the area reanimates as a {@creature zombie} at the start of its next turn. The zombie is under the DM's control."],["4","The area is affected by a {@spell silence} spell."],["5","Each creature that enters the area is affected by an {@spell enlarge/reduce} spell, with an equal chance for each effect. The effect lasts until the creature leaves the area."],["6","The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight."],["7","All creatures are linked to every other creature in the area as if by the {@spell telepathy} spell."],["8","A creature that casts a spell of 1st level or higher in the area rolls on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."]],"name":"Magical Effects; Environmental Effects","page":220,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature The Lord of Blades|ERLW} maintains a detention center where experiments are performed on adventurers and scavengers that his forces capture in the Mournland."],["2","The leader of a cult devoted to {@creature Belashyrra|ERLW}, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult."],["3","A powerful member of House Cannith hopes to find something in the Mournland that will guarantee the ascendancy of her branch of the house."],["4","A Karrnathi {@creature bone knight|ERLW} (see {@book chapter 6|ERLW|13}) wants to raise up an undead army from the corpses in the Mournland."],["5","A {@creature rakshasa} works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland."],["6","A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains."]],"name":"Mournland Villains","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Gatekeeper druid wants a rock sample from the Glass Plateau."],["2","A magewright from House Cannith wants the party to escort him to a {@book warforged colossus|ERLW|10|Warforged Colossus}. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so."],["3","On her deathbed, the visionary artist who designed the lightning rail station at Metrol reveals that she hid a treasure map within a lamp in her old office."],["4","A wealthy eccentric asks the party to go into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpillar, or anything else you devise) from his mansion."],["5","A young Cyran paladin is morose because she was away from Cyre on a mission when the Day of Mourning occurred and never got to say goodbye to her family. She longs to retrieve her father's sword."],["6","An elderly knight is strapping on his armor one last time so he can ride into the Mournland and die on the battlefield where his companions perished and \"where I should have been.\""]],"name":"Adventures and Encounters; Mournland Adventure Hooks","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party meets flickering images of their future selves who are trying desperately to communicate, but their message is garbled."],["2","The party encounters a {@creature revenant} who was murdered by House Cannith assassins after she learned too much about the house's secret research. The characters can appease her by promising to help her get revenge."],["3","A tiny kitten mews from inside a hollow log. Within a few hours after being freed, it grows into an adult {@creature displacer beast}."],["4","The apparition of a parent searches for their lost child. As soon as the two are reunited, parent and spirit child both vanish."],["5","The mist congeals into the form of a long-lost love of one of the adventurers. The mist apparition (use the {@creature ghost} stat block) wants the character to stay here forever."],["6","The characters come across the skull of a buried warforged colossus."]],"name":"Encounters and Trinkets; Mournland Encounters","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Trinkets","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The favorite childhood toy of one of the adventurers, floating in midair"],["2","A tin whistle that makes beautiful colors and patterns magically appear when it's played"],["3","A toy lightning rail car"],["4","A glass eye"],["5","A silver lapel pin of a finely detailed gorgon's head with ruby eyes"],["6","A monocle that can be used as a telescope"],["7","A six-inch-tall mechanical marmoset in need of minor repairs"],["8","A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides"],["9","A cloak pin made of iron in the shape of two hammers joined by a semicircular haft"],["10","A wooden dinosaur toy that has movable legs"]],"name":"Encounters and Trinkets; Mournland Trinkets","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Library Vault Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy a scroll containing an incantation that allows even non-spellcasters to animate the dead."],["2","Steal the journal of a powerful necromancer that's being held in the vault's collection."],["3","Trade a powerful dark magic weapon in return for the rescue of important hostages taken by the order."],["4","Steal a suit of armor that contains the soul of a hero slain during the Last War."],["5","Search the collection for information on the Queen of the Dead, or \"{@creature Lady Illmarrow|ERLW},\" as she is known."],["6","Infiltrate the vault to get close to a new Emerald Claw recruit, then convince them to come to their senses and return to their family."]],"name":"Library Vault Adventures","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Though mortal, this fanatical warrior drinks the blood of those he slays in battle."],["2","A cleric tries to convince her enemies to embrace the order, promising eternal life through undeath."],["3","A noble with sympathies toward the order hides a cell's library vault within the grounds of their estate."],["4","A suave vampire would rather charm its enemies than crush them in battle."],["5","An artificer is obsessed with infusing necromantic curses into their construct creations."],["6","A changeling necromancer often poses as a vampire or a mummy, even though it's still alive."]],"name":"Order of the Emerald Claw NPCs; Emerald Claw NPCs","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw Adventure Hooks","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","What at first appears to be a renegade group of Aundairian soldiers turn out to be undead under the order's control."],["2","The order strikes at a small keep, demanding the inhabitants surrender a particular volume from their library."],["3","Investigating strange lights and sounds emanating from a crypt in the dead of night reveals the Emerald Claw experimenting on the corpses within."],["4","The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine."],["5","The Emerald Claw claims a village's town hall for its own use, and any who come near are attacked. The sounds of torture ring out from within the building."],["6","Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies."],["7","While searching for a magic item in Dhakaani ruins across southern Khorvaire, the characters discover that Emerald Claw agents are looking for the same thing and seem to have access to information the adventurers lack."],["8","A large force of Emerald Claw knights offers the characters a choice: join the order, or submit themselves to death and an eternity of servitude from beyond the grave."]],"name":"Emerald Claw Adventure Hooks","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Daanvi Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People who live in the manifest zone are inclined to follow duly enacted regulations without question, regardless of moral implications."],["2","Creatures can't tell deliberate lies while in the area."],["3","Flora and fauna are preternaturally orderly and homogeneous. Trees here grow in neat rows without needing to be tended, rocks are situated in geometric patterns, and identical cattle graze in unison."],["4","A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants."]],"name":"Daanvi, the Perfect Order; Daanvi Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Dolurrh Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bodies buried here reanimate in {@dice 1d4} days, possessed by restless spirits. These spirits might be malevolent or benign."],["2","Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","Spells and abilities that raise the dead have a {@chance 50|50 percent} chance to bring back {@dice 1d4} angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead."],["4","In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost."]],"name":"Dolurrh, the Realm of the Dead; Dolurrh Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fernia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable."],["3","The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity."],["4","Motes of {@spell continual flame} are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region."]],"name":"Fernia, the Sea of Fire; Fernia Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Irian Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The waters of a spring hold curative powers—curing disease, healing wounds, even restoring lost senses."],["2","Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","A maple tree with translucent, violet-hued bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly."],["4","Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws."]],"name":"Irian, the Eternal Dawn; Irian Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Kythri Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom ({@skill Nature}) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects."],["2","Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days."],["3","Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers."],["4","Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random."]],"name":"Kythri, the Churning Chaos; Kythri Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lamannia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that summon elementals are empowered here. Such a spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["2","The forces of nature work to tear down anything built within the zone. Weather, vegetation, and a rapid rate of decay combine to quickly destroy structures built in the region and overgrow the ruins."],["3","The zone is dominated by towering trees and thick undergrowth. Animals come from the surrounding area to live in the zone, where they grow larger and stronger than usual for their species."],["4","What appears to be a circle of stones is in truth a group of slumbering earth elementals that came from Lamannia during its most recent coterminous period."]],"name":"Lamannia, the Twilight Forest; Lamannia Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mabar Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or {@condition frightened} with advantage."],["2","Vegetation here is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air."],["3","On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk the area, prompting residents to leave offerings outside their doors to ward off the evil."],["4","The radius of any light source in the zone is halved, and saving throws against necromancy spells are made with disadvantage in the zone."]],"name":"Mabar, the Endless Night; Mabar Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Risia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn't melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice."],["3","Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains."],["4","Any spell that deals fire damage deals just half the normal damage."]],"name":"Risia, the Plain of Ice; Risia Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Shavarath Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack deals one additional die of damage."],["2","Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage violence are always successful."],["3","Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the {@spell cloud of daggers} spell, but the area and the damage might both increase."],["4","Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath."]],"name":"Shavarath, the Battleground; Shavarath Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Syrania Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","This zone suppresses all aggressive thought. Any creature that wants to make an attack or cast a damaging spell must succeed on a DC 13 Wisdom saving throw or it doesn't make the attack or cast the spell, but loses its action."],["2","Those with great will and fortitude who ascend a mountain peak in this area can try to bend the weather for miles around to their will, as if they had cast the {@spell control weather} spell."],["3","In this sun-dappled field, children—as well as free-spirited, childlike folk—find themselves able to fly for 1 hour."],["4","A village is built into the side of a cliff face here. Windmills protruding from the cliff collect energy from the power of the wind, which is used to operate elevators throughout the community."]],"name":"Syrania, the Azure Sky; Syrania Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Thelanis Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian {@creature Treant||treants} and awakened flora."],["2","A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center."],["3","An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of {@creature Pixie||pixies}."],["4","The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage."]],"name":"Thelanis, the Faerie Court; Thelanis Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Xoriat Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."],["2","A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see {@book chapter 8|DMG|8|Madness} of the {@book Dungeon Master's Guide|DMG})."],["3","Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well."],["4","A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing."]],"name":"Xoriat, the Realm of Madness; Xoriat Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mysterious Passengers","colLabels":["d100","Passenger"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A human merchant of obvious means seems to be deliberately drawing attention, loudly calling out their name and the time of day."],["03–04","Two shifters drinking and spoiling for a fight."],["05–06","A warforged quietly reads a book called {@i The Machine Manifesto}."],["07–08","A half-elf sits down, says, \"Beware—the wolf howls at midnight,\" and leaves without further comment."],["09–10","A gnome watches everyone carefully, writing down observations in a tiny orange book."],["11–12","A one-armed Brelish veteran verbally assaults any warforged he sees, blaming them for his injury."],["13–14","A well-dressed human sits awkwardly next to the wall, seemingly trying to avoid touching or being touched by anyone else."],["15–16","A cloaked figure moves slowly past, pausing briefly upon catching sight of the party."],["17–18","An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive audience."],["19–20","A destitute bard plays the harp with mediocre skill while asking for donations."],["21–22","A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are being watched."],["23–24","A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards."],["25–26","Three hobgoblin mercenaries from House Deneith discuss their plans in their native tongue."],["27–28","A harried dwarf tries to keep three children corralled, but the oldest one keeps sneaking away."],["29–30","A bored changeling practices duplicating the faces of the guests. Not all of them are amused."],["31–32","A shifter glowers in a corner booth, looking angry at the world."],["33–34","A warforged bard uses its body as a percussion instrument to entertain the patrons."],["35–36","A dog with no apparent owner wanders around."],["37–38","Two Karrnathi soldiers seem extremely nervous and speak to no one."],["39–40","A halfling leads a tiny pet dinosaur on a leash, tugging at it whenever it tries to examine something."],["41–42","A half-orc sits with a small potted plant, whispering to it in Orc."],["43–44","A well-dressed dwarf wearing eight copper rings paces restlessly."],["45–46","A halfling from House Ghallanda offers food and drink to all passengers except elves or half-elves."],["47–48","An elf bard from House Phiarlan whispers conspiratorially with a member of the vehicle's crew."],["49–50","A kalashtar is trying too hard to pass as human, conspicuously and awkwardly using human slang."],["51–52","A young half-elf in adventuring garb weeps openly."],["53–54","A silver dragon in human form observes the interactions of the clientele, paying close attention to any dragonmarked characters."],["55–56","A House Cannith tinker examines the structure of the vehicle closely, looking concerned and asking questions about possible escape procedures."],["57–58","A one-eyed human (actually an Inspired agent of the Dreaming Dark) watches everyone carefully."],["59–60","A disheveled human magewright offers meager magical skills in return for food or spare coins."],["61–62","A warforged leaning on a wooden staff carries on a conversation with the docent attached to its chest."],["63–64","A human pickpocket circulates among the passengers, looking for another victim."],["65–66","A human from Aundair obsessively checks and rechecks their traveling papers."],["67–68","An artificer tinkers with a new invention."],["69–70","An attractive half-elf makes advances toward a number of other passengers."],["71–72","An apprentice wizard draws arcane symbols on the window, glaring at anyone who interrupts."],["73–74","A dwarf with a bandaged wound checks it repeatedly, occasionally pouring whiskey on it and wincing."],["75–76","A young, red-haired human flirtatiously tries to get other passengers to buy drinks."],["77–78","An Aerenal elf sits silently, trying to ignore the stares of other passengers."],["79–80","A disheveled old human loudly proclaims that the end of the world is nigh, according to the dragons."],["81–82","A human child is apparently traveling with no parent or guardian."],["83–84","A nervous goblin holds traveling papers out to anyone passing by, as if expecting to be challenged at any moment."],["85–86","Four kalashtar monks meditate, burning incense and chanting quietly."],["87–88","A rogue tries to swindle other passengers by using marked cards."],["89–90","A House Tharashk inquisitive examines the floor of the vessel very carefully, offering no explanation."],["91–92","A group of unremarkable farmers are transporting a strange device that bears Draconic runes."],["93–94","A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings."],["95–96","An older human reads the {@i Korranberg Chronicle}, loudly proclaiming outrage at every story."],["97–98","Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates."],["99–00","Roll twice more; the two travelers indicated are about to come to a very obvious conflict of some kind (verbal or physical)."]],"name":"Mysterious Passengers","page":238,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Inn Attractions","colLabels":["d6","Attraction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bartender is a changeling who is always mimicking the patrons for a laugh."],["2","The innkeeper is 7 feet tall, claiming to have grown 2 feet after venturing into the mist of the Mournland."],["3","Rumor has it that the innkeeper here is a gold dragon cloaked in a humanoid guise."],["4","This inn is haunted by a ghost who loves to sit by the fireplace and tell stories—but it has been accused of more sinister activities once the fire burns down to embers and the guests are in their beds."],["5","The inn has a {@creature blink dog} that wanders around with her five pups, all of them eager for attention and treats."],["6","This inn offers \"the true Talenta experience\"—the halfling family that runs it keeps pet dinosaurs."]],"name":"Inn Attractions","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Life in the City","colLabels":["d6","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A homicidal changeling has killed two members of different dragonmarked houses, and doesn't plan to stop until one heir from each of the dragonmarked houses is dead."],["2","A jeweled statuette has fallen into the hands of House Tarkanan, and a powerful member of the Aurum will stop at nothing to obtain it. The statuette's real worth lies in the secret plans hidden inside it."],["3","A Karrnathi undead soldier troubled by sporadic memories of his former life is trying to locate his wife and family, who have fled Karrnath and now live somewhere in the lower districts of Sharn."],["4","A shifter shopkeeper in Lower Northedge is being harassed by ruffians who believe that she and her family are lycanthropes."],["5","A dragonmarked baron is found dead in her Upper Central mansion, seemingly a victim of some sort of ritual slaying. Outside help is needed to solve this delicate matter."],["6","A {@creature radiant idol|ERLW} (see {@book chapter 6|ERLW|13}) has formed a cult that attracts professors and staff of Morgrave University, promising them knowledge beyond imagining in exchange for their worship."]],"name":"Adventures in Sharn; Life in the City","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Home Base","colLabels":["d12","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Drunken Dragon (Clifftop, Upper Dura) is a tavern frequented by members of the Clifftop Adventurer's Guild. It has a wide selection of spirits, and its walls are covered with adventuring trophies. The owner, a middle-aged halfling named Hascal d'Ghallanda, is a former adventurer who lost an eye and a leg in Xen'drik; he always has a story to share."],["2","The Anvil (Callestan, Lower Dura) was one of the first Ghallanda halls in Sharn. Its glory days are long past, but the young innkeeper, Eranna d'Ghallanda, is determined to keep it alive. The Anvil is frequented by members of the Boromar Clan and is a good choice if one of the player characters has ties to this group."],["3","The Dezina Museum of Antiquities (University, Upper Menthis) is attached to the library of Morgrave University. The museum has a remarkable collection of relics, but it's always looking for more. The curator is an elf named Emeron Sennared. He might be a personal friend or former teacher of one of the adventurers, or simply one who indulges their enthusiasm for antiquities and exotic locations."],["4","Coldflame Keep (High Hope, Middle Northedge) is a garrison church dedicated to the Silver Flame. Once it supported a troop of templars, but it was largely abandoned during the war and now maintains a minimal staff. The priest, Mazin Tana, is a faithful servant of the Silver Flame and will provide modest food and lodging to adventurers who are trying to make the city a better place."],["5","The Red Hammer (Blackbones, the Cogs) caters to warforged. It is run by two warforged, the envoy Blue and a juggernaut named Crucible. Although this place is a haven for warforged, other humanoids are allowed inside if their warforged allies vouch for them."],["6","A Gold Dragon Inn (described earlier in this chapter) operated by House Ghallanda and located in almost any part of Sharn."],["7","The district of Fallen (Lower Dura) was abandoned after a floating tower fell on it. The adventurers might have taken over an old temple or tavern on the edge of the district."],["8","An abandoned bell tower, which could be anywhere in the city. The spells that drove the massive mechanism failed long ago."],["9","An abandoned library, damaged during the war or thought to be cursed or haunted."],["10","A shuttered tavern, which is a failed business tied to the family of one of the adventurers."],["11","If one of the adventurers is a noble, the characters' base of operations is in the basement of the family estate or a tower apartment owned (but not currently used) by a dotty old aunt."],["12","A ramshackle skycoach tethered to a condemned tower on the edge of the city."]],"name":"What Happens Next?; Home Base","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Lower Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A {@creature minotaur} holding a large piece of wood that could serve as a maul approaches you and politely asks if you have any copper to spare."],["03–04","Down a nearby alleyway, a dwarf punches a {@creature goblin} in the stomach, then walks away laughing."],["05–08","A thin human child has been following you, but never gets too close. She keeps coughing, and you can see red marks on her neck that might be an aberrant dragonmark."],["09–10","A human {@creature priest} of Boldrei wheels a cart of bread loaves through the city, giving food to the homeless."],["11–15","A {@creature goblin} pushing a cart of rusty weapons and broken clay pots calls out, \"Real artifacts of ancient Dhakaan for sale! Recovered from the ruins below!\""],["16–18","A man dressed in the livery of House Vadalis descends a tower wall mounted on the back of a {@creature giant spider}. He shouts, \"Need a ride? No faster way to get to the middle and upper wards! Reasonable rates!\""],["19–22","An {@creature ogre} eating several rats on a skewer spits out a rodent skull at your feet."],["23–26","A playful stray {@creature mastiff} wags its tail as it approaches, drops a very large egg at your feet, and looks up expectantly."],["27–30","A small, jovial crowd gathers around a {@creature goblin} and a {@creature kobold} that are getting ready to have an arm wrestling match. A dwarf calls for the crowd to place their bets."],["31–34","Three {@creature Harpy||harpies} fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one."],["35–38","A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost."],["39–42","A Khoravar half-elf in the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns."],["43–44","A human and an elf kiss passionately in an alley near your path. They notice you and quickly move apart."],["45–46","Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building."],["47–48","\"Stop her! She stole my necklace!\" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower."],["49–50","A young woman using a crutch and missing a leg approaches, asking if you can spare any coin to help a Brelish veteran of the Last War."],["51–52","Cries of alarm fill the street as a wooden crate from somewhere above crashes down into the lower city."],["53–56","A splash of unidentified, putrid liquid falls from above, soaking you."],["57–60","The generally unpleasant smell of the lower wards is pierced by the scent of something delicious being baked nearby."],["61–62","A gnome sits at a table with a sign attached to it that reads, \"I say Breland would have won the Last War. Change my mind.\""],["63–64","Two {@creature changeling|ERLW|changelings} sit on a bench in front of a tavern, sharing a flask. They take turns changing their forms into the people who enter and exit the building."],["65–66","A human woman shouts at a group of Cyran refugees, \"Go home! Stop taking our jobs. Let the Mournland have you!\""],["67–68","A group of students from Morgrave University moves through the street, asking for directions to Dragoneyes."],["69–72","You turn down an empty street. A door suddenly materializes on a nearby building that previously showed no entrances."],["73–74","Faded graffiti on a wall reads, \"Need someone knifed? Tarkanan's got you covered!\""],["75–76","A crowd gathers around a {@creature kobold} playing a pan flute and leading a group of rats in a merry dance."],["77–80","Four {@creature Orc||orcs} jab at an {@creature ochre jelly} with long staffs, trying to herd the ooze into the sewers."],["81–82","Several Cyran refugees are gathered in a circle, singing a haunting song."],["83–84","An old {@creature goblin} offers to pierce your ears or nose for 5 copper crowns. She claims, \"It will be painless. I know magic!\""],["85–86","A figure in red robes preaches, \"The Last War was not the last! As long as the monarchy rules in Breland, another war is inevitable. Rise up!\""],["87–90","A member of the Sharn Watch looks uncomfortable as she wanders the street. It's clear she doesn't come down here often."],["91–92","Two humans run into an alley, drawing daggers as they go."],["93–94","Two drunken humans exit a tavern singing a Karrnathi battle hymn. Another human shouts at them to \"shut up or get shut up.\" The drunken pair sings louder in response."],["95–96","Two children reeking of sewage argue over who gets to wear a shiny helmet that sits on the ground between them."],["97–00","You find a pamphlet on the ground advertising the Silvermist Theater. Someone has scrawled on it, \"The real party is in the basement.\""]],"name":"What Happens Next?; Lower Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Upper Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–03","A group of adventurers approaches, telling you to move along and stop trying to steal their business. (If the characters belong to the Deathsgate Guild or the Clifftop Adventurer's Guild, these could be members of the rival guild.)"],["04–06","Outside a House Kundarak bank, a human noble screams at a dragonmarked dwarf, \"What do you mean it's lost?\""],["07–09","A {@creature priest} of Kol Korran preaches to a crowd, saying, \"The best way to invest in yourself is to invest in your gods.\""],["10–12","An elf riding a {@creature pegasus} with bulging saddlebags asks you for directions to the Aurora Gallery."],["13–15","Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song. Passersby are mortified."],["16–18","Two {@creature kalashtar|ERLW} play dragonchess at an outdoor table. They move pieces without touching them."],["19–21","A halfling chef stands in a large skycoach that is equipped with a stove, oven, and washbasin. Several spectral hands prepare and plate food as the chef serves a party of smiling customers."],["22–25","A {@creature harpy} decked out in colorful ribbons flies overhead, calling, \"Get the best deals on adventuring gear at Old Claggin's in Clifftop.\""],["26–29","Some Morgrave students follow their dwarf professor onto a lift as she says, \"Next stop: the Cogs!\""],["30–32","An out-of-breath gnome carrying bagpipes asks you for directions to Kavarrah Concert Hall."],["33–35","A flustered gnome carries a stack of papers taller than he is—unaware of the plume of smoke coming from inside a scroll case slung on his back."],["36–38","You walk by a shirtless elf tattooed from head to waist with images of dragons battling each other."],["39–40","A groomed {@creature hobgoblin} wearing a jeweled vest approaches you and says, \"Ah! Adventurers. Any interest in securing some Dhakaani relics for me?\""],["41–42","Someone has painted, \"The crown dies with Boranel!\" across the gates of a noble's mansion. A member of the Sharn Watch is talking to the household staff."],["43–44","A {@creature magewright|ERLW} offers to shine your shoes instantly with magic for 2 gold galifars, saying, \"You can't be seen with those dirty things up here.\""],["45–46","A human wearing the livery of House Vadalis struggles to carry a 3-foot-tall speckled blue egg down the street."],["47–48","An aasimar oracle approaches and promises to give you the answer to all the problems that ever existed for 42 gold galifars."],["49–51","A {@creature shifter|ERLW} with flowers in her hair and a wand in her hand offers to magically gild any item of clothing you wear for 20 gold galifars."],["52–54","Four warforged work together to operate an enormous tarrasque puppet as publicity for a new play at the Art Temple."],["55–57","A horrified crowd is gathered around a burning effigy of King Boranel. No one claims responsibility for the act."],["58–60","A human {@creature noble} is berating a warforged servant for losing her invitation to the next Tain Gala."],["61–63","A young {@creature noble} proposes to his boyfriend in a beautiful garden on a tower balcony. Nearby, a {@creature changeling|ERLW} looks on in tears."],["64–66","You walk down a path lined with trees on which are growing candy-coated apples."],["67–70","Three children sparring with wooden swords play dangerously close to the edge of a bridge."],["71–73","A {@creature kalashtar|ERLW} on the street approaches you, saying, \"I can help you talk with the dead. Is there anyone you miss?\""],["74–76","An artist offers to draw caricatures of everyone in your group at the same time by using several magically animated quills."],["77–80","You approach a fresco painted on the ground that depicts King Boranel ir'Wynarn. As you get closer, the fresco speaks, delivering an inspiring line taken from one of the king's speeches."],["81–82","A dragonborn standing near several soarsleds offers you a tour of upper Sharn's most impressive mansions."],["83–84","Two {@creature Noble||nobles}, one Aundairian and one Brelish, heatedly debate which of their countries would have won the war had it been fought to a conclusion."],["85–86","A gilded warforged plays a sad song on a trumpet, honoring those who fell during the Last War."],["87–88","A group of well-outfitted adventurers snicker and whisper to each other as you pass."],["89–90","You turn a corner and notice a shifter who immediately puts her hands in her pockets and starts whistling, obviously trying to act inconspicuous."],["91–92","A {@creature pseudodragon} flies out of a nearby bush. As the playful creature licks your faces, you notice it wears a collar engraved with the letter M."],["93–94","You walk past a placid pond in a small park filled with colorful fish. An attendant removes dead fish from the water with a net."],["95–96","You come near a mansion, and an illusion of an old man dressed in noble finery appears. \"Get off my lawn!\" the figure gripes."],["97–98","An elf child with a {@creature faerie dragon (red)||faerie dragon} on a leash walks toward you and asks if you'd like to touch the exotic pet."],["99–00","You find a small brass key on the ground that glows blue whenever it is touched."]],"name":"What Happens Next?; Upper Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Skyway Street Events","colLabels":["d12","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A few {@creature Gargoyle||gargoyles} perch on a mansion's walls. They're seemingly there for security, but they offer lively commentary about everyone who passes by."],["2","A {@creature noble} with auburn hair held in a silver diadem holds a darkwood staff encrusted with dragonshards, and taps it impatiently while waiting for a skycoach."],["3","You pass by a hope well. Supposedly, any coins you throw in the well are gathered and transported down to help the troubled people of the lower wards."],["4","\"Make way! Make way!\" A boy clears a path for a jewel-encrusted warforged wearing a lavish fur cloak."],["5","You come upon a fountain of cold fire. In the center, a brass dragon spits brilliant flames into the air, and they spill down and out into the surrounding pool."],["6","A team of handlers from House Vadalis walk alongside a small {@creature gelatinous cube}. \"We're trying it out, seeing if it can help keep things clean,\" they say."],["7","A {@creature magewright|ERLW} offers to use a simple charm to polish the coins in your purse for just 3 copper crowns. \"We wouldn't want anyone here to get grime on their gloves from handling those filthy coins of yours from the lower wards.\""],["8","A tour group pauses to marvel at a mansion."],["9","A large statue commemorates Lord Dalian ir'Tain, a noble philanthropist lost at sea at the end of the Last War. He holds a spyglass in one hand and a miniature dragon turtle in the other."],["10","A warforged with roses twined around her limbs offers to sell you a bouquet for five silver sovereigns."],["11","It starts to drizzle. A well-dressed half-elf glares at the sky and snaps his fingers. The rain immediately stops."],["12","A member of the Sharn Watch stops you. \"Can I help you? Are you sure you're in the right ward?\""]],"name":"What Happens Next?; Skyway Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Heights Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pose as House Tarkanan operatives to capture a wanted criminal with an aberrant dragonmark. The criminal is waiting on a bridge for his House Tarkanan escort to arrive."],["2","Obtain a satchel of evidence obtained by a goblin who has infiltrated Daask. The goblin, who is working with the Boromar Clan or the Sharn Watch to take down key Daask operatives, is waiting on a bridge."],["3","Break into a building connected to Sharn heights to steal something valuable."],["4","Stop a crooked Sharn Watch official who is trying to reach a skycoach and flee the city to escape arrest."]],"name":"Sharn Heights Adventures","page":244,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Criminal Organizations in Sharn","colLabels":["Organization","Description"],"colStyles":["col-2","col-10"],"rows":[["The Boromar Clan","Influential criminal syndicate founded by Talenta halflings, with blood ties to House Jorasco"],["Daask","Violent monsters and thugs loyal to Droaam and answerable to Sora Katra"],["House Tarkanan","Enemies of the dragonmarked houses dedicated to protecting and training individuals with aberrant dragonmarks"],["The Tyrants","Evil-minded changelings interested in gathering secrets and using them for all sorts of nefarious purposes"]],"name":"Crime in Sharn; Criminal Organizations in Sharn","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Street Gangs","colLabels":["Gang","Description"],"colStyles":["col-2","col-10"],"rows":[["The Broken Mirror","Khoravar half-elves who often target elves with acts of violence, frequently disfiguring their victims"],["The Brokenbridge Brawlers","Brelish veterans who antagonize Cyrans and former soldiers from other nations"],["The Eyes","Collection of odd individuals who paint symbolic eyes on their clothing and armor and claim to see things others cannot (in fact, they are a cult dedicated to the daelkyr {@creature Belashyrra|ERLW} and serve a hidden beholder)"],["The Five Faces","Changeling pickpockets who work Middle Menthis"],["The Gremlins","Gnomes and halflings who specialize in illusion magic"],["The Little Fingers","Child pickpockets active in Middle Dura (their leaders are adult halflings loosely allied with the Boromar Clan)"],["The Mourners","Cyran veterans who present themselves as a vigilante militia that protects Cyran refugees, but some say they're just pursuing selfish interests"],["Muut","Bugbears in Lower Dura who have been \"protecting\" Malleon's Gate for decades (recently they've aligned with Daask, but their focus is their home district)"],["The Quiet Folk","Goblins who live in the sewers below Tavick's Landing and avoid violence, using stealth and knowledge of the sewers to pull off their thievery"],["The Red Jackals","Primarily shifters and half-orcs who live in the sewers below Menthis and clash with anyone who invades their territory"]],"name":"Crime in Sharn; Street Gangs","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Shady Nightclub Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get accepted into a private high-stakes card game, and try to win the grand prize."],["2","Find out which Sharn Watch captain has a private meeting with a Boromar fence, and steal whatever the captain is buying."],["3","Track down a missing noble hunted by assassins."],["4","Steal a hidden stash of dreamlily."],["5","Broker a deal with the Boromars on behalf of a city councilor who's too scared to face the family in person."],["6","Find evidence that could be used to blackmail a member of a dragonmarked house."]],"name":"Shady Nightclub Adventures","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A halfling dreamlily dealer (an excoriate of House Ghallanda) smooth-talks new customers into sampling her wares. If pressed, she can call in favors from a number of dangerous clients."],["2","A judge known as \"the Turnkey\" always rules in favor of Boromar Clan members."],["3","A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to frame."],["4","A Boromar rogue has kidnapped the child of a strongly anti-Boromar city councilor."],["5","A kalashtar psychic serves the clan by detecting thoughts that suggest possibilities for blackmail. What stray thought might they pick up from an adventurer?"],["6","A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt."]],"name":"Boromar Villains","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find evidence of an affair between two members of different dragonmarked houses."],["2","Collect from a fence who is late with a payment."],["3","Steal the bank records of a city councilor."],["4","Convince a Sharn Watch captain to aggressively root out Daask operatives."],["5","Retrieve a package of dreamlily that has gone astray."],["6","Discover the location of a Daask safe house."]],"name":"Boromar Clan Campaign Themes; Boromar Clan Assignments","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask forces capture Boromar family members who are visiting Sharn from the Talenta Plains. The Boromars offer a reward for the safe return of their family and a larger reward for the kidnappers' heads, leading to gang violence in the streets."],["2","A beloved Sharn Watch captain who openly spoke out against the Boromar Clan disappears. The Boromars claim they had nothing to do with it, but some Sharn Watch members use the incident as an excuse to go after the organization."],["3","A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people all over Sharn to find it, and clan leaders consider going to war with the Tyrants."],["4","The Boromars stage a festival in Callestan for Saidan's birthday. All of the family's allies will be there, creating opportunities for espionage and assassination."]],"name":"Boromar Clan Adventure Hooks","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Cog Hub Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Obtain samples of dragon's blood hidden in the Cog hub."],["2","Infiltrate a Daask meeting to discover the next Boromar Clan holding they plan to target."],["3","Capture a Daask worg and replace it with a worg loyal to the Boromar Clan."],["4","Sniff out a traitor among Daask lieutenants."],["5","Escape the Cog hub after being captured by Daask forces."],["6","Kick out squatters to get the Cog hub ready to serve as a Daask safe house."],["7","Assault Daask members meeting in the Cog hub to disrupt the organization."],["8","Defend a Daask Cog hub from a Boromar Clan attack."],["9","Rescue an injured Daask soldier hidden inside a Cog hub that has been taken over by the Boromar Clan."],["10","Place a lethal trap in a Cog hub, to be triggered the next time Daask forces enter the place."]],"name":"Cog Hub Adventures","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Harpy||harpies} travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for valuables."],["2","A pack of {@creature Gnoll||gnolls} rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies."],["3","A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual."],["4","A changeling agent of Daask seeks to frame the Tyrants for attacks on the Boromar Clan, driving a wedge between the two organizations."],["5","A wererat priest of the Mockery starts a cult in Lower Dura, teaching its followers the arts of assassination."],["6","A gargoyle sharpshooter continually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards."]],"name":"Daask Villains","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince several new businesses in the lower wards to pay protection fees to Daask."],["2","Cause as much death and destruction as possible inside a Boromar-owned establishment."],["3","Guard a priest of the Dark Six as he preaches the word of the Mockery on the street."],["4","Assassinate a member of the Boromar Clan."],["5","Convince a dragonmarked noble to offer the house's services to Daask for free."],["6","Mug someone to steal a magic item in their possession."]],"name":"Daask Assignments","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask {@creature harpy||harpies} raid a Skyway mansion and tear the place apart looking for a Boromar Clan member."],["2","People who take dragon's blood begin turning to stone, and no one can figure out why."],["3","Cavallah announces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most members of the Boromar Clan."],["4","Ash challenges Cavallah for control of Daask, creating a schism that erupts into a violent gang war."]],"name":"Daask Adventure Hooks","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A member of House Tarkanan murders members of dragonmarked houses, reducing her victims to smoldering piles of ash."],["2","Driven mad by his aberrant dragonmark, a dwarf becomes obsessed with destroying Sharn in the same manner that Halas Tarkanan collapsed Old Sharn."],["3","A House Tarkanan half-elf kidnaps children with aberrant marks, believing the organization is better suited to bring up the children than their parents."],["4","A House Tarkanan mage starts drinking the blood of dragonmarked nobles, believing it will increase the strength of his aberrant mark."]],"name":"House Tarkanan Villains","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Assignments","colLabels":["d4","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a satchel full of research on the War of the Mark, carried by a wizard who works at Morgrave University."],["2","Kill a Karrnathi warlord who is visiting Sharn, and make it look like an accident."],["3","Kill a target before she signs her last will and testament to assign her property to a new heir."],["4","Rescue a dreamlily dealer with an aberrant mark who has been captured by the Sharn Watch."]],"name":"House Tarkanan Assignments","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Tarkanan disturbed the dead during an expedition to Old Sharn, causing undead to terrorize the city above."],["2","House Tarkanan declares war on the dragonmarked houses in Sharn and begins killing nobles in the streets. Many of the houses' businesses in the city are shut down as fear spreads."],["3","A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark."],["4","House Tarkanan steals a key that can disable a ticking time bomb created by an artificer."]],"name":"House Tarkanan Adventure Hooks","page":254,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A changeling rogue infiltrates adventuring parties to steal their magic items."],["2","A cabal of changelings shares an identity as a Sharn Watch captain. They use the disguise to free criminals from prison."],["3","A changeling assassin murders members of the Boromar Clan, Daask, and House Tarkanan, then takes on the identities of its victims."],["4","A changeling bard gathers incriminating information about members of the King's Dark Lanterns, then blackmails them."],["5","A Brelish changeling veteran of the Last War was distrusted by fellow soldiers because of the shapechanger's heritage. The veteran now exposes those soldiers' darkest secrets to their friends, families, and employers."],["6","A changeling mage masquerades as a priest of the Silver Flame and uses spells to send the religion's faithful \"signs\" from Tira Miron that encourage them to spy, steal, and kill for the Tyrants."]],"name":"Tyrants Villains","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target."],["2","Steal a formal badge of office or uniform for a member of the Tyrants to use as part of an assumed identity."],["3","Act as bodyguards for a member of the Tyrants who is pretending to be an important figure."],["4","Assume new identities to infiltrate the Sharn Watch and steal criminal records."],["5","Use incriminating information to blackmail a member of the city council."],["6","Find evidence that can be used to blackmail a member of a dragonmarked house."]],"name":"Tyrants Campaign Themes; Tyrants Assignments","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly NPC dies in combat. The corpse reveals its true form to be that of a changeling."],["2","A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to find it."],["3","The {@i Sharn Inquisitive} publishes an anonymous article accusing several members of the Sharn Watch, the city council, and the dragonmarked houses of being changeling members of the Tyrants. The accused individuals vehemently deny the claims."],["4","A shamed Brelish general of the Last War goes on a killing spree against changelings, claiming the Tyrants ruined his life by exposing his extramarital affair."],["5","A Sharn Watch captain being blackmailed by the Tyrants has had enough. He publicly exposes his incriminating secrets, then offers a reward for information concerning the organization."],["6","Roll on another organization's Adventure Hooks table; the Tyrants are secretly involved in the situation."]],"name":"Tyrants Adventure Hooks","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Races","colLabels":["d20","Race"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Changeling"],["2-4","Dwarf"],["5-6","Elf"],["7","Gnome"],["8-9","Half-elf"],["10-11","Half-orc"],["12-13","Halfling"],["14-16","Human"],["17","Kalashtar"],["18","Shifter"],["19-20","Warforged"]],"name":"Sharn Watch Races","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Personalities","colLabels":["d10","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disgruntled veteran of the Last War who has seen everything"],["2","Lifelong Sharn resident who loves discussing rumors and debating the city's best haunts"],["3","Layabout who tries to do as little work as possible"],["4","Eternal optimist who encourages victims of crime to have hope and look on the bright side"],["5","Investigator who loves to get to the bottom of a mystery"],["6","Rookie with no experience in facing danger who is a bundle of nerves"],["7","Brawny meathead who believes all problems can be solved with force"],["8","Greedy opportunist who's always angling for a bribe"],["9","Uptight perfectionist who appears to do everything by the book"],["10","Unfriendly interrogator who assumes everyone spills their secrets to the Tyrants."]],"name":"Sharn Watch Personalities","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Watch Station Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy evidence of a crime that's being stored in a Watch station, or plant evidence in a Watch station to frame someone for a crime."],["2","Learn which members of a station's crew are on the payroll of a criminal organization."],["3","Ensure the station's Watch officers are indisposed during an upcoming crime spree."],["4","Help defend a Watch station from a siege."],["5","Free someone being held at a Watch station."],["6","Steal uniforms from a Watch station."]],"name":"Watch Station Adventures","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf arrests random halflings on the streets in the lower wards and allows Daask agents to interrogate and torture them."],["2","A Brelish veteran of the Last War arrests and murders innocent Cyran refugees, claiming each time that the victim tried to attack him."],["3","A changeling investigator works for the Tyrants and pins unsolved crimes on other Sharn Watch members who interfere with the Tyrants' business."],["4","A half-elf works her way through the ranks of the Sharn Watch by assassinating her superiors but making it look like they died in the line of duty."],["5","An elf in the lower wards comes to the aid of only those who pay a monthly protection fee."],["6","A Blackened Book mage confiscates magic items from others to auction off to criminals."]],"name":"Sharn Watch Villains","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Assignments","colLabels":["d8","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solve a murder that occurred in Skyway."],["2","Find a dreamlily den and arrest the place's owner and its supplier."],["3","Protect an ambassador from Sarlona who is joining a Morgrave University expedition to the Cogs."],["4","Monitor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city."],["5","Apprehend a war criminal rumored to be arriving in Sharn by lightning rail, and deliver the criminal to the nearest Watch station."],["6","Take a visiting dignitary on a tour of the city and keep them happy."],["7","Venture into the bowels of the city to find a wanted terrorist who has kidnapped a magewright and stolen the parts needed to build an explosive device."],["8","Handle a prisoner exchange—one captured criminal for one captured Sharn Watch officer."]],"name":"Sharn Watch Assignments","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Sharn Watch cracks down on Daask, which leads to violent confrontations in the city's lower wards."],["2","The Sharn Inquisitive publishes an article claiming that changelings of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization."],["3","After a Thrane immigrant opens a sealed entrance to Old Sharn's ruins, the Guardians of the Gate do not allow anyone in or out of Sharn until the immigrant is found and the entrance is resealed."],["4","Agents of the Blackened Book find scrying sensors in Sharn Watch stations throughout the city."]],"name":"Sharn Watch Adventure Hooks","page":259,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Creating Common Magic Items","colLabels":["Common Magic Item","Time","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Spell scroll} (cantrip)","8 hours","15 gp"],["{@item Potion of healing}","8 hours","25 gp"],["Any other common magic item","32 hours*","50 gp*"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Creating Common Magic Items","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Eberron Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Cannith or another dragonmarked house takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques?"],["2","A mishap creates a temporary manifest zone (see \"{@book The Planes of Existence|ERLW|10|Planes of Existence}\" in {@book chapter 4|ERLW|10} for information on manifest zones)."],["3","You need to acquire an additional rare component to complete your work. Time for adventure!"],["4","The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change. This delays your work by {@dice 2d6} days."],["5","Your efforts draw the attention of the Aurum, the Chamber, the Emerald Claw, or the Lords of Dust."],["6","Your item becomes sentient (see chapter 7 of the {@book Dungeon Master's Guide|DMG} for rules on sentient items)."]],"name":"Eberron Crafting Complications","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Daelkyr Modifications","colLabels":["d10","Modification"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature is fused with another creature or object."],["2","The creature has additional eyes, or its existing eyes are replaced with the eyes of a different creature."],["3","The creature produces eerie music instead of speech."],["4","The creature's skin has an unusual texture or color."],["5","The creature's hair is replaced by spines or tentacles."],["6","The creature's flesh is transparent."],["7","The creature has extra limbs."],["8","The creature is bioluminescent."],["9","The creature has an additional head."],["10","The creature sheds its skin every 60 days."]],"name":"Daelkyr Modifications","page":284,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]],"name":"Customizing a Living Spell; Living Spell Customization","page":283,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"colLabels":["Month","Days","Holidays"],"caption":"Exandrian Calendar","colStyles":["col-2","col-2 text-center","col-8"],"rows":[["Horisal","29","New Dawn (1st), Hillsgold (27th)"],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30","Renewal Festival (13th), Wild's Grandeur (20th)"],["Thunsheer","31","Harvest's Rise (11th), Merryfrond's Day (31st)"],["Unndilar","28","Deep Solace (8th), Zenith (26th)"],["Brussendar","31","Artisan's Faire (15th), Elvendawn (20th)"],["Sydenstar","32","Highsummer (15th), Morn of Largesse (14th)"],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27","Hazel Festival (10th), Civilization's Dawn (22nd)"],["Cuersaar","29","Night of Ascension (13th)"],["Duscar","32","Barren Eve (2nd), Embertide (5th)"]],"name":"Calendar and Time; Exandrian Calendar","page":8,"source":"EGW","chapter":{"name":"Welcome to Wildemount","index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Avandra|Exandria|EGW}","CG","Change, freedom, luck","Nature, Trickery","Woman's profile embossed on a gold coin or pendant"],["{@deity Bahamut|Exandria|EGW}","LG","Honor, justice","Life, Order,* War","Silver dragon's head in profile"],["{@deity Corellon|Exandria|EGW}","CG","Art, beauty, elves","Arcana,** Light","Two crescent moons facing each other atop a four-pointed star"],["{@deity Erathis|Exandria|EGW}","LN","Civilization, law, peace","Knowledge, Order*","Double-headed axe inset with a pattern of scales"],["{@deity Ioun|Exandria|EGW}","N","Knowledge, learning, teaching","Arcana,** Knowledge","Pair of open eyes crowned with a third open eye"],["{@deity Kord|Exandria|EGW}","CN","Battle, competition, storms","Tempest, War","Four bolts of lightning radiating from the center of a shield"],["{@deity Melora|Exandria|EGW}","N","Seas, wilderness","Life, Nature, Tempest","Wreath of grass and grain affixed to a crook"],["{@deity Moradin|Exandria|EGW}","LG","Craft, creation","Forge,*** Knowledge, War","Hammer with ends carved in the likeness of dwarven heads"],["{@deity Pelor|Exandria|EGW}","NG","Healing, sun","Life, Light, Nature","Bright, eight-pointed star"],["{@deity Raei|Exandria|EGW}","NG","Atonement, compassion","Life, Light","Humanoid, feminine phoenix"],["{@deity The Raven Queen|Exandria|EGW}","LN","Death, fate, winter","Death, Grave***","White, humanoid mask framed in black feathers"],["{@deity Sehanine|Exandria|EGW}","CG","Illusion, moonlight, night","Arcana,** Nature, Trickery","Crescent moon turned upward, strung like a bow"]],"footnotes":["* The {@class Cleric||Order domain|Order|TCE} appears in {@book Guildmaster's Guide to Ravnica|GGR}.","** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}.","*** The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}."],"name":"Prime Deities","page":20,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Asmodeus|Exandria|EGW}","LE","God of the Nine Hells","Trickery, War","Crown of spiked onyx and curved horns"],["{@deity Bane|Exandria|EGW}","LE","Conquest, tyranny","Forge,* Order,** War","Flail of chains, each ending in shackles"],["{@deity Gruumsh|Exandria|EGW}","CE","Slaughter, warfare","Death, Tempest, War","Single, unblinking eye that bleeds"],["{@deity Lolth|Exandria|EGW}","CE","Deceit, spiders","Knowledge, Trickery","Jeweled spider"],["{@deity Tharizdun|Exandria|EGW}","CE","Darkness, destruction","Death, Grave,* Trickery","Crooked, seven-pointed star made of chains"],["{@deity Tiamat|Exandria|EGW}","LE","Dragon god of evil","Order,** Trickery, War","Taloned dragon claw"],["{@deity Torog|Exandria|EGW}","NE","Enslavement, torture","Death, Trickery","Three pale arms clawing from a dark void"],["{@deity Vecna|Exandria|EGW}","NE","Necromancy, secrets","Arcana,*** Death, Grave,* Knowledge","Desiccated hand with an eye in the palm"],["{@deity Zehir|Exandria|EGW}","CE","Assassins, poison, snakes","Nature, Trickery","Coiled serpent"]],"footnotes":["* The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}.","** The {@class Cleric||Order|Order|TCE} domain appears in {@book Guildmaster's Guide to Ravnica|GGR}.","*** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Betrayer Gods","page":26,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Arms of the Betrayers|Exandria|EGW}","NE","The Fiend, the Hexblade*","Death, War","Blade thrust downward through an eight-eyed skull"],["{@deity Ceratos|Exandria|EGW}","CN","The Great Old One","Knowledge, Tempest","Three mismatched eyes surrounded by teeth"],["{@deity Desirat|Exandria|EGW}","LE","The Fiend, the Undying**","Light, Trickery","Burning purple feather"],["{@deity Naviask|Exandria|EGW}","NG","The Archfey","Life, Nature","Wreath of flowers shaped into demon horns"],["{@deity Quajath|Exandria|EGW}","CN","The Fiend, the Great Old One","Nature, War","Ring of teeth"],["{@deity The Hag Mother|Exandria|EGW}","NE","The Fiend","Knowledge, Trickery","Single red horn"],["{@deity The Luxon|Exandria|EGW}","N","—","Arcana,** Light","Hollow dodecahedron"],["{@deity The Traveler|Exandria|EGW}","CN","The Archfey","Nature, Trickery","Arched doorway over a road that vanishes into the distance"],["{@deity Uk'otoa|Exandria|EGW}","NE","The Great Old One, the Hexblade*","Knowledge, Tempest","Yellow, slitted eye"],["{@deity Vesh|Exandria|EGW}","NE","The Archfey, the Undying**","Death, Life","Crimson ring hanging from a chain"],["{@deity Xalicas|Exandria|EGW}","LG","The Archfey, the Celestial*","Life, Light","Single blackened wing"]],"footnotes":["* The {@class Warlock||Celestial|Celestial|XGE} and {@class Warlock||Hexblade|Hexblade|XGE} warlock patrons appear in {@book Xanathar's Guide to Everything|XGE}.","** {@class Warlock||The Undying|Undying|SCAG} warlock patron and the {@class Cleric||Arcana domain|Arcana|SCAG} appear in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Lesser Idols","page":30,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Eiselcross Encounters: Levels 1–4","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4} wildfolk {@creature Scout||scouts} hunting a {@creature saber-toothed tiger}. The scouts are out of arrows and willing to trade equipment and information to replenish their ammunition."],["2","The characters encounter a lost Cerberus Assembly {@creature mage} trying to return to Balenpost. The rest of the mage's team died in the ruins of Aeor, and there is a {@chance 50|50 percent} chance the mage carries a recently recovered Aeorian item."],["3","The characters find a {@creature griffon} with an arrow in its wing that prevents it from flying. A character who succeeds on a DC 15 Wisdom ({@skill Animal Handling}) check can approach the griffon without being attacked. Such a character can remove the arrow, restoring the griffon's ability to fly, after which the griffon allows the character to ride it as a mount for the next {@dice 1d10} days."],["4","The characters encounter the {@creature revenant} of a dead explorer from Balenpost who was murdered by one of its team and is looking for vengeance."],["5","The characters find a 3-foot-tall, 50-pound egg. If they keep the egg in a cold environment for {@dice 1d10} weeks, a {@creature white dragon wyrmling} hatches from it."],["6","A {@creature young remorhaz} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 1–4","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 5–10","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4 + 1} {@creature Mammoth||mammoths} being hunted by {@dice 2d6} wildfolk {@creature Scout||scouts}."],["2","An {@creature abominable yeti} and {@dice 1d4} {@creature Yeti||yetis} stalk the characters."],["3","The characters encounter {@dice 2d4} {@creature Allowak Yeti|EGW|yetis from Allowak's Sanctuary} (see \"{@book Allowak's Sanctuary Yeti Statistics|EGW|4|Allowak's Sanctuary Yeti Statistics}\" later in this chapter). The yetis attempt to scare the characters away but do not wish to do harm."],["4","The characters pass an Aeorian building that crashed nearby. The building contains {@dice 1d4 + 4} {@creature Wight||wights}."],["5","An {@creature Aeorian absorber|EGW} (see {@book chapter 7|EGW|8|Aeorian Absorber}) ambushes the characters."],["6","The characters encounter a large herd of elk. If the characters scare the elk, {@dice 1d6} {@creature elk} attack while the rest of the herd flees. During the combat, a {@creature remorhaz} bursts out of the snow and attacks indiscriminately."]],"name":"Eiselcross Encounters: Levels 5–10","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 11–16","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult white dragon} confronts the characters, demanding treasure for passage through its territory. The dragon accepts 1,000 gp worth of treasure or a rare magic item as acceptable tribute."],["2","The characters encounter an {@creature iron golem} that keeps walking in circles. The golem attacks any creatures within 10 feet of it but otherwise continues walking in circles."],["3","The characters find a camp of {@dice 2d4} {@creature Minotaur||minotaurs} and {@dice 4d6} {@creature Orc||orcs} looking for wildfolk to recruit for the Kryn. These explorers want to keep their operation covert. If they aren't convinced the characters can keep their secret, the Xhorhasians attack."],["4","A {@creature roc} flies overhead and attempts to scoop up a character of your choice as its next meal."],["5","The characters encounter a coven of three {@creature Night Hag||night hags} searching for Aeorian items. In their humanoid guises, these hags pretend to be lost explorers and request the characters' escort. When the characters are in a vulnerable spot, the hags reveal their true nature and attack."],["6","The characters are ambushed by {@dice 1d8 + 1} {@creature Frost Giant||frost giants}."]],"name":"Eiselcross Encounters: Levels 11–16","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 17–20","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find the buried top of an Aeorian tower that crashed into the ice. Ice fills the lower levels of the tower, and {@dice 1d4 + 1} {@creature Aeorian Nullifier|EGW|Aeorian nullifiers} (see {@book chapter 7|EGW|8|Aeorian Nullifier}) are frozen in the ice."],["2","The characters encounter {@dice 2d6} gladiator wormkin (see \"{@book Tomb of the Worm|EGW|4|Tomb of the Worm}\" later in this chapter) attempting to force-feed a group of {@dice 3d6} wildfolk {@creature Commoner||commoners} the meat of the Undermaw."],["3","The characters find a humanoid skull frozen in the ice. If they free the skull, it comes alive, revealing its true form as a {@creature demilich}."],["4","The characters encounter two {@creature Mage||mages} from Balenpost planning to steal an Aeorian item from a camp of {@dice 3d6} {@creature Frost Giant||frost giants} and their tamed {@creature frost worm|EGW} (see {@book chapter 7|EGW|8|Frost Worm}) The mages ask for the characters' help with the heist."],["5","The characters encounter the {@creature ghost} of an Aeorian citizen. If the characters are kind to the ghost, the undead might be able to share the history of the crashed city with the characters."],["6","The characters encounter {@dice 2d6} {@creature Frost Giant Zombie|EGW|frost giant zombies} (see {@book chapter 7|EGW|8|Frost Giant Zombie}). These zombies did not come from the Fortress of the Dead Jarl. Their origin is up to you."],["7","The characters cross over an area of thin ice. A {@creature kraken} obsessed with Aeor floats beneath the ice and orders the characters to share any knowledge they have of the place or face its wrath."],["8","An {@creature ancient white dragon} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 17–20","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d8","Habitat"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arctic"],["2","Desert"],["3","Forest"],["4","Grassland"],["5","Hill"],["6","Mountain"],["7","Ocean"],["8","Swamp"]],"name":"Mutalos Habitats","page":128,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d10","Phenomenon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","It smells of death here. This area is permanently ridden with the stench of rot and decay."],["2","Incorporeal phantoms move in and out of reality here. These apparitions ignore any interaction with creatures."],["3","Everything is a single color here. All physical matter in this area adopts the pigmentation of one of the seven colors of the rainbow or the color black."],["4","Nonmagical fire can't burn here."],["5","Sources of light here appear kaleidoscopic. Empty air refracts light in this area, creating dazzling displays of prismatic colors."],["6","Any character who sleeps here dreams of a different life on a different world in a different body."],["7","There is no sound here. This area is permanently under the effects of the {@spell silence} spell."],["8","This place is supernaturally unlucky. Attack rolls, ability checks, and saving throws cannot be rerolled in this area."],["9","Water turns to acid here. Water introduced to this area becomes acid in {@dice 1d4} days."],["10","This place is haunted by fragments of the Far Realm. Whenever the target of a Wisdom saving throw fails its save, that creature has a {@chance 5|5 percent} chance of becoming afflicted by a random form of long-term madness (see \"{@book Madness|DMG|8|Madness}\" in chapter 8 of the {@book Dungeon Master's Guide|DMG})."]],"name":"Uncanny Phenomena","page":151,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Social Status Relationships","colLabels":["d20","Background","Clovis Concord","Dwendalian Empire","Greying Wildlands","Kryn Dynasty"],"colStyles":["col-2 text-center","col-2","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1","{@background Acolyte}","1 ally","1 ally (legal faith) or 1 rival (illegal faith)","1 rival","1 ally"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","—","1 rival","—","1 ally"],["3","{@background Charlatan}","1 ally","1 rival","1 ally","1 rival"],["4","{@background Variant Criminal (Spy)||Criminal}","1 rival","1 rival","1 ally","1 rival"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","1 rival","1 ally","1 rival","—"],["6","{@background Entertainer}","1 ally","1 ally","1 rival","1 ally"],["7","{@background Folk Hero}","1 ally","1 rival","1 rival","1 ally"],["8","{@background Grinner|EGW}","1 ally","1 rival","—","—"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","1 rival","1 ally","—","1 ally"],["10","{@background Hermit}","—","1 rival","1 ally","1 ally"],["11","{@background Noble}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["12","{@background Outlander}","—","—","1 ally","—"],["13","{@background Sage}","1 rival","1 rival","—","1 ally"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","1 ally","1 ally and 1 rival","1 ally","1 rival"],["15","{@background Sailor}","1 ally and 1 rival","—","1 rival","1 ally"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","1 ally and 1 rival","—","1 ally","—"],["17","{@background Soldier}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","—","1 ally","—","1 rival"],["19","{@background Urchin}","1 ally","1 rival","1 rival","1 rival"],["20","{@background Volstrucker Agent|EGW}","—","1 ally","—","1 rival"]],"name":"Heroic Chronicle; Social Status Relationships","page":190,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Homelands","colLabels":["d100","Region (Government)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–21","Menagerie Coast (choose either the Clovis Concord or Revelry pirates)"],["22–40","Marrow Valley in Western Wynandir (Dwendalian Empire)"],["41–72","Zemni Fields in Western Wynandir (Dwendalian Empire)"],["73–77","Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn)"],["78–00","Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril)"]],"name":"Backstory; Homelands","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Backgrounds","colLabels":["d20","Background","Reference"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","{@background Acolyte}","PH"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","EGW"],["3","{@background Charlatan}","PH"],["4","{@background Variant Criminal (Spy)||Criminal}","PH"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","EGW"],["6","{@background Entertainer}","PH"],["7","{@background Folk Hero}","PH"],["8","{@background Grinner|EGW}","EGW"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","PH"],["10","{@background Hermit}","PH"],["11","{@background Noble}","PH"],["12","{@background Outlander}","PH"],["13","{@background Sage}","PH"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","EGW"],["15","{@background Sailor}","PH"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","EGW"],["17","{@background Soldier}","PH"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","EGW"],["19","{@background Urchin}","PH"],["20","{@background Volstrucker Agent|EGW}","EGW"]],"name":"Backstory; Backgrounds","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Menagerie Coast Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Brokenbank","Town"],["02","Darktow","Town"],["03–09","Feolinn","City"],["10–19","Gwardan","City"],["20–36","Nicodranas","City"],["37–40","Othe","City"],["41","Palma Flora","Town"],["42–84","Port Damali","City"],["85–93","Port Zoon","City"],["94–00","Tussoa","City"]],"name":"Backstory; Menagerie Coast Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Marrow Valley Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–02","Alfield","Town"],["03–05","Ashguard Garrison","Military outpost"],["06–07","Berleben","Town"],["08–12","Bladegarden","City"],["13–18","Deastok","City"],["19–22","Felderwin","City"],["23–32","Grimgolir","City"],["33–40","Hupperdook","City"],["41–44","Kamordah","City"],["45","Talonstadt","Town"],["46–50","Trostenwald","City"],["51–52","Vol'antim","Town"],["53–00","Zadash","City"]],"name":"Backstory; Marrow Valley Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Zemni Fields Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Blumenthal","Town"],["02–07","Bysaes Tyl","City"],["08–11","Druvenlode","City"],["12–13","Icehaven","Town"],["14–18","Nogvurot","City"],["19–20","Odessloe","City"],["21–26","Pride's Call","City"],["27–96","Rexxentrum","City"],["97–98","Rockguard Garrison","Military outpost"],["99","Velvin Thicket","Nomadic diaspora"],["00","Yrrosa","Town"]],"name":"Backstory; Zemni Fields Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Greying Wildlands Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–03","Boroftkrah","Town"],["04–06","Palebank Village","Village"],["07–30","Shadycreek Run","City"],["31–00","Uthodurn","City"]],"name":"Backstory; Greying Wildlands Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Eastern Wynandir Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–20","Asarius","City"],["21","Bazzoxan","Town"],["22","Charis","Village"],["23–30","Igrathad","Seven villages"],["31–36","Jigow","City"],["37","New Haxon","Military outpost"],["38–89","Rosohna (Ghor Dranas)","City"],["90–93","Rotthold","City"],["94–96","Urzin","Town"],["97–00","Xarzith Kitril","City"]],"name":"Backstory; Eastern Wynandir Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (Village)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–10","3 or more","{@dice 2d4 + 2}"],["11–50","2","{@dice 2d4}"],["51–89","1","{@dice 1d4}"],["90–00","0","0"]],"name":"Backstory; Family Size (Village)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (City)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–05","3 or more","{@dice 2d4 + 2}"],["06–60","2","{@dice 2d4}"],["61–80","1","{@dice 1d4}"],["81–00","0","0"]],"name":"Backstory; Family Size (City)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they're out for your blood. You gain one rival."],["11–20","You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival."],["21–30","You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival."],["31–40","You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival."],["41–50","You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival."],["51–60","This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally."],["61–70","This family member loves you, but you were never that close. They'll do anything to help you—as long as they won't be at risk of injury or death. You gain one ally."],["71–80","This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally."],["81–90","This family member left long ago for reasons you don't understand or won't talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally."],["91–00","This family member has always loved you with all their heart, and would do anything for you. You gain one ally."]],"name":"Backstory; Family Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet."],["11–20","This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead."],["21–30","This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity."],["31–40","You were this person's favorite drinking buddy, and their home is always open to you and your friends."],["41–50","This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready."],["51–60","You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you."],["61–70","You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed."],["71–80","This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it well, and still consider you their closest friend."],["81–90","You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other."],["91–00","This person owes you their life. Even if they can't follow you everywhere you go, they will do anything they can to protect you."]],"name":"Backstory; Ally Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Rival Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood."],["11–20","You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior."],["21–30","You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you."],["31–40","You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt."],["41–50","This person was ordered to arrest you, and doggedly hunts you wherever you go."],["51–60","This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you."],["61–70","You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave."],["71–80","You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you."],["81–90","You helped this person out once when they were down on their luck, and now they go to you whenever they need help."],["91–00","This person wants to be your friend, but their help has always made your life harder."]],"name":"Backstory; Rival Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally and Rival Identities","colLabels":["d100","Stat Block"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","{@creature Commoner} (MM)"],["06–10","{@creature Acolyte} (MM)"],["11–15","{@creature Bandit} (MM)"],["16–20","{@creature Bandit captain} (MM)"],["21–25","{@creature Berserker} (MM)"],["26–30","{@creature Cultist} (MM)"],["31–35","{@creature Cult fanatic} (MM); gain one fateful moment"],["36–40","{@creature Druid} (MM)"],["41–45","{@creature Gladiator} (MM); gain one fateful moment"],["46–50","{@creature Guard} (MM)"],["51–55","{@creature Knight} (MM)"],["56–60","{@creature Priest} (MM)"],["61–65","{@creature Scout} (MM)"],["66–70","{@creature Spy} (MM)"],["71–75","{@creature Tribal warrior} (MM)"],["76–80","{@creature Veteran} (MM)"],["81–84","{@creature Mage} (MM); gain one fateful moment"],["85–88","{@creature Noble} (MM); gain one fateful moment"],["89–92","{@creature Assassin} (MM); gain one fateful moment"],["93–94","{@creature Blood hunter|EGW} (EGW); gain one fateful moment"],["95–96","Good or neutral {@creature werebear} or {@creature weretiger} (DM's choice; MM); gain one fateful moment"],["97–98","Evil {@creature wereboar}, {@creature wererat}, or {@creature werewolf} (DM's choice; MM); gain one fateful moment"],["99","{@creature Archmage} (MM); gain one fateful moment"],["00","{@creature Adult gold dragon} or {@creature adult red dragon} (DM's choice; MM); gain one fateful moment"]],"name":"Backstory; Ally and Rival Identities","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Fateful Moments","colLabels":["d20","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parents were murdered in front of you. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the type of creature that killed them. You have proficiency in the {@skill Stealth} and {@skill Survival} skills."],["2","You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name \"Il'viranya.\" It is an {@item amulet of proof against detection and location}."],["3","A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the identity of the stranger. Then roll on {@table Magic Item Table B} in the {@book Dungeon Master's Guide|DMG} to determine the item. If you roll a consumable item from the table, roll again."],["4","You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the {@skill Arcana} or {@skill Religion} skill (your choice)."],["5","A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in {@book chapter 7|DMG|7|Types of Treasure} of the {@book Dungeon Master's Guide|DMG}. You also have the {@feat Martial Adept} feat from the {@book Player's Handbook|PHB}."],["6","You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the {@skill Stealth} skill or proficiency with martial weapons (your choice)."],["7","A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the {@feat Magic Initiate} feat from the {@book Player's Handbook|PHB}."],["8","While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the {@skill Acrobatics} or {@skill Performance} skill (your choice) and proficiency with the disguise kit."],["9","You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast {@spell speak with animals} at will."],["10","You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["11","You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the {@skill Stealth} skill."],["12","You were visited by a demon lord in a dream. You awakened knowing the {@spell find familiar} spell and are now able to cast it as a ritual, but your familiar always takes the form of a {@creature quasit}. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["13","While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with {@creature wereboar}, {@creature wererat}, or {@creature werewolf} lycanthropy (DM's choice)."],["14","While lost in a remote forest or jungle, you were saved by a {@creature werebear} or {@creature weretiger} (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent."],["15","You saved a pseudodragon from being eaten by a giant spider in a dark forest. The {@creature pseudodragon} now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well."],["16","You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see {@book chapter 8|DMG|8|Diseases} of the {@book Dungeon Master's Guide|DMG}). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a {@item periapt of health} that suppresses it."],["17","You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the {@skill Intimidation} skill and you know thieves' cant."],["18","You saved a riderless horse wearing full tack and harness from wolves. You own a {@creature riding horse} and a saddle, and you have proficiency in the {@skill Animal Handling} skill."],["19","While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice."],["20","You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family's seal."]],"name":"Backstory; Fateful Moments","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Menagerie Coast)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Paella—a working-class dish made with rice, white beans, and seafood"],["2","Plantain cups—a sweet and savory dish of fried plantains stuffed with meat and rice"],["3","Gazpacho—a cold soup served on hot days, made from pounded vegetables and fruit"],["4","Honeyflame bread—a fried dessert soaked in honey and coated in Marquesian spices"],["5","Fusaka fish—seafood cutlets smothered in Marquesian fusaka spice and fried in oil"],["6","Snakelocks noodles—sea anemone tendrils coated in honey batter and delicately fried"],["7","Queen's water—a soft drink made from syrup, honey, guava, and tamarind"],["8","Blacksand coffee—a tiny shot of coffee, brewed atop red-hot sand, Marquet-style"]],"name":"Backstory; Favorite Foods (Menagerie Coast)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Western Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dumplings—a steamed potato bread that can be served with any meal"],["2","Sauerbraten—a Zemnian peasant dish of pickled horse meat served with cabbage"],["3","Brawn, also known as head cheese—a meat jelly made from boiled calf's head"],["4","Schweinshaxe—a Zemnian peasant dish of long-marinated roasted pork knuckle"],["5","Dampfnudel—a regal steamed roll served in sweet custard or with savory potatoes"],["6","Spanferkel—an expensive dish of suckling pig, roasted and served at royal parties"],["7","Trost—a sweet, dark ale brewed in Trostenwald"],["8","Radler—a sweet, expensive drink made from imported lemonade mixed with beer"]],"name":"Backstory; Favorite Foods (Western Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Greying Wildlands)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Imperial pickled plums, smuggled from the Dwendalian Empire by Myriad agents"],["2","Charred venison and roasted potatoes, prepared with local game and local tubers"],["3","Raw venison still dripping with blood"],["4","Elf-mash—a creamy dish made from overripe cloudberries"],["5","Dwarven rootbake—a hearty casserole of roots and tubers wrapped in seaweed"],["6","Jam porridge—made from Xhorhasian rice and topped with salmonberry jam"],["7","Blazing tea—a beverage blended from fermented fireroot and mouth-scalding spices"],["8","Sbiten—a drink made from honey and spices, best enjoyed hot on snowy days"]],"name":"Backstory; Favorite Foods (Greying Wildlands)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Eastern Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rzukaal—a dish made from sautéed rice noodles, hearty mushrooms, and giant spider legs"],["2","Yuyandl—grilled yuyo (a zucchini-like vegetable that grows in Rosohna's sunless gardens) spiced and served with rice"],["3","Mastodon kor'rundl—grilled mastodon served with sunless kor'run (a squash-like vegetable that grows in Rosohna's sunless gardens) and rice"],["4","Kinespaji spaaldl—soup made from mushrooms or vegetables and the boiled spit of a horizonback turtle"],["5","Umarindaly—a dessert akin to rice pudding, topped with spiced gooseberry jam"],["6","Keltaly—heavy cream mixed with pulverized black currants and frozen into a fluffy, sweet, creamy dessert"],["7","Erzfaalyu—a potent spirit made from fermented rice"],["8","Yunfaalyu—a fragrant plum liquor served at frigid temperatures and garnished with currants"]],"name":"Backstory; Favorite Foods (Eastern Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Mysterious Secrets","colLabels":["d20","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again."],["2","I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body."],["3","I once had a dream where an old stranger looked me dead in the eye, screamed \"Scourger!\" at the top of their lungs, and then exploded into a column of flame."],["4","While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within."],["5","I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken."],["6","One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night."],["7","I had a friend who was a farmer. Every week, their crops doubled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again."],["8","I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking."],["9","I woke up one night to find one of my siblings perched on my chest, staring into my eyes. They said, \"The time is soon,\" and then giggled and ran off. When I asked them, they had no memory of the event."],["10","I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds."],["11","I ate a fruit whose seeds spelled out a magic word where I'd cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread."],["12","A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision."],["13","An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness."],["14","Once while on a boat, I heard a voice rumbling around me. I looked down below the water, and I swear I saw golden eyes looking up at me."],["15","While I was eating, a whole potato exploded into worms, and I suffered a vision of a gigantic worm eating the world like a giant apple."],["16","While picking flowers, I saw a tall figure with red skin and horns wandering the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again."],["17","I was attacked by wolves in the woods one day, and was saved by a stranger with a bandage over their eyes. This person shone with silver light and was covered with scars—and I think I might have seen black wings tucked in at their back."],["18","While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them."],["19","I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone."],["20","I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth."]],"name":"Backstory; Mysterious Secrets","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Prophecy Inspirations","colLabels":["d20","Prophecy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life."],["2","I will uncover the reason that the Cerberus Assembly took my sibling away. Finding my sibling will set political events beyond my control into motion."],["3","I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism."],["4","I will unlock the secrets of consecution that the Kryn are hiding. This knowledge will open my mind to a terrifying truth."],["5","I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power."],["6","I will steal a king's ransom from a Revelry pirate. That wealth will make me happy, but it will also draw unsavory characters to me."],["7","I will become a hero of the war between the Dwendalian Empire and the Kryn. I will be haunted by the atrocities I witness on the battlefield."],["8","I will cleanse the Savalirwood of its corruption while welcoming that corruption into my own body."],["9","I will infiltrate the Myriad, but doing so will compel me to commit evil acts."],["10","I will uncover a relic from Eiselcross and become famous, but the relic will exact a terrible cost."],["11","I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath."],["12","I will steal a holy relic of the Kryn Dynasty, making me a target for anyone who desires its power."],["13","I will hesitate at an important moment. Another person will suffer for it."],["14","I will stumble by accident into the arms of the Golden Grin. Though I will reject their call at first, something will draw me back."],["15","I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature."],["16","I will kneel before Bright Queen Leylas Kryn without knowing who she is. This moment of uncertainty will lead to danger."],["17","I will stand before Princess Suria Dwendal and briefly hold the fate of the empire in my hand. I won't realize the gravity of my decision until it is too late."],["18","My actions will lead to the death of a marquis of the Clovis Concord. I will know exactly who killed them, but no one in power will believe me."],["19","I will anger one of the Tribes of Shadycreek Run. As its members hunt me in retribution, others will suffer and I will pay the price."],["20","I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world."]],"name":"Prophecy Inspirations","page":199,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Arms of the Betrayers Destruction","colLabels":["d8","Destruction Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weapon must be bathed in the ichor of an archdevil or demon lord."],["2","A coven of twelve night hags must perform an eight-hour ritual known only to them on the plane of Gehenna to destroy the weapon."],["3","The weapon must be brought back to a forgotten forge in Xhorhas and melted down by the furnace that made it."],["4","The fiery breath of an {@creature ancient red dragon} is the only thing that can destroy the weapon."],["5","The weapon is destroyed if devoured by Uk'otoa."],["6","Thrusting the weapon into a {@item Luxon beacon|EGW} destroys the weapon and the beacon alike."],["7","The weapon can be broken only by a blow from another of the Arms of the Betrayers."],["8","Burning the remains of the first champion to wield the weapon destroys the item."]],"name":"Arms of the Betrayers Destruction","page":274,"source":"EGW","chapter":{"name":"Wildemount Treasures","ordinal":{"type":"chapter","identifier":6},"index":7}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Common|MOT}","Humans","Common"],["{@language Giant|MOT}","Cyclopes, giants","Minotaur"],["{@language Leonin|MOT}","Leonin","Common"],["{@language Primordial|MOT}","Tritons","Common"],["{@language Minotaur|MOT}","Minotaurs","Minotaur"],["{@language Sylvan|MOT}","Centaurs, satyrs","Elvish"]],"name":"Standard Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Exotic Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Celestial|MOT}","Gods","Celestial"],["{@language Draconic|MOT}","Dragons","Draconic"],["{@language Sphinx|MOT}","Sphinxes","—"]],"name":"Exotic Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Gods of Theros","colLabels":["Deity","Alignment","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-4","col-1 text-center","col-3","col-3"],"rows":[["Athreos, god of passage","LE","Death, Grave*","Crescent moon"],["Ephara, god of the polis","LN","Knowledge, Light","Urn pouring water"],["Erebos, god of the dead","NE","Death, Trickery","Serene face"],["Heliod, god of the sun","LG","Light","Laurel crown"],["Iroas, god of victory","CG","War","Four-winged helmet"],["Karametra, god of harvests","NG","Life, Nature","Cornucopia"],["Keranos, god of storms","CN","Knowledge, Tempest","Blue eye"],["Klothys, god of destiny","N","Knowledge, War","Drop spindle"],["Kruphix, god of horizons","N","Knowledge, Trickery","Eight-pointed star"],["Mogis, god of slaughter","CE","War","Four-horned bull's head"],["Nylea, god of the hunt","NG","Nature","Four arrows"],["Pharika, god of affliction","NE","Death, Knowledge, Life","Snakes"],["Phenax, god of deception","CN","Trickery","Winged golden mask"],["Purphoros, god of the forge","CN","Forge,* Knowledge","Double crest"],["Thassa, god of the sea","N","Knowledge, Tempest","Waves"]],"footnotes":["* The Forge and Grave domains appear in {@book Xanathar's Guide to Everything|XGE}"],"name":"Gods of Theros","page":35,"source":"MOT","chapter":{"name":"Gods of Theros","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Meletian Calendar","colLabels":["Month","Name","Length","God"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-3 text-center"],"rows":[["1","Lyokymion","30 days","Thassa"],["2","Protokynion","29 days","Nylea"],["3","Astrapion","30 days","Keranos"],["4","Polidrysion","29 days","Ephara"],["5","Thriambion","30 days","Iroas"],["6","Megasphagion","29 days","Mogis"],["7","Chalcanapsion","30 days","Purphoros"],["8","Necrologion","29 days","Athreos"],["9","Therimakarion","30 days","Karametra"],["10","Katabasion","29 days","Erebos"],["11","Cheimazion","30 days","Pharika"],["12","Agrypnion","29 days","Kruphix"],["13*","Anagrypnion","30 days","Kruphix"]],"footnotes":["* This month occurs only once every three years."],"name":"The Meletian Calendar; Meletian Calendar","page":85,"source":"MOT","chapter":{"name":"Realms of Gods and Mortals","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Omens of Athreos","colLabels":["d6","d100","Omen of Athreos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","01","Faintly glowing wisps of fog or mist coalesce into shapes in the air."],["2","02","Ghostly whispers come from nowhere."],["3","03","The ground beneath a character's feet flows like water in a river."],["4","04","A veiled figure observes the character from a distance, then vanishes."],["5","05","Silent mourners carry a body past."],["6","06","Echoes produce words different from the ones originally spoken."]],"name":"Omens of Athreos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Ephara","colLabels":["d6","d100","Omen of Ephara"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","07","A carved image or face-like pattern on a wall animates and speaks."],["2","08","The streets of a city seem to alter course to lead to a specific destination."],["3","09","Birds fly in parallel rows, like a marching army."],["4","10","Eddies in a stream subside, and the water flows in a straight line."],["5","11","A grove of trees has a perfectly symmetrical configuration."],["6","12","A clay vessel overflows with water."]],"name":"Omens of Ephara","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Erebos","colLabels":["d8","d100","Omen of Erebos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","13","Small animals drop dead within an area."],["2","14","A gold coin hangs like a piece of fruit from the branch of a dead tree."],["3","15","The sun's light does not penetrate an area."],["4","16","A character is stung as if struck by a whip."],["5","17","Words can be heard in the sounds made by clinking coins."],["6","18","An eclipse suddenly occurs."],["7","19","Crows or vultures drop bones in an ominous pattern."],["8","20","Swirling smoke forms macabre shapes."]],"name":"Omens of Erebos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Heliod","colLabels":["d8","d100","Omen of Heliod"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","21","A brilliant pattern appears around the sun."],["2","22","A shaft of sunlight breaks through cloud cover or foliage to shine on a specific spot."],["3","23","A pegasus appears and invites a character to touch it."],["4","24","The sun remains in the same place in the sky for far too long."],["5","25","The sun blinks."],["6","26","No shadows are cast."],["7","27","A specific area can't be made dark."],["8","28","The sky turns blood-red at sunrise or sunset."]],"name":"Omens of Heliod","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Iroas","colLabels":["d6","d100","Omen of Iroas"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","29","The rousing blare of distant trumpets drowns out other sounds."],["2","30","Clouds limned by sunlight take a form that resembles Iroas."],["3","31","A character's weapon or shield shatters dramatically, then repairs itself."],["4","32","A four-winged bird circles overhead."],["5","33","The sun or moon appears to have four glowing wings."],["6","34","Water or wind sounds like cheering."]],"name":"Omens of Iroas","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Karametra","colLabels":["d6","d100","Omen of Karametra"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","35","Patterns form in fallen leaves or in the scattered leavings of grain in a field."],["2","36","Rustling plants produce sounds that resemble words."],["3","37","Fruit begins mewling and giggling like delighted infants."],["4","38","Hearth fires blaze or small fires start up, attracting small creatures to curl up in front of them."],["5","39","Wild animals act domesticated."],["6","40","Food multiplies or heals when bitten."]],"name":"Omens of Karametra","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Keranos","colLabels":["d6","d100","Omen of Keranos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","41","Lightning strikes, thunder rumbles, or rain falls in a clear sky."],["2","42","A powerful thought springs unbidden to mind, like a shout in one's head."],["3","43","Rain produces a melody that sounds like a familiar song."],["4","44","A lightning-scarred tree stands alone in a forest clearing."],["5","45","A fierce wind blows in a particular direction."],["6","46","A character sees distinct figures or patterns in the sky when lightning flashes."]],"name":"Omens of Keranos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Klothys","colLabels":["d6","d100","Omen of Klothys"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","47","A character experiences an extended episode of déjà vu."],["2","48","Spider webs gleam as if they were made of silver threads."],["3","49","The sky turns a rich gold color."],["4","50","A character's hair grows several inches and braids itself."],["5","51","Glowing green threads create a pattern or follow a path in the air."],["6","52","A character experiences a powerful episode of déjà vu."]],"name":"Omens of Klothys","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Kruphix","colLabels":["d6","d100","Omen of Kruphix"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","53","The natural world falls utterly silent."],["2","54","An aurora shimmers on the horizon."],["3","55","The attention of every celestial figure in the night sky is suddenly focused on one character or place."],["4","56","Nyx appears in the shadows of all things."],["5","57","Two extra ethereal arms sprout from a character's body."],["6","58","The night sky appears to wheel overhead as though years are streaming by."]],"name":"Omens of Kruphix","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Mogis","colLabels":["d6","d100","Omen of Mogis"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","59","A creature spontaneously starts bleeding, their blood pooling in a bull shape."],["2","60","Normally harmless animals turn aggressive—the smaller, the angrier."],["3","61","Water (a stream, pool, rain, or a liquid in a container) turns to boiling blood."],["4","62","A bestial roar erupts from over the horizon or deep within the earth."],["5","63","The stars turn red."],["6","64","A character develops a ravenous hunger for raw meat."]],"name":"Omens of Mogis","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Nylea","colLabels":["d8","d100","Omen of Nylea"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","65","Butterflies land on a character or fly together in a particular direction."],["2","66","Fallen leaves blow perpendicular to the wind."],["3","67","The weather suddenly changes radically."],["4","68","A colored arrow strikes nearby, arching from an impossible direction."],["5","69","Plants sprout and grow to maturity instantly."],["6","70","Trees and vines coil to hinder movement."],["7","71","Animal tracks appear where nothing walks."],["8","72","A celestial lynx paces back and forth across the night sky."]],"name":"Omens of Nylea","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Pharika","colLabels":["d6","d100","Omen of Pharika"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","73","Hundreds of snakes, spiders, or centipedes crawl from the ground."],["2","74","A strong chemical smell follows a character."],["3","75","A character exhibits a disease's symptoms."],["4","76","Leaves shrivel and turn black, while flowers pour acidic nectar."],["5","77","A snakeskin wraps around a way marker or personal possession."],["6","78","Patterns of clouds or stars slither away, moving with an audible susurrus."]],"name":"Omens of Pharika","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Phenax","colLabels":["d6","d100","Omen of Phenax"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","79","Shadows move independently of whatever casts them, appearing to run away."],["2","80","A gold mask momentarily appears over the face of every living creature in sight."],["3","81","Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight."],["4","82","Everything turns shades of gray."],["5","83","Creatures' mouths momentarily vanish and they can't make sounds or speak."],["6","84","The sun momentarily melts, raining gold coins that vanish soon after landing."]],"name":"Omens of Phenax","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Purphoros","colLabels":["d8","d100","Omen of Purphoros"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","85","The sound of a hammer rings in the air."],["2","86","Noxious gas suddenly vents from underground."],["3","87","The ground or a metal object becomes uncomfortably hot."],["4","88","An animal moves in a mechanical manner."],["5","89","Huge plumes of smoke rise from the horizon."],["6","90","The earth shakes in a deliberate rhythm."],["7","91","Something that was broken is reshaped into something new."],["8","92","A statue or metal object comes to life."]],"name":"Omens of Purphoros","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Thassa","colLabels":["d8","d100","Omen of Thassa"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","93","A lustrous seashell or small fish appears in someone's drink."],["2","94","The tide goes out (or in) at the wrong time."],["3","95","The sound of crashing waves fills the air."],["4","96","Ripples in water form patterns of ships and sea creatures."],["5","97","A beautiful coral pillar rises from the earth."],["6","98","A flock of dozens of noisy seabirds land."],["7","99","A school of sea creatures swim in the air."],["8","00","Someone starts drowning on dry land."]],"name":"Omens of Thassa","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seal a secret path that the Returned use to escape the Underworld."],["2","Strike against one of the necropoleis, either Asphodel or Odunos, curtailing its growth or bringing it to ruin."],["3","Seek out a {@creature lampad|MOT} nymph who has fallen in love with a soul he was supposed to lead to the Underworld."],["4","Hunt down a rampaging cerberus and return it to its place guarding the Underworld."],["5","Reconsecrate a grand but neglected mausoleum, putting the unquiet spirits there to rest."],["6","Defeat an agent of a god who seeks to free a loved one, a mentor, or a champion from the Underworld."]],"name":"Athreos's Quests","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) follows omens to find those who have been resurrected, claiming they owe Athreos a debt."],["2","A mercenary ({@creature gladiator}) accuses a community of harboring Returned and threatens to claim their leader's life to restore the balance."],["3","A warmongering {@creature noble} rallies the public against a necropolis, encouraging a war between the living and the dead."],["4","A group of {@creature Cult Fanatic||cult fanatics} charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they're shown proper respect."],["5","A {@creature priest} of Athreos speaks out against healers and Pharika's followers during a plague, offering death as the only alternative to suffering."],["6","A {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) hunts the offspring of an ancient hero who escaped death, claiming they shouldn't exist."]],"name":"Athreos's Villains","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Giant vulture}"],["2","{@creature Two-headed cerberus|MOT}"],["3","{@creature Hell hound}"],["3","{@creature Lampad|MOT}"],["6","{@creature Invisible stalker}"],["6","{@creature Underworld cerberus|MOT}"],["8","{@creature Spirit naga}"],["9","{@creature Phylaskia|MOT}"]],"name":"Athreos's Monsters","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned."],["2","The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the end of the Tartyx River. The River Guide needs the treasure returned swiftly, not out of greed, but as it is payment for something beyond the gods."],["3","The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends agents to the headwaters of the Tartyx River, seeking the cause of the problem before whatever the river had kept drowned emerges."],["4","War between Heliod and Erebos is inevitable. Rather than letting it explode unpredictably, Athreos puts a plan into Motion to mitigate the damage. Ultimately, all it takes to end the war is Heliod's death or Erebos joining the Returned."]],"name":"Athreos's Divine Schemes","page":117,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossing Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enter the Underworld without alerting Athreos to your presence."],["2","Escape the Underworld."],["3","Force someone to lose their identity in the waters of the Tartyx River."],["4","Escort a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) escaping from the Underworld into the mortal world."],["5","Bargain with a {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) to learn where the body of a lost hero lies entombed."],["6","Get information from a soul waiting to be ferried to the Underworld."],["7","Pay for a stranded soul to cross the Tartyx River."],["8","Steal a specific valuable from the banks of the Tartyx River and escape unseen."],["9","Sail from the crossing to a nearby, haunted island in the center of the Tartyx River."],["10","Convince an innocent spirit who keeps returning to their mortal home to pass into the Underworld."],["11","Seek an audience with Athreos."],["12","Capture an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus})."]],"name":"Underworld Crossing Adventures","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossings Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) seeks to destroy all Underworld crossings so the dead can freely enter the mortal world."],["2","A conquering general captures a number of {@creature Underworld Cerberus|MOT|Underworld cerberi} (see {@book chapter 6|MOT|6|Underworld Cerberus}), plotting to unleash the terrifying beasts during a war."],["3","A greedy {@creature priest} of Erebos steals coins from the dead before they are buried, thereby filling a crossing with stranded souls."],["4","A {@creature nightmare shepherd|MOT} (see {@book chapter 6|MOT|6|Nightmare Shepherd}) takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become {@creature Specter||specters} that harass the living in the mortal world."],["5","A {@creature priest} of Athreos becomes annoyed with the dead returning and sends armies of clergy to secure the mortal side of the crossing."],["6","A {@creature satyr reveler|MOT} (see {@book chapter 6|MOT|6|Satyr Reveler}) seeks to throw an eternal revel! By stealing coins from the dead, the satyr traps souls at his morbid, Tartyx-side bacchanal."]],"name":"Underworld Crossings Villains","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oust the corrupt leader of a town or a city."],["2","Reclaim a city that has been overrun by creatures of the wild."],["3","Help establish a new city in a sparsely populated area."],["4","Find a treasure to adorn a major landmark of a city."],["5","Hunt down a criminal who is causing devastating damage to a city, such as by arson."],["6","Defeat a champion of an opposed deity, most likely Phenax or Nylea."]],"name":"Ephara's Quests","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A neighborhood leader enacts punitive laws, preventing people from expressing themselves."],["2","A {@creature guard} imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea."],["3","A {@creature noble} is building a new development directly in a forest, where it will displace wildlife that has lived there for millennia."],["4","A {@creature soldier|GGR} begins killing people who have committed terrible crimes but have been acquitted because of loopholes in the judicial system."],["5","A group of {@creature Mage||mages} who follow Ephara want to build a city on an island, heedless of the current residents."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) leads a cadre of scholars secretly destroying work that they deem antithetical to proper society."]],"name":"Ephara's Villains","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10","col-1 text-center"],"rows":[["1/8","{@creature Guard}"],["1/2","{@creature Anvilwrought raptor|MOT}"],["3","{@creature Meletian hoplite|MOT}"],["9","{@creature War priest|VGM}"],["11","{@creature Gynosphinx}*"],["15","{@creature Hundred-handed one|MOT}"],["17","{@creature Androsphinx}*"],["23","{@creature Empyrean}"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Ephara's Monsters","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ephara tries to curry Karametra's favor, hoping to persuade her to use her influence over agriculture to help the cities under Ephara's protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara's focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them to be working together."],["2","Ephara attempts to strip Phenax of his \"stolen\" divinity, outraged by his influence over criminals."],["3","A recent earthquake has changed the coastline, exposing a new island with a verdant and lush landscape. Ephara and Nylea are locked in a battle for control over the island, with Nylea wanting it to remain wilderness and Ephara seeking to build a city on the fertile ground."],["4","Ephara sends champions to free a city from the control of tyrants who worship Mogis, god of wrath. Mogis retaliates by sending his armies to attack a city under Ephara's protection."]],"name":"Ephara's Divine Schemes","page":121,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Apprehend the ringleader of a thieves' guild who frequently targets people in the agora."],["2","Protect a civil leader giving a speech."],["3","Perform for an audience."],["4","Humiliate someone giving a speech or performing."],["5","Make a profit running someone's market stall."],["6","Sabotage business for the entire market."],["7","Eavesdrop on a private meeting under a stoa."],["8","Incite a crowd to action with a public speech."],["9","Debate a well-loved politician or philosopher and convince the audience to take your side."],["10","Recapture an escaped beast that was up for sale."],["11","Stop a public execution."],["12","Quell a riot without violence."]],"name":"Agora Adventures","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature assassin} murders a politician's rivals then poses the victims in grisly, public tableaus."],["2","A group of {@creature Thug||thugs} vandalizes market stalls whose owners don't pay a weekly protection fee."],["3","{@creature Cultist||Cultists} of Pharika plot to spike the wine at a party in the agora with an experimental poison."],["4","A snake charmer overreaches when he unsuccessfully attempts to control an {@creature amphisbaena|GoS} (see {@book chapter 6|MOT|6|Amphisbaena}) during a performance."],["5","A disgraced priest of Ephara releases a horde of anvilwrought creatures (see {@book chapter 6|MOT|6|Anvilwroughts}) on a crowd gathered at the agora."],["6","A {@creature mage} politician uses enchantment magic to spread rumors about rivals."]],"name":"Agora Villains","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture a hero who came back to Theros as a Returned and send them back to the Underworld."],["2","Find out why those who die in a coastal village never arrive in the Underworld, and why the village is haunted by eidolons."],["3","Protect those who attend the funeral of a village elder in the hills near Akros, where minotaurs have disrupted recent burials."],["4","Investigate an alchemist who claims to have transmuted lead into gold—but who might somehow be stealing it from the Underworld."],["5","Refute the claim of a priest of Heliod who is said to be immortal because of the sun god's blessing."],["6","Take an aging champion of Iroas who has pledged their soul to Erebos in exchange for a glorious death on one last foray into the wild lands."]],"name":"Erebos's Quests","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature veteran} bargains with Erebos to allow him to remain in the living world as a Returned in exchange for a steady stream of mortal sacrifices."],["2","A prominent {@creature knight} of another god loses their entire family, then publicly turns to Erebos in hopes of being reunited with loved ones in the Underworld."],["3","An {@creature acolyte} convinces Erebos to bring her murdered daughter back to life, but the daughter is restored as a potent Returned who now terrorizes the polis."],["4","A wealthy {@creature noble} drives tenants out of a poor part of a polis so he can build a temple to Erebos."],["5","The queen of a remote settlement prays to Erebos for endless treasure, and Erebos \"blesses\" her by turning the nearby river to liquid silver. The tyrant is delighted, but everyone else in her domain suffers."],["6","A {@creature priest} of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there."]],"name":"Erebos's Villains","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Shadow}","MM"],["2","{@creature Two-headed cerberus|MOT}","MOoT"],["3","{@creature Lampad|MOT}","MOoT"],["3","{@creature Nightmare}","MM"],["5","{@creature Night hag}*","MM"],["9","{@creature Abhorrent Overlord|MOT}","MOoT"],["11","{@creature Doomwake giant|MOT}","MOoT"],["11","{@creature Nightmare shepherd|MOT}","MOoT"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Erebos's Monsters","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Erebos has captured Phenax's eidolon, the identity severed from Phenax's body when he became the first Returned, and uses it to force Phenax to serve his whims."],["2","Erebos unleashes a deadly plague. The cure grows only in the peaceful Underworld realm of Ilysia. Mortal champions flock to Ilysia, threatening to breach the ward's sanctity and allow Erebos's influence to creep in."],["3","Servants of Heliod find a stone that can raise the dead in both body and soul. Enraged, Erebos sends his followers to claim the stone, which Heliod's worshipers have claimed as a holy relic."],["4","With the aid of Pharika, Erebos creates a poison capable of killing a god. Learning of this, the other gods try to force Erebos to relinquish the poison, but the god of the dead has already deployed it in the form of a sapient being. Now, champions of the gods scour the world, searching for the living weapon."]],"name":"Erebos's Divine Schemes","page":125,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob a grave or the temple's vault."],["2","Protect a grave or the temple's vault from robbery."],["3","Destroy a seemingly endless wave of undead pouring forth from a graveyard."],["4","Prevent the funeral of a loathed individual from being disrupted."],["5","Find an entrance to the Underworld in the graveyard."],["6","Reunite a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) and their {@creature ghostblade eidolon|MOT} (see {@book chapter 6|MOT|6|Eidolons})."],["7","Destroy {@creature Giant Spider||giant spiders} infesting a tomb."],["8","Acquire death records for a family from a temple full of angry spirits."],["9","Escape the graveyard when undead suddenly rise and overtake the complex."],["10","Use a person's remains to raise them from the dead."]],"name":"Graveyard Temple Adventures","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A terrified {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) runs amok in the graveyard, having lost all sense of itself after finding its way back to the world."],["2","A {@creature cyclops} with a taste for rotting flesh digs up plots in the graveyard each night."],["3","A priest removes limbs from corpses to build an congregation of {@creature Flesh Golem||flesh golems} he can't control."],["4","A gate to the Underworld releases a bloodthirsty {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the graveyard."],["5","An {@creature archmage} works to raise a vengeful army from the remains of her war-ravaged village."],["6","A mob of paranoid, inexperienced {@creature Commoner||commoners} hunt for Returned but end up tormenting all strangers."]],"name":"Graveyard Temple Villains","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring a shard of sunlight to a place of unending darkness."],["2","Establish law and order in a place of anarchy and lawlessness."],["3","Keep people safe from a natural disaster caused by the anger of another god (such as a volcano spawned by Purphoros or a tidal wave caused by Thassa)."],["4","Hunt down a notorious lawbreaker who has fled from a polis into the wilderness."],["5","Triumph in a contest of strength or charisma to prove Heliod's superiority over the other gods."],["6","Defeat a champion of another god (most likely Erebos, Purphoros, Phenax, or Mogis)."]],"name":"Heliod's Quests","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local {@creature noble} imposes overwhelming punishments for even minor infractions of law."],["2","A leader persecutes an entire population of people because of a crime committed by a single member."],["3","An {@creature assassin} starts killing everyone connected to a trial after which the perpetrator was exonerated."],["4","A fanatical {@creature priest} tries to undermine the priests of other gods by outlawing their holidays."],["5","A tyrant suppresses free expression, punishes protesters, and quashes any form of dissent."],["6","A nervous {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) identifies the characters as a threat to the stability of the polis."]],"name":"Heliod's Villains","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Noble}"],["2","{@creature Centaur}"],["2","{@creature Griffon}"],["2","{@creature Pegasus}"],["3","{@creature Fleecemane lion|MOT}"],["9","{@creature Cloud giant}"],["11","{@creature Roc}"],["23","{@creature Empyrean}"]],"name":"Heliod's Monsters","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heliod decides to confront Erebos in the Underworld. He gathers fallen heroes around him as he marches on Erebos's palace in Tizerus. Meanwhile, the sun has vanished from the sky in the mortal world, and the dead can't enter the Underworld."],["2","Heliod grows tired of the battles between Iroas and Mogis, and he decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects."],["3","Angry at the hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild."],["4","Heliod arms a champion with his weapon, Khrusor, but the hero goes wild with power and tries to slay Purphoros. The repercussions border on the cataclysmic, with the champion slain, Mount Velus erupting, and the spear shattered. Only Purphoros can repair the spear, and he's hardly in the mood to do so."]],"name":"Heliod's Divine Schemes","page":129,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an artifact used by a legendary hero."],["2","Defend a hero being honored in a ceremony from an assassination attempt."],["3","Acquire the remains of a legendary hero from the temple's crypts so the person can be resurrected."],["4","Prevent a wedding from taking place, so the couple's union doesn't fulfill an ominous prophecy."],["5","Expose a celebrated hero as a fraud."],["6","Learn the sins of a person seeking religious counsel."],["7","Find out who among a crowd of people gathered at the temple murdered a priest."],["8","Disperse a mob of people who blame Heliod and his clergy for a long drought."],["9","Defend the temple's worshipers from followers of Mogis assaulting the building."],["10","Offer Heliod a burnt sacrifice to gain his blessing."],["11","Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement."],["12","Find a hero's firsthand account of a battle with a unique monster among the temple's records before a rival group of adventurers does."]],"name":"Sun Temple Adventures","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A once-heroic {@creature veteran} seeking to regain his youthful strength tries to burn attendees at a dawn banquet as a sacrifice to Heliod."],["2","A secret cabal of Phenax {@creature Cult Fanatic||cult fanatics} infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers."],["3","An {@creature adult blue dragon}, scarred by a champion of Heliod, seeks to destroy all sun temples in the hopes of bringing about everlasting night."],["4","A corrupt {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Heliod sells counterfeit heroic artifacts to those he can't see as being destined for greatness."],["5","A lazy {@creature priest} of Heliod risks bringing the god's wrath down upon the entire temple."],["6","An {@creature archmage} devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked."]],"name":"Sun Temple Villains","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat Returned bandits who are terrorizing the polis."],["2","Defend a polis against a champion of Mogis."],["3","Sail to a remote island to reclaim a lost weapon of great power."],["4","Establish law and order in a place of anarchy and lawlessness."],["5","Triumph in a contest of strength or dexterity to prove Iroas's superiority over the other gods."],["6","Defeat a champion of another god (most likely Mogis, Phenax, or Pharika)."]],"name":"Iroas's Quests","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature knight} in the polis guard regularly subjects his soldiers to extreme disciplinary techniques, leading them to start a revolt."],["2","A general ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) commands a town be put to the torch for its soldiers' crimes. Followers of Phenax are actually responsible for the crimes and are framing the community so it will be destroyed and turned into a haven for the Returned."],["3","An aging athlete ({@creature gladiator}) pursues sinister magic to aid his performance at the cost of innocent lives."],["4","The government of a polis fearful of impending war forces farmers to join a militia, precipitating a famine as crops are left untended."],["5","A {@creature priest} tries to undermine the servants of other gods by forcing them into duels and shaming them if they lose."],["6","A gifted orator ({@creature noble}) offers honest but scathing criticism of a champion of Iroas. The champion demands recompense, and the orator needs support against this threat."]],"name":"Iroas's Villains","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Guard}"],["1","{@creature Nyx-fleece ram|MOT}"],["2","{@creature Griffon}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Fleecemane lion|MOT}"],["5","{@creature Gladiator}"],["7","{@creature Stone giant}"],["11","{@creature Roc}"]],"name":"Iroas's Monsters","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Iroas inspires a brave Akroan general to travel forth with a handpicked army and confront the forces of a powerful and supposedly vulnerable minotaur warlord. The general loses despite Iroas's favor, and Akros is left exposed and poorly defended before a wave of Mogis-worshiping minotaurs."],["2","Heliod, weary of the constant strife between Iroas and Mogis, swears an oath to destroy Mogis with a godly coalition behind him. Erebos, disgusted with Heliod's hubris, forms a group in support of Mogis. Iroas, rather than accepting Heliod's aid, launches a grand campaign of his own against his brother."],["3","Mogis arms one of his champions with an axe capable of sundering the souls of mortal creatures. Iroas wants his champions to procure the weapon so he can lock it away in his armory and thwart his brother. Agents of Erebos also seek to recover the weapon on their master's behalf."],["4","Iroas achieves the victory he has always pursued: he kills his brother, and the world falls into chaos."]],"name":"Iroas's Divine Schemes","page":133,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help an unfit participant survive an athletic competition."],["2","Convincingly lose an athletic competition so a gambler can win big."],["3","Sabotage a star athlete's chances of winning."],["4","Attend tryouts to become members of a chariot racing team."],["5","Assassinate a person watching a competition before the final match ends."],["6","Save a wrestler from a planned murder in the arena."],["7","Capture a beast that has escaped from the stadium."],["8","Recover a blessed trophy and award it to a contest's rightful victor."]],"name":"Arena Adventures","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion pankratiast ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) has her cronies lock everyone in the arena. She allows none to leave until a challenger defeats her."],["2","A {@creature minotaur} frees all the beasts in the amphitheater during a well-attended event."],["3","A chariot racer ({@creature gladiator}) poisons members of a rival team, causing them to fall asleep during competition."],["4","A {@creature mage} uses magic to spy on athletes' conversations and then blackmails them with the information."],["5","A {@creature stone giant} interrupts a session of games and demands a chance to compete."],["6","A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions."],["7","An {@creature archmage} enchants or polymorphs innocents, forcing them to participate in brutal contests."],["8","A {@creature druid} uses the {@spell awaken} spell on beasts in the arena to make them more capable competitors."]],"name":"Arena Villains","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plant a fruit-bearing tree where one has never grown."],["2","Save a village whose crops are failing."],["3","Defend or found an orphanage."],["4","Teach a settlement to defend itself from wild beasts."],["5","Reunite an orphan with living relatives."],["6","Convince raiders to give up their ways, settle down, found a village, and devote their lives to farming."]],"name":"Karametra's Quests","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The head of an orphanage ({@creature commoner}) believes she can care for the city's children better than their parents and works to have the other adults arrested."],["2","A {@creature priest} begins imposing restrictive lifestyle rules on a nearby population in order to \"civilize\" them."],["3","A local leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) imposes harsh penalties on the poor, claiming their poverty is a sign they have invited the gods' wrath."],["4","The head of a prominent family ({@creature noble}) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it."],["5","A local leader ({@creature druid}) forces marriages between widows and widowers to increase the population."],["6","A polis leader ({@creature soldier|GGR}) begins doing sweeps of the surrounding countryside to round up non-citizens and put them to work supporting the community."]],"name":"Karametra's Villains","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}"],["1","{@creature Alseid|MOT}"],["1","{@creature Dryad}"],["2","{@creature Awakened tree}"],["2","{@creature Druid}"],["4","{@creature Setessan hoplite|MOT}"],["5","{@creature Earth elemental}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Archdruid|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Unicorn} for details about these creatures in Theros."],"name":"Karametra's Monsters","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Karametra's statues have covered their faces as if in despair, and nothing will grow. No one seems to know what has caused the god of fertility to withdraw her blessings from the world, but the problem must be solved if life is to endure."],["2","Karametra judges that mortals have over produced and moves to cull populations. She creates new plant species that feed on mortals, while her followers act oddly, running off to join bloody revels or sacrificing each other in the fields. How many must die before balance is restored?"],["3","Karametra's civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her power."],["4","Karametra bestows her gifts on a wild cultist or minotaur champion trying to encourage her older, more bloodthirsty worship. The faith takes hold, causing the god to make vicious demands of her followers."]],"name":"Karametra's Divine Schemes","page":137,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Guard a watchtower from assault."],["2","Assault a watchtower, defeating the guards defending it and claiming it for a different god."],["3","Steal military plans kept within a watchtower without alerting any of the guards inside."],["4","Free a prisoner from a cell."],["5","Infiltrate the watchtower as spies."],["6","Clear out monsters than have taken over the place."],["7","Steal a legendary weapon."],["8","Steal griffon mounts."],["9","Find a spy among the soldiers stationed at a watchtower."],["10","Train soldiers at a watchtower to face an approaching mythic monster."]],"name":"Watchtower Adventures","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised {@creature abhorrent overlord|MOT} (see {@book chapter 6|MOT|6|Abhorrent Overlord}) convinces the soldiers in a watchtower to rise up against the officers."],["2","A {@creature medusa} takes over a watchtower and conducts experiments on the soldiers she captures."],["3","{@creature Siren|TftYP|Sirens} (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) call soldiers to the top of the watchtower, then entice them over the edge so they can feast on the corpses."],["4","A flight of {@creature Griffon||griffons} attacks a watchtower after soldiers steal the creatures' eggs to train the hatchlings to serve as mounts."],["5","A {@creature cyclops} attacks a watchtower, eager to devour the animals within."],["6","A {@creature druid} of Nylea, angered by the construction of a watchtower in the forest, attracts a mythic beast to the area to destroy the structure."],["7","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} (see {@book chapter 6|MOT|6|Harpies}) take over a watchtower and light its beacon to bring more victims to the place."],["8","A {@creature spy} in a watchtower poisons the tower's food supply in advance of an upcoming attack."]],"name":"Watchtower Villains","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a genius artist who had their inspiration physically stolen."],["2","Break down a ruling structure that stifles ingenuity and creativity."],["3","Bring together lost icons of power to create an incredible storm with the might to halt a greater threat."],["4","Find a long-lost artifact that bestows oracular visions upon the user."],["5","Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys)."],["6","Find and restore a lost art form, arcane technique, or crafting method for the glory of Keranos."]],"name":"Keranos's Quests","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) foretells disaster for a polis unless a number of innocent citizens are sacrificed."],["2","An {@creature mage} servant of Keranos enhances storms as they form, threatening the countryside."],["3","An artist ({@creature commoner}) creates incredible works of art whose subjects come to life and wreak havoc."],["4","An {@creature archmage} who controls lightning rises to power, blasting those who oppose her to smithereens."],["5","A wild-eyed {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) points to the characters as harbingers of a coming disaster."],["6","A living storm deluges an area, taking what it believes is righteous revenge on a community."]],"name":"Keranos's Villains","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@creature Centaur}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Blue dragon wyrmling}*"],["5","{@creature Air elemental}"],["7","{@creature Theran chimera|MOT}"],["9","{@creature Young blue dragon}*"],["13","{@creature Storm giant}"],["16","{@creature Adult blue dragon}*"],["23","{@creature Ancient blue dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Blue Dragons} for details about these creatures in Theros."],"name":"Keranos's Monsters","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bored with the temporary beauty of violent weather, Keranos creates a massive, self-perpetuating storm. Over time, the storm grows out of control. Keranos is delighted by his creation."],["2","Dared by Phenax to prove that he can, Keranos inspires eight mortals with eight ingenious ways to destroy the world. As a result, a genius actor, alchemist, inventor, diver, miner, sculptor, thief, and a duplicitous goat all set forth to enact their terrible brilliance."],["3","Keranos finds the spread of mortal knowledge inconsistent and slow. He empowers a champion to grant vast knowledge to any person or beast she touches. The advent of sagacious cattle, wolves, and children greatly disrupts (and unnerves) those who live in the areas through which Keranos's champion travels."],["4","Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey unique physical laws and strange truths. Some of the inhabitants escape the isle and begin infecting the rest of Theros with their alternate reality."]],"name":"Keranos's Divine Schemes","page":141,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Race an air elemental to an oracular conflux in order to receive a prediction of the future before the elemental's whirlwind obliterates all evidence of the reading."],["2","Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction."],["3","Convince an oracle to give a worshiper a particular false prediction."],["4","Help the addled victim of a lightning strike recover."],["5","Recover sacrificial animals from a {@creature cyclops} raider."],["6","Rig tools used to predict the future so that they produce a specific outcome."],["7","Manipulate a situation so prophesied events transpire within sight of a half-blind oracle."],["8","Evacuate a crowded shrine during a storm when lightning strike sets the temple ablaze."],["9","Infiltrate the shrine to determine the accuracy of a particular oracle or prediction method."],["10","Steal a book of recorded predictions from the shrine."],["11","Collect the materials necessary to create a revolutionary oracular device."],["12","Protect an oracle who must deliver bad news to a worshiper who is both influential and unpredictable."]],"name":"Oracular Conflux Adventures","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bitter {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) who has foreseen her imminent death gives false predictions to worshipers so they will share her misery."],["2","A {@creature storm giant} pretends to be an avatar of Keranos and takes over the shrine, making its worshipers his subjects."],["3","A {@creature revenant} who died due to a misinterpreted prophecy comes back for revenge against the oracle who issued it."],["4","A {@creature cult fanatic} from a rival shrine gets the temple's animals drunk on fermented fruit, throwing off their predictions."],["5","An angry athlete ({@creature gladiator}) takes the conflux's oracles hostage, demanding they alter the future after predicting his defeat in an upcoming match."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) makes false predictions to convince nobles to give him money and lavish gifts."]],"name":"Oracular Conflux Villains","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat a titan-spawned monster that has escaped the Underworld."],["2","Destroy an undead creature terrorizing a small community."],["3","Punish a powerful mortal for their hubris."],["4","Reestablish the balance between nature and civilization in a particular location."],["5","Repair the fabric of reality in a place where the mortal world was overlaid by Nyx during Xenagos's pretensions to godhood."],["6","Defeat a champion of another god (most likely Ephara, Heliod, or Iroas)."]],"name":"Klothys's Quests","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A single-minded Nyxborn {@creature assassin} of Klothys hunts a hero who was raised from the dead."],["2","Believing in the holiness of a terrible beast, Klothys's {@creature Acolyte||acolytes} murder heroes sent to deal with it."],["3","Certain that civilization offends fate, a {@creature priest} raises a herd of {@creature Typhon|MOT|typhons} to release on a city."],["4","Insulted {@creature Satyr Reveler|MOT|satyr revelers} (see {@book chapter 6|MOT|6|Satyr}) channel Klothys's magic to drive a polis's priests into embarrassing debauchery."],["5","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) knows it is a character's destiny to serve Klothys. The seer manufactures tragedy for the individual to provoke this revelation."],["6","A {@creature cult fanatic} of Klothys believes that the characters' deeds mark them as servants of the titans, destined to free one of those ancient terrors."]],"name":"Klothys's Villains","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Satyr reveler|MOT}"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Green hag}"],["4","{@creature Oracle|MOT}"],["6","{@creature Annis hag|VGM}"],["6","{@creature Cyclops}*"],["6","{@creature Underworld cerberus|MOT}"],["7","{@creature Woe strider|MOT}"],["9","{@creature Phylaskia|MOT}"],["15","{@creature Typhon|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6|Cyclops} for details about these creatures in Theros."],"name":"Klothys's Monsters","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convinced that Heliod's boundless ambition will destroy Theros, Klothys creates an artifact that will destroy the sun god once he claims it as his own. She needs mortal heroes who can demonstrate the artifact's power by vanquishing Erebos's servants, and in the process stoke Heliod's envy."],["2","Concerned by the spread of Meletian influence, Klothys fills the dreams of the polis's people with treachery. Neighbors attack neighbors, and attempts by Ephara's followers to intervene only redirect the violence toward the polis's patron."],["3","Klothys becomes convinced that mortals giving worship to the gods distorts their proper relationship to each other, and she sets out to abolish religion."],["4","Now that she has left the Underworld, Klothys knows it's only a matter of time until the titans escape. To prepare the world for the horrors of that inevitable conflict, she unleashes Underworld beasts into the mortal realm, trusting that the mayhem will bring forth heroes who can ultimately defeat the titans."]],"name":"Klothys's Divine Schemes","page":145,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Condition","colLabels":["d8","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sunken underground"],["2","Overgrown with plants"],["3","Underwater"],["4","Partially collapsed"],["5","Buried in dirt, mud, sand, or snow"],["6","Beneath a new temple"],["7","Cracked into more than one piece"],["8","Floating in an unstable parallel reality"]],"name":"Abandoned Temple Condition","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve records or a magic item left in the temple."],["2","Demolish what's left of the temple to prevent anyone from retrieving the ancient secrets hidden inside."],["3","Retrieve the remains of a dead humanoid from the temple."],["4","Kill monsters infesting the temple."],["5","Find a replacement for the temple's current guardian."],["6","Consult with a hermit who lives in the temple."],["7","Stop cultists from performing a destructive ritual in the temple."],["8","Restore the temple to receive the patron deity's blessing."],["9","Find a gate to the Underworld or Nyx."],["10","Consult a demon living in the temple."],["11","Discover why the temple was abandoned."],["12","Restore the temple to reveal the truth hidden in its architecture."]],"name":"Abandoned Temple Adventures","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A depraved cult of Klothys captures victims on the road and brings them to the temple for ritual torture."],["2","A {@creature hydra} slumbers within an abandoned temple, having dug a lair out of one of the collapsed sections."],["3","A {@creature medusa} living in an abandoned temple grants curative aid to those who bring her a humanoid sacrifice."],["4","A {@creature bandit captain} hiding in a temple hopes to open its vault to find treasure, not knowing that a demon is trapped inside."],["5","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} make an abandoned temple their nest and devour any creatures that get too close."],["6","A {@creature gynosphinx} curious about human behavior creates a series of deadly traps in an abandoned temple and lures adventurers to the place to witness if and how they overcome its challenges."]],"name":"Abandoned Temple Villains","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize a powerful magic item from those who would misuse it, study it, and then destroy it."],["2","Capture a former follower of Kruphix who used secret knowledge for personal gain and deliver them to Kruphix's temple for judgment."],["3","Suppress all knowledge of a dangerous secret, such as the location of a fountain of immortality, by any means necessary."],["4","Bring proof of a powerful conspiracy to the leaders of a human polis while evading or defeating the agents sent to stop you."],["5","Investigate rumors of an unearthed divine relic and decide whether it's safe to be in the mortal realm."],["6","End a conflict between the followers of two other gods, whether by mediating, forcing a truce, or siding with the weaker group to defeat the stronger one."]],"name":"Kruphix's Quests","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) seeks to erase the memories of an entire community, reducing them to a simpler, happier, more natural state."],["2","A {@creature gynosphinx} possesses magic that can stop a rampaging monster, but refuses to share it for fear that it might be misused."],["3","A former agent ({@creature spy}) of Kruphix knows the location of an unguarded portal to the Underworld and plans to sell it to the highest bidder."],["4","A {@creature noble} sows discord among Heliod's followers, believing that the sun god is the greatest threat to harmony among the gods."],["5","An {@creature archmage} works to destroy the Temple of Mystery to further divide Nyx from the mortal world."],["6","A {@creature cult fanatic} of Kruphix learns that the characters have discovered knowledge mortals were not meant to know and works to silence them."]],"name":"Kruphix's Villains","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","{@creature Blink dog}"],["1/2","{@creature Cockatrice}"],["2","{@creature Nothic}"],["3","{@creature Phase spider}"],["6","{@creature Invisible stalker}"],["7","{@creature Theran chimera|MOT}"],["11","{@creature Gynosphinx}*"],["12","{@creature Archmage}"],["17","{@creature Androsphinx}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Kruphix's Monsters","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy forces steal a holy artifact, thought to be a part of the sun, from Heliod's followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it from the mortal world before it does great harm."],["2","Kruphix sends Nyxborn to torment a community. The locals are baffled, until it's revealed that miners have impeded on a cave that underpins the nature of time. Not only are mortals not welcome there, but someone has already entered, employed the passages there, and stolen something from the past."],["3","A philosopher in Meletis argues that the gods rely on mortals for their existence, rather than the other way around. When this idea gains adherents, Kruphix curses the polis so that no one can speak or read."],["4","After a minor altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld."]],"name":"Kruphix's Divine Schemes","page":149,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find and repair one of the temple's challenges that has malfunctioned."],["2","Seek the help of the temple's priest, who's become trapped in stasis due to a malfunctioning trap."],["3","Solve the puzzles in a temple to claim a magic item hidden inside."],["4","Rescue someone trapped in the temple."],["5","Learn how a particular trap or puzzle works so it can be recreated."],["6","Solve more challenges than a rival party of adventurers who are also in the temple."],["7","Enter the temple and contend with a complex trap that, over time, has developed consciousness."],["8","Lead dangerous individuals into the temple and ensure they never leave."],["9","Question the priest to find the location of another temple of mystery."],["10","Lead dangerous creatures into the temple to trap them there."],["11","Defeat a cabal of mages that has claimed the temple."],["12","Defeat a temple's challenges to get the attention of the gods."]],"name":"Temple of Mystery Adventures","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bored {@creature androsphinx} asks visitors riddles with no correct answer, then tears them apart for fun when they respond incorrectly."],["2","A mad {@creature archmage}, obsessed with a mystery she can't solve, wanders the halls of the temple and forces those she meets to confront the puzzle."],["3","A dragon disguised as a humanoid waits in the temple's entrance and demands treasure from anyone leaving."],["4","The {@creature priest} caring for the temple gets jealous whenever adventurers solve a puzzle he couldn't and tries to kill them."],["5","A hero challenges adventurers to solve the temple's mysteries faster than she can, but she has rigged each to ensure her victory."],["6","A {@creature cyclops} accidentally trapped in the temple goes on a rampage."]],"name":"Temple of Mystery Villains","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foment a war between rival poleis."],["2","Bring about anarchy and lawlessness in a formerly peaceful polis."],["3","Organize disparate groups of bandits and criminals into a cohesive fighting force."],["4","Hunt down a famous defender of the law who champions Iroas."],["5","Triumph in a contest of strength or endurance to prove Mogis's superiority over other gods."],["6","Defeat a champion of another god (most likely Iroas, Heliod, or Ephara)."]],"name":"Mogis's Quests","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A petty tyrant ({@creature gladiator}) rules his populace through threats and intimidation. His favorite pastime is forcing unwilling subjects to fight in gladiatorial blood sports."],["2","A band of {@creature Minotaur||minotaurs} directed by a champion of Mogis forges a trail of devastation through the countryside."],["3","A serial killer ({@creature assassin}) stalks the streets of the polis, taking lives seemingly at random."],["4","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Mogis marches into town and predicts doom on the populace within a fortnight."],["5","Priests of Iroas and Heliod are being murdered by unknown assailants and their temples desecrated."],["6","An {@creature archmage} is corrupted by Mogis and begins summoning demons to savage the population."],["7","A badly wounded caravan guard ({@creature bandit captain}) accuses the characters of murder and banditry."],["8","A cabal of Mogis's {@creature Cult Fanatic||cult fanatics} have almost succeeded in finding a way to summon Mogis's warhound to their service."]],"name":"Mogis's Villains","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Death dog}"],["2","{@creature Berserker}"],["3","{@creature Fleecemane lion|MOT}"],["3","{@creature Manticore}"],["3","{@creature Minotaur}"],["5","{@creature Catoblepas|VGM}*"],["6","{@creature Cyclops}*"],["7","{@creature Theran chimera|MOT}"],["8","{@creature Blackguard|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Mogis's Monsters","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion of Mogis unites the {@creature minotaur} bands and {@creature cyclops} tribes of Phoberos under her banner, creating a terrifying army. At Mogis's command, she leads the army in an all-out assault on Akros, hoping to draw Iroas into battle and defeat him once and for all."],["2","Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible monsters. He sends his champions to fetch the necessary ingredients for her."],["3","A bitter noble makes a pact with Mogis for power in exchange for carrying out a plot to ignite a war between Meletis and Setessa. Thousands will die unless the scheme is put to rest."],["4","Mogis agrees to ally with three other gods against their rivals if they help him defeat Iroas. Mogis's brother does the same. Soon the entire pantheon divides along faction lines and prepare for the final war."]],"name":"Mogis's Divine Schemes","page":153,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Survive a journey through the canyon while escorting a caravan transporting offerings to another god."],["2","Slay a massive, blood-drunk monster that rampages through the region."],["3","Find a band of {@creature Minotaur||minotaurs} residing in the canyon and convince them to attack a gang of undead about to pass through on their way to attack a village."],["4","Consult a hermit who lives in a hidden part of the canyon."],["5","Retrieve an item buried amid the shrine's sacrifices."],["6","Destroy the shrine."],["7","Negotiate with a group of Mogis's followers."],["8","Convince a young aristocrat who was seduced into joining a cult of Mogis to return home."],["9","Infiltrate a cult of Mogis to learn of any raids they have planned."],["10","Steal an egg from a griffon nest in the canyon."]],"name":"Canyon Shrine Adventures","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature minotaur} captures and devours other creatures limb by limb as part of a bizarre ritual honoring Mogis."],["2","A tribe of {@creature Berserker||berserkers} ride {@creature Giant Bat||giant bats} and hunt humanoids that travel through the canyon."],["3","An {@creature adult blue dragon} enslaves the inhabitants of the caves, intent on building an army to conquer a neighboring settlement."],["4","A {@creature manticore} captures warriors and forces them to fight to the death for its amusement."],["5","A group of {@creature Cyclops||cyclopes} capture travelers and keep them as livestock in their caves."],["6","A {@creature lamia} lures young nobles into its cult with promises of hedonism and sells those who disappoint it to other canyon inhabitants."],["7","A vicious {@creature gynosphinx} captures groups of people, then forces one person to choose which of the others should be devoured first."],["8","The victims of the canyon's inhabitants rise as {@creature Wraith||wraiths} determined to end all life in the area."]],"name":"Canyon Shrine Villains","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Free a hydra that has been captured and imprisoned in a menagerie."],["2","Investigate reports of unnatural horrors infesting the Nessian Wood."],["3","Plant a golden acorn in a distant grove guarded by monsters."],["4","Find and punish an unknown perpetrator who killed a unicorn, cut off its horn, and left its body to rot, and retrieve the horn."],["5","Hunt a dangerous creature for a sacred feast."],["6","Defeat a champion of another god (most likely Karametra, Heliod, or Ephara)."]],"name":"Nylea's Quests","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Setessan hunt-leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) swears vengeance on a poacher in the Nessian Wood who turns out to be an Akroan general."],["2","A {@creature hydra} goes on a rampage at the edge of the forest. It must be dealt with, but a {@creature druid} follower of Nylea will take vengeance on anyone who kills it outright."],["3","A {@creature mage} who lives in a secluded grove has been using a magic item to transform interlopers into boars. She claims that Nylea gave her this item."],["4","A {@creature druid} uses magic on fields near the border of the forest, creating animated plants to drive off farmers."],["5","A {@creature scout} has taken to hunting and eating sapient beings. What could have caused this gruesome turn?"],["6","Those who follow a mysterious green {@creature unicorn} inevitably turn up dead, their bodies entangled in strangling vines."]],"name":"Nylea's Villains","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Scout}"],["1","{@creature Dryad}"],["1","Nyxborn {@creature brown bear}*"],["2","Nyxborn {@creature saber-toothed tiger}*"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Archer|VGM}"],["5","{@creature Shambling mound}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Ironscale hydra|MOT}"],["19","{@creature Polukranos|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Nylea's Monsters","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When the polis of Meletis expands, clearing new land for houses and crops, Nylea decides to punish the polis and destroy it if necessary. Animated trees topple the walls, and Nyxborn beasts invade the city."],["2","Nylea refuses to turn winter into spring unless Karametra agrees to abolish agriculture and yield all cropland back to the forest."],["3","When tensions between Akros and Setessa peak, Nylea blames Iroas for stirring up the conflict and puts Setessa under her protection, expanding the borders of the Nessian Wood to encompass all of Setessa, creating a near-impenetrable fortress filled with dangerous creatures."],["4","Nylea abruptly vanishes. Explorers deep in the Nessian Wood discover her sacred grove abandoned, and the giant chrysalis at its heart empty. What was in the chrysalis? Could it have harmed Nylea? Or did she leave with the creature—and if so, did she do that to protect the creature, or to protect Theros?"]],"name":"Nylea's Divine Schemes","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get permission from the shrine's {@creature Druid||druids} to take part in a sacred hunt with them."],["2","Prevent game hunters from killing a {@creature unicorn}, and lead the unicorn to a shrine for shelter."],["3","Find a {@creature scout} from the shrine who has gone missing."],["4","Escape a shrine after being captured and held there for crimes against the forest."],["5","Rescue trophy hunters being tortured at a shrine."],["6","Earn a {@creature Druid||druid's} trust to learn a valuable secret about the forest."],["7","Retrieve a sacred weapon held in the grove."],["8","Recruit the help of the shrine's {@creature Druid||druids} to defeat a group of poachers."],["9","Acquire a beast companion from the shrine."],["10","Defend the shrine from a group of {@creature Harpy||harpies}."]],"name":"Forest Shrine Adventures","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Dryad||dryads}, enraged by seeing a section of forest burned, plots to destroy the shrine in order to punish the druids for failing to protect the trees."],["2","Poachers ({@creature Scout||scouts}) kill the shrine's defenders and set their traps in the surrounding forest."],["3","The shrine stands in the path of a {@creature hydra} on a destructive rampage."],["4","A {@creature druid} who lost her spouse in a hunting accident attacks any hunters who come to the shrine."],["5","A {@creature giant boar} affected by the {@spell awaken} spell convinces the shrine's druids to cast the spell on other boars to strike back at a contingent of hunting nobles."],["6","A {@creature cult fanatic} of Erebos infiltrates the shrine in disguise and plans to kill all its plant life."]],"name":"Forest Shrine Villains","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Concoct the antidote for a powerful affliction that resists conventional treatments."],["2","Seek out a powerful beast whose blood has unique alchemical value."],["3","Infiltrate the Underworld to extract a secret someone carried with them to the grave."],["4","Track down and eliminate someone who is trying to keep a radical discovery a secret."],["5","Assassinate an important figure whose death would catalyze one of Pharika's experiments."],["6","Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore."]],"name":"Pharika's Quests","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature druid} seeds deadly herbs into a village's fields, coaxing the plants to resemble farmers' crops."],["2","The life of a tyrant ({@creature knight}) is central to one of Pharika's experiments in mortal suffering, so the god resurrects the tyrant whenever enemies kill him."],["3","Legend tells of a hydra with alchemical lore scribed upon its bones. When an alchemist ({@creature mage}) begins poisoning the beasts, Nylea sends dozens of {@creature Hydra||hydras} to seek revenge, catching innocents in the fray."],["4","A town suffering from a plague seeks a cure from a {@creature cult fanatic} of Pharika engaged in warlike research. The researcher's blessing alleviates the pox but leaves the survivors delusional and violent."],["5","After the characters witness a miracle, an apothecary ({@creature mage}) seeks their blood as a medicinal ingredient."],["6","An {@creature archmage} devotee of Pharika manages to shrink monsters to a size so small that they effectively behave as viruses."]],"name":"Pharika's Villains","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","Nyxborn {@creature giant poisonous snake}*"],["1/2","{@creature Amphisbaena|GoS}"],["1/2","{@creature Cockatrice}"],["2","{@creature Swarm of poisonous snakes}"],["3","{@creature Basilisk}*"],["6","{@creature Medusa}*"],["8","{@creature Assassin}"],["8","{@creature Hydra}"],["8","{@creature Spirit naga}"],["17","{@creature Hythonia|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Pharika's Monsters","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pharika creates a mind-controlling incense to manipulate several of Kruphix's oracles, compelling them to reveal secrets of the cosmos. Unfortunately, her mutagenic mist causes them to transform into beings they've glimpsed from beyond Theros."],["2","Seeking to understand more about the Returned, Pharika begins granting them elixirs meant to restore their lost memories. Although this works as intended for a rare few, most of the Returned instead experience traumatic visions that drive them to violence."],["3","Medusas the world over find themselves infected with a strange disease. They believe Pharika is collecting their souls to harvest the secrets they hoard. The medusas seek advocates to end Pharika's plague."],["4","After losing a bet to an ambitious physician, Pharika loans the doctor her sacred kylix for one week and invites him to cure as many patients as he pleases. In that time, he cures death itself in a small town. Not only has this emboldened some of the town's scalawags to commit crimes without fear of retribution, but the news has also infuriated disciples of Erebos, Mogis, and Klothys. Meanwhile, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions."]],"name":"Pharika's Divine Schemes","page":161,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heal yourself or a diseased or injured party member in the pools."],["2","Escort a sick or injured person to the pools."],["3","Kill monsters taking up residence in the pools."],["4","Capture people and creatures for the priests to use in their experiments."],["5","Cure the pools of a contamination."],["6","Create a poison based on notes provided to you by one of Pharika's priests and contaminate the pools."],["7","Steal reagent-rich water from the pools."],["8","Rescue a priest's test subject and help them undo or adapt to the transformations they underwent due to the priest's experiments."],["9","Kill or capture an escaped beast monstrously transformed by the priest's experiments."],["10","Retrieve materials needed to create a cure for a disease and convince a priest to help you make it."]],"name":"Healing Pools Adventures","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Returned Palamnite|MOT|Returned palamnites} (see {@book chapter 6|MOT|6|Returned Palamnite}) invade the pools, believing the waters' magic can restore their lost memories and mortal bodies."],["2","{@creature Naiad|MOT|Naiads} (see {@book chapter 6|MOT|6|Naiad}) guard the pools, making their own judgments about who is and isn't worthy of the pools' healing magic."],["3","The magic waters of the pools wash out to sea and attract a dying {@creature kraken} to the area."],["4","An {@creature assassin} barters captured humanoid test subjects for poison from the pools' {@creature medusa} priest."],["5","A dying {@creature veteran} who was {@condition poisoned} by the pools slaughters any person who is healed by the waters."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) allows the pools' poisons to seep from the caves and contaminate a community."]],"name":"Healing Pools Villains","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob or defend a gambling parlor."],["2","Destabilize or aid the government of the local polis."],["3","Form or foil a heretical cult of Heliod to bring discord to the countryside."],["4","Assassinate or protect the local magistrate who has been cracking down on Phenax worshipers."],["5","Create a grand prank built around obfuscation and deceit to embarrass a local government or temple."],["6","Defeat a champion of another god (most likely Heliod, Erebos, or Iroas)."]],"name":"Phenax's Quests","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A charismatic crime boss ({@creature bandit captain}) unites local gangs in a bid to seize control of the polis."],["2","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) wreaks havoc across the countryside in Phenax's name."],["3","The lies of a government functionary ({@creature noble}) start a trade war between struggling settlements."],["4","Phenax {@creature Cultist||cultists} establish a fake cult of Ephara in a bid to start a sectarian civil war in Meletis."],["5","An information broker ({@creature spy}) holds damaging secrets about important folk and is blackmailing them."],["6","A group of vocal iconoclasts ({@creature Noble||nobles}) are fomenting social upheaval that threatens to turn to violence."],["7","A champion ({@creature veteran}) of Heliod is threatening to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker."],["8","Folk go missing then turn up with no memory of their disappearance. Phenax {@creature Cult Fanatic||cult fanatics} are brainwashing these souls for use as sleeper agents."]],"name":"Phenax's Villains","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Returned sentry|MOT}"],["3","{@creature Leucrotta|VGM}"],["3","{@creature Slithering tracker|VGM}"],["4","{@creature Returned palamnite|MOT}"],["5","{@creature Ghostblade eidolon|MOT}"],["5","{@creature Master thief|VGM}"],["8","{@creature Assassin}"],["16","{@creature Phoenix|MTF}"]],"name":"Phenax's Monsters","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Phenax finds an artifact capable of imprisoning Athreos and engages in a shadow war with Erebos, causing pandemonium in the Underworld. As a result, droves of Returned flood the mortal world."],["2","Phenax undertakes a plot to transform Erebos into one of the Returned. If he succeeds, the balance of life and death will be shattered."],["3","Phenax vanishes. For a time, it's believe the god has been killed or grew bored and left Theros. In fact, though, Phenax managed to imprison another god and has since taken their place."],["4","Phenax dispatches a powerful agent to find a lost relic called Deception's Edge, a dagger that enables the wielder to warp the minds of mortals. Once in possession of the artifact, the agent embarks on a campaign of assassination and espionage that threatens to lead to all-out war between Akros and Meletis."]],"name":"Phenax's Divine Schemes","page":165,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an item from an audience member."],["2","Find evidence of a crime hidden backstage."],["3","Defend a theater being run by a criminal cabal from a rival gang's assault."],["4","Take the place of a group of performers on stage to impress an audience member."],["5","Assassinate an audience member during a performance without being seen."],["6","Serve as bodyguards for an audience member."],["7","Learn which performers are criminals."],["8","Find a spy among the audience members and deliver a message to that person."],["9","Steal costumes from the theater to infiltrate a temple in disguise."],["10","Intercept and decipher a coded message meant for someone else."]],"name":"Amphitheater Adventures","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An actor charms nobles who see him perform into surrendering their fortunes."],["2","The {@creature wraith} of a murdered actress reenacts her death every night, playing the role of the murderer and targeting a new performer in her place."],["3","An untalented dancer ({@creature scout}) poisons those with more skill in order to get ahead."],["4","A {@creature mage} playwright invites political figures to see his satires, then uses magic to make them react dramatically, which encourages more people to see his plays."],["5","A leading lady is also an {@creature assassin} for hire, and she uses a secret room in the theater as her base."],["6","Burglars ({@creature Veteran||veterans}) masquerading as acrobats identify marks during their performances, then rob them afterward."],["7","A murderer ({@creature spy}) who works as a prop maker hides his weapons and victims in among pieces of the set."],["8","A theater-loving {@creature mage} uses a {@creature homunculus} to spy on audience members to gain blackmail material."]],"name":"Amphitheater Villains","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Clear out a monster-infested mine and help procure precious iron ore for a master smith."],["2","Protect a traveling theater troupe as they perform a new play that glorifies Purphoros and makes another god look foolish."],["3","Retrieve a sacred weapon of Purphoros that has fallen into the hands of minotaurs."],["4","Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder."],["5","Triumph in a contest of strength or crafting to bring glory to Purphoros."],["6","Defeat a champion of another god (most likely Heliod, Kruphix, Phenax, or Mogis)."]],"name":"Purphoros's Quests","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature cult fanatic} of Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons."],["2","An aging {@creature veteran} seeks to replace her body with living bronze and enlists a genius {@creature archmage} of Purphoros to aid her. Then several of their test limbs escape."],["3","A rebel ({@creature spy}) plots to set fire to a temple of Heliod and dedicate the blaze to Purphoros, driving the gods toward a conflict he's certain Purphoros will win."],["4","A {@creature gladiator} of Purphoros partakes of the fumes at Mount Velus then goes on what seems to be a rampage that contributes to a mysterious design."],["5","A {@creature priest} of Purphoros condemns the party for treating their weapons and tools poorly, insisting they discard them until the heroes prove their worthiness."],["6","A group of {@creature Oread|MOT|oreads} (see {@book chapter 6|MOT|6|Oread}) seeks inspiration in flames. The oreads leave Purphoros's forge and conduct thorough studies of everything they burn."]],"name":"Purphoros's Villains","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Anvilwrought raptor|MOT}"],["1","{@creature Bronze sable|MOT}"],["2","{@creature Burnished hart|MOT}"],["4","{@creature Oread|MOT}"],["5","{@creature Gold-forged sentinel|MOT}"],["5","{@creature Fire elemental}"],["6","{@creature Cyclops}*"],["9","{@creature Fire giant}"],["16","{@creature Iron golem}"],["17","{@creature Adult red dragon}*"],["24","{@creature Ancient red dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Purphoros's Monsters","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enraged at Heliod's latest insult, Purphoros causes Mount Velus to erupt. The volcano's rage doesn't cease, though, threatening the region."],["2","Insulted that the other gods don't appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage."],["3","Gripped by sudden inspiration, Purphoros begins building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the bridge tumbling down on the mortal world?"],["4","Purphoros's double, Petros, reveals an army of metal Nyxborn creatures and unleashes them against temples and settlements dedicated to other gods. The gods blame Purphoros for the attack, but he is too proud, and too fond of Petros, to stop the attacks."]],"name":"Purphoros's Divine Schemes","page":169,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an item that wasn't up to Purphoros's standards before it's cast into the lava."],["2","Defend the temple from fiery zombies emerging from tunnels connecting to a collapsed temple."],["3","Steal a phoenix egg from the temple."],["4","Become an apprentice to one of the priests and craft an item in the temple."],["5","Explore a ruined temple after an eruption to make sure it is safe for others to enter."],["6","Stop the temple priests from destroying well-crafted but substandard armor and weapons that are needed by a nearby settlement."],["7","The volcano is erupting! Prevent it, or save the most fanatical priests who refuse to leave their forges."],["8","Negotiate with fire giants who want to use the temple's forges."],["9","Destroy a near-indestructible item in the volcano's forges."],["10","Rescue an artisan lost in the temple's twisting halls."]],"name":"Volcano Temple Adventures","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult red dragon} tries to make its nest inside the temple, attacking the artisans and priests within."],["2","A {@creature priest} of Mogis infiltrates the volcano and mars its ornate halls, hoping to draw Purphoros's ire and thus cause the volcano to erupt at an unexpected time, killing everyone in the temple."],["3","A obsessed {@creature cult fanatic} is never satisfied with her apprentices' creations and works them to death."],["4","A unit of defeated and desperate {@b hoplites} (see {@book chapter 6|MOT|6|Hoplites}) raid the temple, steal magical weapons, and prepare to avenge their fallen companions."],["5","An apprentice artisan summons {@creature Fire Elemental||fire elementals} that he can't control to murder his cruel master."],["6","An {@creature iron golem} forged in the temple breaks free of its maker's control and goes on a killing spree."]],"name":"Volcano Temple Villains","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a village of Thassa's faithful evacuate to the hills before Thassa sends a great wave to punish the village's willful coastal neighbors."],["2","Phenax has learned the location of a sunken treasure in a flooded cave. Retrieve the treasure before his fortune-hunters can steal it from Thassa."],["3","Smuggle a cargo of offerings for Thassa past harbor inspectors at Meletis, skirting new laws put into place at the behest of Heliod's priesthood that ban the import of items intended for sacrifice to other gods."],["4","Find a magically stolen vessel sequestered high in the mountains and return it to the ocean."],["5","Capture a great beast of the land and bring it to the shore as an offering for a kraken."],["6","Humiliate a champion of another god (most likely Ephara, Karametra, Pharika, Iroas, or Mogis)."]],"name":"Thassa's Quests","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton}) demands ever greater sacrifices to Thassa from merchants moving along a crucial trade route, threatening to sink ships that don't comply."],["2","A former {@creature priest} of Thassa kidnaps indigents and plans to drown them as offerings to regain her favor."],["3","A {@creature druid} of Thassa, after being mistreated by a coastal community, uses magic to lure a plague of {@creature Giant Crab||giant crabs} out of the depths to take revenge."],["4","A {@creature water elemental} is trapped in a village well and has changed the drinking water to saltwater. It needs help returning to the sea."],["5","Sirens (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) favored by Thassa take up residence in a lighthouse, preventing its use."],["6","A ship carrying a massive pearl sacred to Thassa has been sunk. Thassa's {@creature Cultist||cultists} want the pearl back, but anyone trying to retrieve it find that the god's triton followers have claimed it."]],"name":"Thassa's Villains","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Hippocamp|MOT}"],["1","Siren ({@creature harpy})*"],["2","{@creature Naiad|MOT}"],["2","{@creature Triton shorestalker|MOT}"],["5","{@creature Water elemental}"],["8","{@creature Triton master of waves|MOT}"],["13","{@creature Storm giant}"],["17","{@creature Dragon turtle}"],["23","{@creature Kraken}*"],["26","{@creature Tromokratis|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Thassa's Monsters","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a kraken is sighted near an inhabited island, a fleet prepares to set sail from Meletis to face it. In retribution, Thassa pulls the ocean back from the entire coastline, stranding not only the fleet, but the fishing boats and merchant vessels that keep the polis fed and supplied. Thassa's oracles announce that \"the forest of masts must be felled\" before the waters will return, but Meletis refuses to give up its navy. How can Thassa be appeased?"],["2","During a divine conflict, one of the gods' weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming it as her own, much to the owner's ire."],["3","Thassa turns a ship full of another god's champions into dolphins as punishment for setting foot on one of her holy isles. Can she be persuaded to change them back? How will the champions' patrons respond if she refuses?"],["4","When multiple gods turn against her in a dispute, Thassa is enraged. She releases the locks binding every kraken in the sea, along with that of an ancient and mysterious kraken brood mother."]],"name":"Thassa's Divine Schemes","page":173,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Save land-dwelling worshipers who became trapped inside the temple during a flood."],["2","Steal an offering before it washes away."],["3","Confront pirates worshiping at the temple."],["4","Defend the temple from kraken-worshiping cultists."],["5","Kill or drive off a {@creature hydra} that has claimed the temple as its home."],["6","Help a {@creature killer whale} beached in the temple."],["7","Get information from a worshiper."],["8","Kidnap a worshiper without making a scene."],["9","Steal a magic {@creature quipper} from a sacred tide pool."],["10","Spy on a conversation between two worshipers."],["11","Negotiate with a {@b blue dragon} that wants to claim the temple as its lair."],["12","Escape the temple as it floods."]],"name":"Coastal Temple Adventures","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature kraken} threatens to destroy the temple if worshipers don't pay tribute to the creature."],["2","A {@creature Naiad|MOT} (see {@book chapter 6|MOT|6|Naiad}) hides inside the temple and murders fishers who worship here for their crimes against the sea."],["3","A group of sirens (see the {@creature Harpy||harpies} entry in {@book chapter 6|MOT|6|Harpies}) take over the temple and lure new victims inside to drown themselves during high tide."],["4","A {@creature priest} of Thassa falsely convinces elderly worshipers that giving more wealth to the temple increases the length of time they live."],["5","A {@creature giant octopus} under the effects of the {@spell awaken} spell hunts in the temple at high tide."],["6","A rageful {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton Master of Waves}) believes everyone in a temple is secretly serving a kraken and begins murdering them."]],"name":"Coastal Temple Villains","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Adventures at Sea","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Slay a monster or pirates terrorizing ships at sea."],["2","Follow an omen that leads out to sea."],["3","Seek an artifact hidden underwater or on an island."],["4","Find your way home after getting lost."],["5","Find a lost temple of a god."],["6","Relocate settlers trying to colonize an inhabited isle."],["7","Discover a safe route through deadly waters."],["8","Retrace the path of a hero lost at sea."],["9","Find a whirlpool that is a passage to the Underworld."],["10","Sail from the edge of the world into Nyx."]],"name":"Embarking on Adventure; Adventures at Sea","page":176,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Environments","colLabels":["d10","Environment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frozen. The island is magically frozen or is a floating iceberg. Perhaps something lies locked within."],["2","Sargassum. The island is a dense layer of seaweed that has developed its own ecosystem of strange beasts and trapped sailors."],["3","Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents."],["4","Mirage. Magical phenomena surround a mundane island with tempting or treacherous illusions."],["5","Nyx Shard. The island is a manifestation of Nyx, a recreation of a land from the distant past or completely from fiction."],["6","Idyllic. The island has beautiful weather and abundant fruit—so much so that some might consider never leaving."],["7","Lost Ruin. The island is all that survived a calamity that destroyed a legendary city."],["8","Gateway. The island is inherently magical, perhaps being an intrusion from a bizarre demiplane or the dream of a sleeping demigod."],["9","Promised Land. The island is a gift from a god to a favored individual or population, specially tailored to suit their whims."],["10","Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were in complete control."]],"name":"Island Environments","page":177,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Inhabitants","colLabels":["d10","Inhabitants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Last. Creatures that think they're the last of their kind—perhaps Returned, leonin, or humans—make their home on the island."],["2","First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island."],["3","Strangers. A species not usually connected to Theros dwells here—such as thri-kreen, yuan-ti, or another creature from the {@book Monster Manual|MM}."],["4","Rivals. Two settlements have turned the island into a war zone."],["5","Prisoner. A powerful monster or dangerous figure from legend is imprisoned on this island."],["6","Tyrant. A powerful individual built a fortress on the island, and all other residents revere them."],["7","Fanatics. The island's residents know only one god and don't appreciate visits from heretics."],["8","The Dead. A settlement of the Returned is located near an obscure passage to the Underworld."],["9","Memories. Everyone on the island is Nyxborn, being the reincarnation of a lost people."],["10","Oracle. An oracle with a reputation for accurate knowledge and prediction lives on the island."]],"name":"Island Inhabitants","page":178,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underwater Adventures","colLabels":["d12","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seek aid or advice from the eldest member of an aquatic species—such as the first dolphin."],["2","Recover the treasure of a hero long ago devoured by a sea beast."],["3","Carry a coastal city's gifts and diplomatic messages to an underwater community."],["4","Calm a kraken attempting to break out of its sea lock (see {@book chapter 6|MOT|6|Kraken})."],["5","Make a sacrifice at a triton temple devoted to Thassa or another god."],["6","Transform into a sea creature and infiltrate an undersea community."],["7","Convince a hero who's fallen in love with a sea dweller to return home."],["8","Raise a sunken city back above the waves while avoiding whatever now makes the place its home."],["9","Seek information from an oracle who lives on a sunken island inside a giant bubble."],["10","Seal a hole in the sea that's allowing denizens of the Underworld ward of Nerono to escape."],["11","Return a juvenile sea monster caught in a fisher's net to its home."],["12","Protect a priest of Thassa intent on journeying to the bottom of the sea."]],"name":"Underwater Adventures","page":179,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Adventures","colLabels":["d20","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","In Phylias, find and bargain for information with your least favorite dead acquaintance or family member."],["2","Smuggle the puppy of an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the mortal world."],["3","Find and free a lost hero from the Labyrinth of Memories on Nerono."],["4","Free a legendary lost ship and the souls aboard from the endless Nerono whirlpool they're trapped within."],["5","Meet with your family's most legendary member in Ilysia and prove yourself worthy of their name."],["6","Steal a legendary, long-shattered treasure from its resting place in Ilysia's Citadel of Destiny."],["7","Seek out a long-dead foe and learn how they're keeping you from being magically resurrected."],["8","Discover a secret from an infamous member of your family who became a {@creature typhon|MOT} (see {@book chapter 6|MOT|6|Typhon})."],["9","Save a god's favored worshiper from a cruel punishment in the Underworld—even though they've been dead for hundreds of years."],["10","Sever one of the massive chains of Tizerus, releasing the ancient being it binds."],["11","Lead an immortal anvilwrought to Erebos's palace and convince the god to let the construct die."],["12","Discover why Erebos is no longer allowing certain individuals to die."],["13","Coerce a {@creature night hag} into granting a morbid prophecy by stealing its eye."],["14","Learn a secret way to escape the Underworld from one of the titans."],["15","Find the lost secret of a long-dead warlord that now rests with the villain's misera."],["16","Discover from a {@creature woe strider|MOT} (see {@book chapter 6|MOT|6|Woe Strider}) how to escape the bonds of destiny."],["17","Defeat a host of legendary villains in Agonas's Stadium of Dishonor."],["18","Prevent one of your ancestors from transforming into an {@creature eater of hope|MOT} (see {@book chapter 6|MOT|6|Eater of Hope})."],["19","Travel to Erebos's palace and recover a secret from one who failed to bargain for their release."],["20","Seek out Klothys's domain and learn from her oracles how you're destined to escape the Underworld."]],"name":"Underworld Adventures","page":183,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remarkable Origins","colLabels":["d12","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The item bears the name or emblem of a lost troop of Akroan stratians (described in {@book chapter 3|MOT|3|Stratians})."],["2","The item is etched with a name or prayer written in Celestial (the language of the gods)."],["3","The item looks like it's been at the bottom of the sea for a hundred years but functions perfectly."],["4","The item is wrapped in handwritten scrolls, suggesting it was once possessed by a founder of one of Meletis's philosophical schools (described in {@book chapter 3|MOT|3|Meletis})."],["5","The item bears a design or sculpted feature suggestive of a Returned mask."],["6","A knotted cover or grip depicts colorful birds or stylized herd animals from the plains of Oreskos."],["7","The item is at least partially made from the heartwood of a Setessan caryatid (described in {@book chapter 3|MOT|3|Caryatid Groves}). The wood regularly sprouts fresh leaves, or its whorls suggest humanoid features."],["8","The item rests among the remains of its former owner, who thanks (or curses) those who take it."],["9","The item is at least partially made of iron."],["10","Whoever first touches the item receives an omen from the god who watches over it (see {@book chapter 4|MOT|4|Omens} for details on omens)."],["11","The item lies in a crater, as if it fell from the heavens."],["12","The item glimmers with the stars of Nyx and is a perfect facsimile of an item used by a legendary hero."]],"name":"Gifts of the Gods; Remarkable Origins","page":195,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Weapons of the Gods Adventures","colLabels":["d6","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a god's weapon to lay low one of that god's servants—a creature that can only be harmed by its creator's wrath."],["2","Recover a god's weapon that has been stolen by another god's champion in an attempt to frame the weapon's owner for cruel acts."],["3","Wrest back a god's weapon from a divine champion who needed it but refuses to return it."],["4","Destroy a god's weapon and channel the energy released to create a new magic item or work a miracle."],["5","Reforge a god's weapon after an incredible feat caused it to shatter."],["6","A god's weapon has gained sentience (see \"{@book Sentient Magic Items|DMG|-1}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}). Determine whether to use it, return it to its creator, or help it grow into its own being."]],"name":"Artifacts; Weapons of the Gods Adventures","page":198,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Nyxborn Monster Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A god created the creature to serve as an emissary."],["2","The creature formed as the side effect of some other divine action."],["3","The creature escaped from the Underworld."],["4","The creature took shape from the tales told about it."],["5","A god made the creature to serve as a pet or mount."],["6","The creature took shape from dreams or nightmares."]],"name":"Nyxborn Creatures; Nyxborn Monster Origin","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Nyxborn Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Magic Resistance}. The creature's Nyxborn nature gives it advantage on saving throws against spells and other magical effects."],["2","{@b Light Sensitivity}. A creature of the night sky, the Nyxborn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight, while it is in bright light."],["3","{@b Immutable Form}. The Nyxborn creature is the philosophical ideal of its kind. It is immune to any spell or effect that would alter its form."],["4","{@b Magic Weapons}. The Nyxborn creature's weapon attacks are magical."],["5","{@b Nyx Step}. The Nyxborn can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object."],["6","{@b Starlight Form}. The Nyxborn glows with the soft light of the night sky, shedding dim light in a 15-foot radius."]],"name":"Nyxborn Statistics; Nyxborn Traits","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Setting a DC","colLabels":["Difficulty","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Very Easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very Hard","25"],["Nearly Impossible","30"]],"name":"Screen; Setting a DC","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Monster Motivation","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Find a sanctuary"],["3–5","Conquer the dungeon"],["6–8","Seek an item"],["9–11","Slay a rival"],["12–13","Hide from enemies"],["14–15","Recover from a battle"],["16–17","Avoid danger"],["18–20","Seek wealth"]],"name":"Screen; Monster Motivation","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Damage by Level and Severity","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1–4","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5–10","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11–16","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17–20","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Screen; Damage by Level and Severity","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Screen; Improvising Damage","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Armor Class","colLabels":["Substance","AC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Screen; Object Armor Class","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Hit Points","colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny ({@item glass bottle|phb|bottle}, {@item lock|phb})","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small ({@item chest|phb}, {@item lute|phb})","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium ({@item barrel|phb}, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large ({@item cart|phb}, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Screen; Object Hit Points","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability"],"colStyles":["col-6","col-6"],"rows":[["{@skill Acrobatics}","Dexterity"],["{@skill Animal Handling}","Wisdom"],["{@skill Arcana}","Intelligence"],["{@skill Athletics}","Strength"],["{@skill Deception}","Charisma"],["{@skill History}","Intelligence"],["{@skill Insight}","Wisdom"],["{@skill Intimidation}","Charisma"],["{@skill Investigation}","Intelligence"],["{@skill Medicine}","Wisdom"],["{@skill Nature}","Intelligence"],["{@skill Perception}","Wisdom"],["{@skill Performance}","Charisma"],["{@skill Persuasion}","Charisma"],["{@skill Religion}","Intelligence"],["{@skill Sleight of Hand}","Dexterity"],["{@skill Stealth}","Dexterity"],["{@skill Survival}","Wisdom"]],"name":"Screen; Skills and Associated Abilities","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["Level","Effect"],"colStyles":["col-2 text-center","col-2"],"rows":[["1","Disadvantage on ability checks"],["2","Speed halved"],["3","Disadvantage on attack rolls and saving throws"],["4","Hit point maximum halved"],["5","Speed reduced to 0"],["6","Death"]],"name":"Exhaustion","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Quality","Effect"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","Perilous","The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the {@table Improvising Damage|DMG} table)."],["2","Crumbling","Areas within the dungeon section are choked with rubble and have a {@chance 50} chance of being {@quickref difficult terrain||3}. Half cover and hiding places are plentiful."],["3","Neglected","One dungeon {@5etools hazard|trapshazards.html} such as {@hazard brown mold}, {@hazard yellow mold}, or {@hazard green slime} is abundant."],["4","Abandoned","Most of the dungeon is deserted and quiet as a tomb. Dexterity ({@skill Stealth}) checks have disadvantage because any sounds stand out as unusual."],["5","Secure","Ability checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage."],["6","Thriving","The dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below)."]],"name":"State of Ruin","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it."],["2–4","Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers."],["5","A patch of brown mold, green slime, or yellow mold lies nearby. "],["6","A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook."]],"name":"Dungeon Encounters","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-8"],"rows":[["01","Antechamber"],["02–03","Armory"],["04","Audience chamber"],["05","Aviary"],["06–07","Banquet room"],["08–10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14–16","Cell"],["17","Chantry"],["18","Chapel"],["19–20","Cistern"],["21","Classroom"],["22","Closet"],["23–24","Conjuring room"],["25–26","Court"],["27–29","Crypt"],["30–31","Dining room"],["32–33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36–37","Gallery"],["38–39","Game room"],["40–42","Guardroom"],["43–44","Hall"],["45–46","Hall, great"],["47–48","Hallway"],["49","Kennel"],["50–51","Kitchen"],["52–53","Laboratory"],["54–56","Library"],["57–58","Lounge"],["59","Meditation chamber"],["60","Nursery"],["61","Observatory"],["62","Office"],["63–64","Pantry"],["65–66","Pen or Prison"],["67–68","Reception room"],["69–70","Refectory"],["71","Robing room"],["72","Salon"],["73–74","Shrine"],["75–76","Sitting room"],["77–78","Smithy"],["79","Stable"],["80–81","Storage room"],["82–83","Strong room"],["84–85","Study"],["86–88","Temple"],["89–90","Throne room"],["91","Torture chamber"],["92–93","Training room"],["94–95","Trophy room"],["96","Vestibule"],["97","Waiting room"],["98","Well"],["99–00","Workshop"]],"name":"Dungeon Chambers","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Travel Pace","colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Screen; Travel Pace","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Cover","colLabels":["Cover","Effect"],"colStyles":["col-3","col-9"],"rows":[["Half cover","+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Three-quarters cover","+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Total cover","Can't be targeted directly by an attack or a spell"]],"name":"Screen; Cover","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Light","colLabels":["Source","Bright Light","Dim Light","Duration"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@item Candle|phb}","5 ft.","+ 5 ft.","1 hour"],["{@item Lamp|phb}","15 ft.","+ 30 ft.","6 hours"],["{@item Bullseye Lantern|phb|Lantern, bullseye}","60 ft. cone","+ 60 ft.","6 hours"],["{@item Hooded Lantern|phb|Lantern, hooded}","30 ft.","+ 30 ft.","6 hours"],{"type":"row","style":"row-indent-first","row":["Lowered hood","—","+ 5 ft.","—"]},["{@item Torch|phb}","20 ft.","+ 20 ft.","1 hour"]],"name":"Screen; Light","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Obscured Areas","colLabels":["Obscureness","Effect","Examples"],"colStyles":["col-3","col-5","col-4"],"rows":[["Lightly obscured","Creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","Dim light, patchy fog, moderate foliage"],["Heavily obscured","Vision is blocked; creatures are effectively {@condition blinded}.","Darkness, opaque fog, dense foliage"]],"name":"Screen; Obscured Areas","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Screen; Tracking DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Visibility Outdoors","colLabels":["Environment","Distance"],"colStyles":["col-6","col-6"],"rows":[["Clear day, no obstructions","2 miles"],["Rain","1 mile"],["Fog","100 to 300 feet"],["From a height","× 20"]],"name":"Screen; Visibility Outdoors","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Audible Distance","colLabels":["Noise","Distance"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Trying to be quiet","{@dice 2d6 × 5} feet"],["Normal noise level","{@dice 2d6 × 10} feet"],["Very loud","{@dice 2d6 × 50} feet"]],"name":"Screen; Audible Distance","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Food, Drink, and Lodging","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}],"name":"Screen; Food, Drink, and Lodging","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Foraging DCs","colLabels":["Food and Water Availability","DC"],"colStyles":["col-6","col-6 text-center"],"rows":[["Abundant food and water sources","10"],["Limited food and water sources","15"],["Very little, if any, food and water sources","20"]],"name":"Screen; Foraging DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Wilderness Encounter","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it."],["2-4","Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers"],["5-6","A group of friendly travelers crosses the group's path. The travelers have {@dice 2d6} goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook"],["7","The group discovers a monument. Roll on the {@table Wilderness Journeys; Monuments|ScreenWildernessKit|Monuments} table."],["8","The group wanders into a strange place. Roll on the {@table Wilderness Journeys; Weird Locales|ScreenWildernessKit|Weird Locales} table."]],"name":"Random Encounter; Wilderness Encounter","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Monuments","colLabels":["d20","Monument"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sealed burial mound or pyramid"],["2","Plundered burial mound or pyramid"],["3","Faces carved into a mountainside or cliff"],["4","Giant statues carved out of a mountainside or cliff"],["5-6","intact obelisk etched with a warning, historical lore, dedication, or religious iconography"],["7-8","Ruined or toppled obelisk"],["9-10","Intact statue of a person or deity"],["11-13","Ruined or toppled statue of a person or deity"],["14","Great stone wall, intact, with tower fortifications spaced at one-mile intervals"],["15","Great stone wall in ruins"],["16","Great stone arch"],["17","Fountain"],["18","Intact circle of standing stones"],["19","Ruined or toppled circle of standing stones"],["20","Pillar carved with elemental or fey symbols"]],"name":"Wilderness Journeys; Monuments","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Weird Locales","colLabels":["d20","Locale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Dead magic zone (similar to an antimagic field)"],["3","Wild magic zone (roll on the {@table Wild Magic Surge|PHB} table in the Player's Handbook whenever a spell is cast within the zone)"],["4","Boulder carved with talking faces"],["5","Crystal cave that mystically answers questions"],["6","Ancient tree containing a trapped spirit"],["7-8","Battlefield where lingering fog occasionally assumes humanoid forms"],["9-10","A portal to another plane of existence"],["11","Wishing well"],["12","Giant crystal shard protruding from the ground"],["13","Wrecked ship, even if water is nowhere nearby"],["14-15","Haunted hill or barrow mound"],["16","River ferry guided by a skeletal captain"],["17","Field of {@condition petrified} soldiers or other creatures"],["18","Forest of {@condition petrified} or {@creature awakened tree||awakened trees}"],["19","Canyon containing a dragons' graveyard"],["20","Floating earth mote with a tower on it"]],"name":"Wilderness Journeys; Weird Locales","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Food and Water Needs","colLabels":["Creature Size","Food/Water per Cycle","Food Cost per Short Cycle","Food Cost per Long Cycle"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Tiny","1/4 unit","1 sp, 2 cp","7 sp, 5 cp"],["Small","1 unit","5 sp","3 gp, 5 sp"],["Medium","1 unit","5 sp","3 gp, 5 sp"],["Large","4 units","2 gp","14 gp"],["Huge","16 units","8 gp","56 gp"],["Gargantuan","64 units","32 gp","224 gp"]],"name":"Food and Water Needs","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of {@quickref difficult terrain||3}."],[2,"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],[3,"You run through a {@creature swarm of insects} (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; {@damage 4d4} piercing damage on a hit)."],[4,"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],[5,"Make a DC 10 Constitution saving throw. Ona failed save, you are {@condition blinded} by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While {@condition blinded} in this way, your speed is halved."],[6,"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall {@dice 1d4 x 5} feet, taking {@damage 1d6} bludgeoning damage per 10 feet fallen as normal, and land {@condition prone}."],[7,"You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and {@condition restrained}. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication"],[8,"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take {@damage 1d4} bludgeoning damage and {@damage 1d4} piercing damage."],[9,"Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@damage 1d10} slashing damage."],[10,"One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a {@dice d8} to determine them: (1) 2 {@creature brown bear||brown bears}, (2) {@dice 2d4} {@creature giant toad||giant toads}, (3) {@dice 1d4} {@creature poisonous snake||poisonous snakes}, (4) {@dice 2d4} {@creature wolf||wolves}, (5) 1 {@creature giant boar}, (6) 2 {@creature dire wolf||dire wolves}, (7) {@creature griffon}, or (8) {@dice 1d12} {@creature giant rat||giant rats} (see the {@book Monster Manual|MM} for the creatures' game statistics)."],["11-20","No complication."]],"name":"Playing a Chase; Wilderness Chase Complications","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-8","col-4"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in {@skill Survival}","Disadvantage"]],"name":"Ending a Chase; Escape Factors","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Academy Type","colLabels":["d6","Academy Types"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Boarding School}. Students and faculty enjoy a familial relationship on a self-contained campus."],["2","{@b Arcane Enclave}. Drawn together by cutting-edge magical scholarship, the enclave's residents are hungry for secrets, reagents, and subjects."],["3","{@b Secret Monastery}. Ageless secrets remain the focus of contemplation and rigorous training at this site."],["4","{@b Elite Institute}. This cutthroat college of science or the arts accepts only the crème de la crème of society and talent."],["5","{@b Vault of Secrets}. This conspiracy strives to keep or eradicate all knowledge of a specific truth."],["6","{@b Museum of Dreams}. Magical communication or shared dreamscapes connect a network of wide-ranging specialists."]],"name":"Academy Type","page":84,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harried Functionary}. A disinterested secretary conveys written correspondence to you from an exceptionally busy or aloof senior faculty member."],["2","{@b Celebrated Instructor}. Despite their throngs of ambitious assistants, a celebrity researcher considers you their star pupil."],["3","{@b Wizened Fixture}. A fantastically old, believed-to-be-deceased librarian gives you assignments from the circulation desk they never leave."],["4","{@b Infatuated Tourist}. A flirtatious visiting scholar perceives your every report and donated discovery as a personal gift."],["5","{@b Spectral Fragment}. A haunted piece of the academy's collection compels you to complete its secret research."],["6","{@b Distant Observer}. A mysterious sponsor encourages your research from afar to avoid alerting nefarious forces embedded within the academy's bureaucracy."]],"name":"Academy Contact","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Factotum Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Student","{@background Acolyte}, {@background Guild Artisan}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Urchin}"],["Groundskeeper","{@background Charlatan}, {@background Hermit}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Professor","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Researcher","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Hermit}, {@background Sage}"],["Financier","{@background Charlatan}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Urchin}"],["Expert Speaker","{@5etools Any|backgrounds.html}"]],"name":"Academy Factotum Roles","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Aberrant Zoology}. You undertake expeditions to document, capture, and explain beings antithetical to the natural order."],["2","{@b Arcanodynamics}. You investigate the ways magic underpins existence, exploring its flows and seeking ways to harness its nexuses."],["3","{@b Forbidden History}. You reveal the lost truths of the world's darkest ages, pursuing the history of purposefully hidden or taboo eras."],["4","{@b Cryptogeography}. You search for proof of a hidden land or that the world isn't structured as commonly assumed."],["5","{@b Restorative Antiquarianism}. You track clues leading to plundered artifacts and then restore them to their rightful owners."],["6","{@b Evolutionary Divinity}. You dare to explore what no mortal was meant to know: the origins of divinity."]],"name":"Academy Quests","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being","colLabels":["d6","Ancient Being"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Elder Dragon}. An ancient dragon seeks knowledge or power. It wishes to gather greater wealth for its hoard, its ambitions expanding in its advancing years."],["2","{@b Lich}. An undead spellcaster of immense power employs your group. Its interests are strangely diverse and seemingly benign. Perhaps it's not as evil as conventional adventuring wisdom suggests?"],["3","{@b Bound Fiend}. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend's influence drives your group."],["4","{@b Guardian Celestial}. An angel or another powerful celestial takes an interest in a specific region of the Material Plane. It cultivates a network of mortal informants and agents to serve its agenda."],["5","{@b The Endless}. This person has lived many lifetimes because they can't die—at least not permanently. No matter the cause of their demise, they return. To all appearances, they are alive and mortal, but they control the amassed resources of an immortal."],["6","{@b Primal Manifestation}. Its existence defies mortal understanding; the being simply is. It could be a primordial force of nature awakened to self-awareness that now inhabits the landscape or an alien intellect that whispers through proxies, omens, and idols."]],"name":"Ancient Being","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Employer}. An established member of local society acts as the interface between you and the patron and provides the cover of legitimate employment. They could be a bartender, shopkeeper, local official, or noble."],["2","{@b Back-Room Dealers}. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of your patron."],["3","{@b Magical Message Drop}. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient monolith or a specific grave, for instructions."],["4","{@b Visions}. Your patron doesn't use intermediaries, instead speaking to you in dreams, omens, or visions. The being appears in your mind as you sleep, taking control of your dreams to deliver instructions that become difficult to ignore."],["5","{@b Ephemeral Echo}. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an entity that appears outside the flow of time, or a projected illusion of a being that never leaves your patron's hidden sanctum."],["6","{@b The Mouthpiece}. The ancient being's voice whispers through the lips of an ordinary person. You patron might posses the body of a stranger or a party member to converse with you."]],"name":"Ancient Being Contact","page":87,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Operative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Devotee","{@background Acolyte}, {@background Hermit}, {@background Noble}, {@background Outlander}, {@background Sage}"],["Infiltrator","{@background Charlatan}, {@background Criminal}, {@background Hermit}, {@background Soldier}, {@background Urchin}"],["Mouthpiece","{@background Charlatan}, {@background Entertainer}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Pupil","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Guild Artisan}, {@background Sage}"],["Guardian","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Outlander}, {@background Soldier}"],["Offspring","{@5etools Any|backgrounds.html}"]],"name":"Ancient Being Operative Roles","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rescue}. A wayward agent went missing while gathering information or materials. You must discover their fate and recover them and their findings."],["2","{@b Sabotage}. You must destroy an aspect of a rival's organization, either assassinating a key minion or destroying a critical object."],["3","{@b Artifice}. Your specialized skills are instrumental to assembling components for a powerful magic ritual or object."],["4","{@b Treachery}. A high-profile minion of another powerful figure is in a position to betray their master, to the benefit of your patron. You must convince them to defect to your organization or extract them from now-hostile territory."],["5","{@b Culling}. A respected agent of your patron (possibly an ally or a mentor for your group) has been compromised. Perhaps they are defecting to a rival, attempting to seize the ancient being's power. Whatever the case, you must catch them to end their threat."],["6","{@b Astral Heist}. A powerful rival of your patron stores their secrets in a mind vault on the Astral Plane. That means they can't be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival's deadly memories to find the knowledge your patron desires."]],"name":"Ancient Being Quests","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Types","colLabels":["d6","Aristocrats"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Local Lord}. Convinced that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks."],["2","{@b Merchant Mastermind}. Reputation, wealth, and power are one and the same for the head of a family with world-spanning business holdings."],["3","{@b Nomadic Princeling}. Nothing is more appealing to this princeling than treasure. Their sprawling merchant caravan trails behind their palanquin as far as the eye can see."],["4","{@b Double Dealer}. The leader of a noble family has turned against their nation, secretly opposing their liege for personal gain or ethical reasons."],["5","{@b Ambitious Entrepreneur}. The sole heir of a vast fortune, this entrepreneur seeks allies to expand their wealth in a new business on the international, global, or planar stage."],["6","{@b Future Ruler}. This young noble is destined to rule, but currently their whims are fickle and dangerous."]],"name":"Aristocrat Types","page":89,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Common Contact}. A servant with ambitions toward a title works as a go-between for your patron."],["2","{@b Professional}. A level-headed advisor or manager of your patron's business directs you in keeping their reckless employer safe."],["3","{@b Family Peacemaker}. A naive aristocrat appointed by your patron wants your assistance in keeping the peace between fractious family members, which isn't your patron's priority."],["4","{@b Intimate Connection}. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family's best interests."],["5","{@b Outside Insider}. An outcast noble favored by your patron works with you to uphold their family's interests despite their exile."],["6","{@b Outsider Inside}. A mysterious entity manipulates a noble family's fortunes. Through your patron, it employs you to help guide its chosen family along a centuries-long course."]],"name":"Aristocrat Contact","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Retainer Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Charlatan}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Bodyguard","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Soldier}"],["Informant","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Sailor}, {@background Urchin}"],["House Staff","{@background Entertainer}, {@background Guild Artisan}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Messenger","{@background Charlatan}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Urchin}"],["Family Scion","{@5etools Any|backgrounds.html}"]],"name":"Aristocrat Retainer Roles","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Noble Union}. You work within multiple noble factions to unite rival families."],["2","{@b Business Breakthrough}. You track down and obtain a wonder your patron believes is the key to their financial fortunes."],["3","{@b Sabotage Rival}. You break into the business or estate of an enemy noble family and undermine their political or professional ventures."],["4","{@b Lost Lineage}. You seek evidence of a lost branch of a noble family or proof that individuals don't possess a noble pedigree."],["5","{@b Origin of Nobility}. You reveal the secret reason why certain individuals were elevated to noble status and how they will soon fulfill their purpose."],["6","{@b The New Nobility}. You recreate the remarkable event that granted today's noble families their special standing, enabling the rise of new nobles."]],"name":"Aristocrat Quests","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Types","colLabels":["d6","Syndicate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Thieves' Guild}. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city."],["2","{@b Assassin Society}. The network's livelihood is death. Members of the society hone their skills as cutthroats, poisoners, body-disposal specialists, and any other profession focused on ending lives. The society is motivated by profit or labors in service to a greater cause."],["3","{@b Magical Arms Dealer}. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those who meet their demands."],["4","{@b Pirate Fleet}. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an outside threat."],["5","{@b Body Snatchers}. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout society with members of their ranks."],["6","{@b Thought Thieves}. These psychic criminals infiltrate their target's minds to steal secrets and disguise their existence."]],"name":"Types of Criminal Syndicates; Syndicate Types","page":91,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Personal Mentor}. This longtime member of the syndicate took you under their wing when you were young and became a parental figure."],["2","{@b Clever Urchin}. An innocuous person, perhaps a beggar or menial laborer, knows all the right people and shares their connections with you."],["3","{@b Former Law Enforcement}. Your contact used to be (or maybe still is) a member of local law enforcement. They have sharp insight into the law's workings in your area and a healthy dose of paranoia for that reason."],["4","{@b Bon Vivant}. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they're not distracted by their own debauchery."],["5","{@b Traitor}. You know your contact in the syndicate has betrayed it, but they have enough clout and leverage that you don't dare cross them—yet."],["6","{@b Criminal Royalty}. Unknown to most, your contact is a member of local nobility or royalty. Why they maintain relations with the syndicate is a troubling mystery."]],"name":"Criminal Syndicate Contact; Syndicate Contact","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Burglar","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Urchin}"],["Muscle","{@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Con Artist","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}, {@background Urchin}"],["Cleaner","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Noble}, {@background Soldier}"],["Mastermind","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Mole","{@5etools Any|backgrounds.html}"]],"name":"Criminal Syndicate Member Roles","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisition and Retrieval}. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts."],["2","{@b Heists}. You plan and execute elaborate robberies that require the combined skills of your team."],["3","{@b Gang Warfare}. You ensure that no other crime syndicate gains a significant foothold in your territory."],["4","{@b Enforcement}. You keep the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the organization."],["5","{@b Assassination}. You dispatch prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate is criminal and your methods illegal, but your goals are righteous. You help people who are powerless against exploitation by the powerful."]],"name":"Criminal Syndicate Quests","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Types","colLabels":["d6","Guild"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crafters' Guild}. This conglomerate of artisans pools its resources and influence to ensure a steady exchange of gold for its crafts."],["2","{@b Merchant Consortium}. These entrepreneurs don't create the wares they peddle, instead specializing in linking products to prospective owners. If they don't have it, they find it."],["3","{@b Miracle Makers' Association}. The magically inclined crafters of this guild specialize in imbuing physical goods with magical effects. Rumor has it they can strip the magic from existing enchanted items and might be willing to buy or trade adventurers' spoils."],["4","{@b Moneychangers}. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for adventurers and other individuals who deal with large sums of wealth. They exchange coin for gemstones as readily as they find buyers for historical relics and recovered art."],["5","{@b Philosophical Faction}. These like-minded individuals follow specific teachings, spreading word of their expertise through their services and training."],["6","{@b Identity Traders}. These enigmatic dealers buy and sell documents, memories, and the trappings of thoroughly lived lives, selling them to those in need of the ultimate fresh start."]],"name":"Guild Types","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Perfectionist}. Your contact is a skilled but obsessive creator consumed with the quest to create something perfect that will define their life's work and secure their legacy. They lose sight of right and wrong in pursuit of the finest materials and exciting opportunities."],["2","{@b Attentive Overseer}. A guild representative takes personal interest in your group's tasks. They follow your exploits and know of your adventures before you return to report. Despite the unsettling depth of their knowledge, they seem genuinely eager to shepherd your work."],["3","{@b Hidden Benefactor}. Whoever your contact is, they don't communicate directly. They send messages via couriers or letters. No one in the guild knows who the contact is, or if they do, they aren't telling you. Regardless, the contact's information is good, and they pay on time."],["4","{@b Discerning Mentor}. No matter how well you perform, or how perfect your creations, nothing is ever good enough for this contact. They point out every flaw and missed opportunity. Are they bitter, lashing out at anyone around them, or do they recognize your potential and try to push you to greatness?"],["5","{@b Golem Guide}. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has difficulty grasping the passage of time and the state of the world compared to its original era."],["6","{@b Fallen Muse}. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for vengeance, they provide divine inspiration and guidance to you and to the guild. Somehow your group and the guild inspire their hope for ascension."]],"name":"Guild Contact","page":94,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Representative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Researcher","{@background Acolyte}, {@background Entertainer}, {@background Guild Artisan}, {@background Sage}"],["Negotiator","{@background Charlatan}, {@background Entertainer}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Saboteur","{@background Charlatan}, {@background Criminal}, {@background Guild Artisan}, {@background Soldier}, {@background Urchin}"],["Guard","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Explorer","{@background Acolyte}, {@background Folk Hero}, {@background Guild Artisan}, {@background Outlander}, {@background Sailor}"],["Expert","{@5etools Any|backgrounds.html}"]],"name":"Guild Representative Roles","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Deliver Goods}. You need to deliver an order to an important customer or partner of the guild. The delivery must arrive by a critical deadline—regardless of who or what tries to stop you."],["2","{@b Acquire Materials}. Your guild requires materials that are rare and difficult to procure, either for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize."],["3","{@b Eliminate a Rival}. A competitor has humiliated the guild one too many times, and it's time for that to stop. Your group is charged with assuring the rival never darkens the guild's reputation again. Can you trick them into permanent disgrace, or must you resort to more direct methods?"],["4","{@b The Masterpiece}. An exquisite work of art for an influential client, either created by your guild or acquired through agents, has gone missing. You must track down its whereabouts and secure it before time runs out and the guild suffers a penalty."],["5","{@b The Collector}. Your guild is tasked to create or acquire something wondrous for a wealthy but secretive client's collection. Guild members who previously failed to fulfill this assignment ended up missing. The collector promises to return your comrades if you provide what the collector seeks, but if you fail, you'll become part of the collection."],["6","{@b The Bill Comes Due}. Your guild master achieved their vaunted position by means of an otherworldly bargain. That price has come due, and they are desperate to avoid paying. You must defeat whatever's coming to collect the master's debt or find another acceptable payment."]],"name":"Guild Quests","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Types","colLabels":["d6","Military Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Standing Army}. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the force."],["2","{@b Mercenary Company}. Hard-bitten veterans of numerous conflicts, mercenaries serve an employer for coin rather than out of loyalty."],["3","{@b Expeditionary Force}. This military force is far from home, fighting behind enemy lines or striking into wild, unsettled lands. The force must be fast, self-sufficient, and either diplomatic or decisive to assure their survival."],["4","{@b Horde}. The horde is almost a force of nature, and what it lacks in discipline it makes up in ferocity. It doesn't have a rigid command structure, instead functioning like a pyramid of smaller armies. Horde commanders owe fealty to stronger leaders above them, all the way up to the warlord."],["5","{@b Planar Conscripts}. This military force battles for cosmic stakes on far-flung planes of the multiverse or fights against extraplanar invasion on the Material Plane. Warriors include conscripts pressed into service in the Blood War, fodder in the thrall of ruthless yugoloth mercenaries, or members of a glorious celestial host defending against fiendish incursion."],["6","{@b Sky Warriors}. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against attacks from the air, positioning the sky warriors as a fearsome nation or expensive and coveted mercenaries."]],"name":"Military Force Types","page":96,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Commanding Officer","colLabels":["d6","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tested Veteran}. Your commander is a battle-scarred officer who experienced horrors in combat. They rely on something to dull the pain of their memories or wounds, from a favorite writer's prose to a distracting vice."],["2","{@b Taskmaster}. This angry officer yells every order, reprimands you for the smallest mistake, and fully expects you to fail at every mission you undertake. This might be tough love or simple brutishness."],["3","{@b Protective Officer}. A kindly officer is hesitant to send you into danger and constantly reminds you to be careful."],["4","{@b Bitter Soldier}. Your commander carries deep grudges against your force's enemies. They leap at any chance to do those foes harm, even if it puts your group in terrible risk."],["5","{@b Hopeful Commander}. This optimistic officer knows that a new era of peace is just over the horizon. You just need to complete these last few missions, then it should all finally be over."],["6","{@b Devout Leader}. Your commander is a person of deep faith. They believe that your success or failure lies entirely in divine hands and you are the instruments of that will."]],"name":"Military Force Contact; Commanding Officer","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Envoy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Combatant","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Tactician","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Soldier}"],["Medic","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Scout","{@background Hermit}, {@background Outlander}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Provocateur","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}"],["Spy","{@5etools Any|backgrounds.html}"]],"name":"Military Force Envoy Roles","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You undertake a quick, strategic, and devastating attack against an enemy force."],["2","{@b Defensive Operations}. You must preserve the safety of an important location such as a civilian population center, a supply depot, or strategically critical bridge or seaport."],["3","{@b Special Forces}. You are assigned to a covert operation behind enemy lines. This is similar to the work of a spy or an assassin but with a broader scope. You engage in equipment sabotage or execute targeted strikes against high-value targets."],["4","{@b Reconnaissance}. You gather information on enemy troop numbers, placements, movement, or supply caches and routes."],["5","{@b Seek and Destroy}. You are responsible for hunting down specific high-value and dangerous targets, which include deserters, suspected enemy special forces, or magical war machines run amok."],["6","{@b Siege}. You are assigned to initiate a siege on an enemy stronghold or help break a siege in progress on an allied fortress."]],"name":"Military Quests","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Types","colLabels":["d6","Religious Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Undead Hunters}. This community of scholars and monster hunters laboriously researches the unquiet dead, tracking them to their lairs and permanently laying them to rest."],["2","{@b Devout Scholars}. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working prophets."],["3","{@b Relic Collectors}. This order of archaeologist-monks seeks to fill their museum-like temple with storied holy relics."],["4","{@b Charitable Missionaries}. Adhering to the belief that religion empowers civilization, this order travels far to help the downtrodden, seeking to draw new believers by their virtuous example."],["5","{@b Militant Inquisitors}. This dogmatically rigid hierarchy seeks to stamp out all threats to their beliefs."],["6","{@b Doomsaying Evangelists}. This order believes the world is about to end. They're convinced that if they persuade everyone else of this fact they might stave off the impending doom."]],"name":"Religious Order Types","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Shadow Tongue}. A mysterious speaker for your order advises your next steps but fears being discovered by a powerful rival faith."],["2","{@b Inspired Creator}. A gifted artisan conveys the will of the divine through prophetic song or artwork."],["3","{@b Mysterious Text}. The gradual translation of a secret holy text points you toward the next step of a divine destiny."],["4","{@b Fierce Inquisitor}. A severe hierarch directs you to cleanse wickedness from a region, from the order, or from within yourself."],["5","{@b Beloved Healer}. A famed healer guides you to where you'll be needed most, even if their reasons are unclear until you arrive."],["6","{@b Divinity's Voice}. Otherworldly messages direct you to undertake divine quests."]],"name":"Religious Order Contact","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Councilor","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Urchin}"],["Defender","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Soldier}"],["Ascetic","{@background Acolyte}, {@background Entertainer}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Inquisitor","{@background Acolyte}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Soldier}"],["Emissary","{@background Acolyte}, {@background Charlatan}, {@background Entertainer}, {@background Noble}, {@background Sailor}"],["Chosen One","{@5etools Any|backgrounds.html}"]],"name":"Religious Order Member Roles","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Safe Escape}. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety."],["2","{@b Relic Recovery}. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy."],["3","{@b Cult Hunt}. You hunt a cell of zealots dangerous to your order or mortals at large."],["4","{@b Desperate Pilgrimage}. You protect members of the order as they participate in a pilgrimage that takes them through dangerous lands."],["5","{@b Expunge Heresy}. You seek out the source of blasphemy that's taken root within the order."],["6","{@b Prevent Prophecy}. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda."]],"name":"Religious Order Quests","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Types","colLabels":["d6","Sovereign"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Village Elder}. The wizened leader of a community offers both civic and moral leadership."],["2","{@b Young Noble}. An ambitious noble eagerly seeks to reform society to align with a personal vision."],["3","{@b Shipwrecked Governor}. A desperate leader struggles to keep people alive in a wilderness they're not prepared to endure."],["4","{@b Ruler Returned}. A tribe's revered leader has returned from the dead and seeks to resurrect their past glories."],["5","{@b Hidden Power}. A mysterious figure manipulates the nation's puppet leader and guides the government's true agenda."],["6","{@b True Regent}. The rightful heir to the throne struggles to reclaim power from a perfect impostor."]],"name":"Sovereign Types","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Intimate Confidant}. The sovereign's friend or lover seeks to aid their companion in any way possible."],["2","{@b Spymaster}. An intelligence operative attends to the nation's dirty work so the sovereign keeps their hands clean."],["3","{@b Administrator}. This severe bureaucrat disagrees with many of the sovereign's policies but takes loyal service seriously."],["4","{@b Executive Assistant}. The responsibilities of an exacting butler or other servant at the royal household far exceed their title."],["5","{@b Envoy}. A semi-retired, leisure-loving ambassador speaks in suggestion and innuendo."],["6","{@b Spectral Assembly}. A ghostly council of the nation's previous regents manifests to avert disasters."]],"name":"Sovereign Contact","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Proxy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Sage}, {@background Soldier}"],["Ambassador","{@background Charlatan}, {@background Folk Hero}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Secret Agent","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Soldier}, {@background Urchin}"],["Champion","{@background Criminal}, {@background Noble}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Jester","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Urchin}"],["Confidant","{@5etools Any|backgrounds.html}"]],"name":"Sovereign Proxy Roles","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b International Espionage}. You attempt to steal intelligence, national symbols, or super weapons from an enemy power."],["2","{@b Undermine Rival}. You seek to weaken or remove a rival to the regent's rule—perhaps a general, an archdruid, or a noble with a claim to the throne."],["3","{@b Expel Corruption}. You help the sovereign reform their government, rooting out institutional vices."],["4","{@b Subvert Blame}. The sovereign is caught in an embarrassing affair. Make it disappear."],["5","{@b Test Heir}. You prepare the sovereign's heir for the challenge of taking the throne."],["6","{@b Desperate Diplomacy}. You seek to make peace with a force or entity that could wipe out your nation."]],"name":"Sovereign Quests","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-3","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["0","{@spell Booming Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Green-Flame Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Lightning Lure|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Mind Sliver|TCE}","Enchantment","No","No","Sorcerer, Warlock, Wizard"],["0","{@spell Sword Burst|TCE}","Conjuration","No","No","Artificer, Sorcerer, Warlock, Wizard"],["1st","{@spell Tasha's Caustic Brew|TCE}","Evocation","Yes","No","Artificer, Sorcerer, Wizard"],["2nd","{@spell Summon Beast|TCE}","Conjuration","Yes","No","Druid, Ranger"],["2nd","{@spell Tasha's Mind Whip|TCE}","Enchantment","No","No","Sorcerer, Wizard"],["3rd","{@spell Intellect Fortress|TCE}","Abjuration","Yes","No","Artificer, Bard, Sorcerer, Warlock, Wizard"],["3rd","{@spell Spirit Shroud|TCE}","Necromancy","Yes","No","Cleric, Paladin, Warlock, Wizard"],["3rd","{@spell Summon Fey|TCE}","Conjuration","Yes","No","Druid, Ranger, Warlock, Wizard"],["3rd","{@spell Summon Shadowspawn|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["3rd","{@spell Summon Undead|TCE}","Necromancy","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Aberration|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Construct|TCE}","Conjuration","Yes","No","Artificer, Wizard"],["4th","{@spell Summon Elemental|TCE}","Conjuration","Yes","No","Druid, Ranger, Wizard"],["5th","{@spell Summon Celestial|TCE}","Conjuration","Yes","No","Cleric, Paladin"],["6th","{@spell Summon Fiend|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["6th","{@spell Tasha's Otherworldly Guise|TCE}","Transmutation","Yes","No","Sorcerer, Warlock, Wizard"],["7th","{@spell Dream of the Blue Veil|TCE}","Conjuration","No","No","Bard, Sorcerer, Warlock, Wizard"],["9th","{@spell Blade of Disaster|TCE}","Conjuration","Yes","No","Sorcerer, Warlock, Wizard"]],"name":"Spells","page":105,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Themes","colLabels":["d10","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Book pages, origami, quills, and ink, all accompanied by rustling sounds and library scents"],["2","Brine-scented shapes of sharks, jellyfish, octopi, and other sea creatures"],["3","Food or utensils that carry the scent of cuisine from the spellcaster's homeland"],["4","Rich, copper scents accompanied by what appears to be the caster's own imbalanced humors"],["5","Bursts and strokes of watercolor painted by an invisible brush"],["6","Transparent weapons, armor, miniature war machines, and phantom soldiers"],["7","Golden rays that carry faint warmth and the hint of windblown sand"],["8","Rowdy barnyard animals accompanied by the warm scents of coops and stables"],["9","Manifestations of deep emotions, like the faint shackles of melancholy, sepia shades of nostalgia, or heart-shaped bursts of affection"],["10","Tiny whimsical or fearsome beings from the spellcaster's inescapable, recurring dreams"]],"name":"Personalizing Spells; Magic Themes","page":116,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Items","colLabels":["Rarity","Item","Attunement"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["Common","{@item Illuminator's Tattoo|TCE}","Yes"],["Common","{@item Masquerade Tattoo|TCE}","Yes"],["Common","{@item Prosthetic Limb|TCE}","No"],["Common+","{@item Spellwrought Tattoo|TCE}","No"],["Uncommon+","{@item +1 All-Purpose Tool|TCE|All-Purpose Tool}","Yes"],["Uncommon+","{@item +1 Amulet of the Devout|TCE|Amulet of the Devout}","Yes"],["Uncommon+","{@item +1 Arcane Grimoire|TCE|Arcane Grimoire}","Yes"],["Uncommon+","{@item Barrier Tattoo (small)|TCE|Barrier Tattoo}","Yes"],["Uncommon+","{@item +1 Bloodwell Vial|TCE|Bloodwell Vial}","Yes"],["Uncommon","{@item Coiling Grasp Tattoo|TCE}","Yes"],["Uncommon","{@item Eldritch Claw Tattoo|TCE}","Yes"],["Uncommon","{@item Feywild Shard|TCE}","Yes"],["Uncommon","{@item Guardian Emblem|TCE}","Yes"],["Uncommon+","{@item +1 Moon Sickle|TCE|Moon Sickle}","Yes"],["Uncommon","{@item Nature's Mantle|TCE}","Yes"],["Uncommon+","{@item +1 Rhythm-Maker's Drum|TCE|Rhythm-Maker's Drum}","Yes"],["Rare","{@item Alchemical Compendium|TCE}","Yes"],["Rare","{@item Astral Shard|TCE}","Yes"],["Rare","{@item Astromancy Archive|TCE}","Yes"],["Rare","{@item Atlas of Endless Horizons|TCE}","Yes"],["Rare","{@item Bell Branch|TCE}","Yes"],["Rare","{@item Devotee's Censer|TCE}","Yes"],["Rare","{@item Duplicitous Manuscript|TCE}","Yes"],["Rare","{@item Elemental Essence Shard|TCE}","Yes"],["Rare","{@item Far Realm Shard|TCE}","Yes"],["Rare","{@item Fulminating Treatise|TCE}","Yes"],["Rare","{@item Heart Weaver's Primer|TCE}","Yes"],["Rare","{@item Libram of Souls and Flesh|TCE}","Yes"],["Rare","{@item Lyre of Building|TCE}","Yes"],["Rare","{@item Outer Essence Shard|TCE}","Yes"],["Rare","{@item Planecaller's Codex|TCE}","Yes"],["Rare","{@item Protective Verses|TCE}","Yes"],["Rare","{@item Reveler's Concertina|TCE}","Yes"],["Rare","{@item Shadowfell Brand Tattoo|TCE}","Yes"],["Rare","{@item Shadowfell Shard|TCE}","Yes"],["Very Rare","{@item Absorbing Tattoo|TCE}","Yes"],["Very Rare","{@item Cauldron of Rebirth|TCE}","Yes"],["Very Rare","{@item Crystalline Chronicle|TCE}","Yes"],["Very Rare","{@item Ghost Step Tattoo|TCE}","Yes"],["Very Rare","{@item Lifewell Tattoo|TCE}","Yes"],["Legendary","{@item Blood Fury Tattoo|TCE}","Yes"],["Artifact","{@item Baba Yaga's Mortar and Pestle|TCE}","Yes"],["Artifact","{@item Crook of Rao|TCE}","Yes"],["Artifact","{@item Demonomicon of Iggwilv|TCE}","Yes"],["Artifact","{@item Luba's Tarokka of Souls|TCE}","Yes"],["Artifact","{@item Mighty Servant of Leuk-o|TCE}","Yes"],["Artifact","{@item Teeth of Dahlver-Nar|TCE}","Yes"]],"name":"Magic Items","page":117,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Tattoo Coverage","colLabels":["Tattoo Rarity","Area Covered"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Common","One hand or foot or a quarter of a limb"],["Uncommon","Half a limb or the scalp"],["Rare","One limb"],["Very Rare","Two limbs or the chest or upper back"],["Legendary","Two limbs and the torso"]],"name":"Magic Tattoos; Magic Tattoo Coverage","page":118,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Party Origin","colLabels":["d6","Origin Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters grew up in the same place and have known each other for years."],["2","The characters have united to overcome a foe."],["3","The characters were brought together by a common benefactor who wishes to sponsor their adventures."],["4","A funeral brings the characters together."],["5","A festival brings the characters together."],["6","The characters find themselves trapped together."]],"name":"Party Formation; Party Origin","page":139,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monster Research","colLabels":["Type","Suggested Skills"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Aberration","{@skill Arcana}"],["Beast","{@skill Animal Handling}, {@skill Nature}, or {@skill Survival}"],["Celestial","{@skill Arcana} or {@skill Religion}"],["Construct","{@skill Arcana}"],["Dragon","{@skill Arcana}, {@skill History}, or {@skill Nature}"],["Elemental","{@skill Arcana} or {@skill Nature}"],["Fey","{@skill Arcana} or {@skill Nature}"],["Fiend","{@skill Arcana} or {@skill Religion}"],["Giant","{@skill History}"],["Humanoid","{@skill History}"],["Monstrosity","{@skill Nature} or {@skill Survival}"],["Ooze","{@skill Arcana} or {@skill Survival}"],["Plant","{@skill Nature} or {@skill Survival}"],["Undead","{@skill Arcana} or {@skill Religion}"]],"name":"Monster Research","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Aberrations","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brain or other organs of a rare creature"],["2","Flattery and obsequiousness"],["3","Secrets or lore it doesn't already know"],["4","Accepting a strange, organic graft onto your body"]],"name":"Monsters' Desires; Aberrations","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Beasts","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fresh meat"],["2","A soothing melody"],["3","Brightly colored beads, cloth, feathers, or string"],["4","An old stuffed animal or other soft trinket"]],"name":"Monsters' Desires; Beasts","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Celestials","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The tale of a heroic figure"],["2","An oath to do three charitable deeds before dawn"],["3","The crown of a defeated tyrant"],["4","A holy relic or treasured family heirloom"]],"name":"Monsters' Desires; Celestials","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Constructs","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oil to apply to the construct's joints"],["2","A magic item with charges, to be used as fuel"],["3","A vessel infused with elemental power"],["4","Adamantine or mithral components"]],"name":"Monsters' Desires; Constructs","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dragons","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gold or gems"],["2","Anything from a draconic rival's hoard"],["3","An antique passed down at least three generations"],["4","A flattering artistic depiction of the dragon"]],"name":"Monsters' Desires; Dragons","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Elementals","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A gem worth at least 50 gp, which the creature eats"],["2","An exceedingly pure sample of a favored element"],["3","A way to return the elemental to its home plane"],["4","Performing a dance from the elemental's home plane"]],"name":"Monsters' Desires; Elementals","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fey","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The memory of your first kiss"],["2","The color of your eyes"],["3","An object of deep sentimental value to you"],["4","Reciting a sublime poem"]],"name":"Monsters' Desires; Fey","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fiends","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your soul"],["2","A desecrated holy object"],["3","Blood from a living or recently slain loved one"],["4","Breaking a sacred promise in the fiend's presence"]],"name":"Monsters' Desires; Fiends","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Giants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf admitting giant-craft to be superior to dwarf-craft"],["2","A strong working animal"],["3","Multiple barrels of ale"],["4","Treasure stolen from a rival giant"]],"name":"Monsters' Desires; Giants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Humanoids","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Promising to find a lost item of great importance to their culture"],["2","Challenging them to a type of friendly contest, such as dancing, singing, or drinking"],["3","Recovering something they've lost"],["4","Information on a foe's secrets or weaknesses"]],"name":"Monsters' Desires; Humanoids","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monstrosities","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dislodging the stuck scraps of the creature's last meal"],["2","The creature's favorite food"],["3","Driving off the creature's rival"],["4","Making movements that mimic the monster's mating dance"]],"name":"Monsters' Desires; Monstrosities","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oozes","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of putrid liquids"],["2","A cloth bearing a noxious odor"],["3","Bones or metal, which the ooze promptly absorbs"],["4","A gallon of any effervescent fluid"]],"name":"Monsters' Desires; Oozes","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Plants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pound of mulch"],["2","Water from a spring infused with Feywild energy"],["3","Clearing invasive vegetation from the creature's territory"],["4","Destroying all axes and fire-making implements the party carries"]],"name":"Monsters' Desires; Plants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undead","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of blood"],["2","A personal memento from the creature's past"],["3","Materials, tools, or the skills to sun-proof a crumbling mausoleum"],["4","Completing a task the creature was unable to finish in life"]],"name":"Monsters' Desires; Undead","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Blessed Radiance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Golden light fills a 20-foot-radius, 40-foot-high cylinder centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the {@spell divine favor} spell for 1 hour."],["07–12","Radiant energy erupts in a 10-foot-radius sphere centered on one random creature in the region. Each creature in the sphere that isn't undead regains {@dice 3d6} hit points. Each undead creature in the sphere takes {@dice 3d6} radiant damage."],["13–18","Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours."],["19–24","Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours."],["25–30","One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra {@dice 2d6} radiant damage on a hit."],["31–36","One {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that is nonmagical and carried by one character in the region gains the properties of a {@item mace of disruption} for 24 hours."],["37–42","A flying, gleaming sword (use the {@creature flying sword} stat block in the {@book Monster Manual|MM}) appears within 60 feet of an aberration, a fiend, or an undead, which becomes the sword's target. The sword deals radiant damage instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points."],["43–48","One character in the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the {@spell commune} spell."],["49–54","Aberrations, fiends, and undead in the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can't benefit from being {@condition invisible}."],["55–60","Celestial power explodes in a 30-foot-radius sphere of divine light centered on an aberration, a fiend, or an undead creature within the region. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failure, the creature takes {@dice 4d6} radiant damage and is {@condition blinded}. On a success, it takes half damage and isn't {@condition blinded}."],["61–66","One character in the region feels a profound sense of purpose and gains the benefit of the {@spell bless} spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well."],["67–72","A booming voice thunders in Celestial and can be heard throughout the region. Each creature in the region must make a DC 15 Constitution saving throw. On a success, the creature gains {@dice 2d10} temporary hit points. On a failure, the creature is {@condition deafened} for 1 minute."],["73–78","One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast {@spell lesser restoration} or {@spell greater restoration} without expending a spell slot and requiring no material components."],["79–84","The effects of a {@spell hallow} spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours."],["85–90","An angelic voice rings throughout the region. Each creature there must succeed on a DC 15 Wisdom saving throw or perform the grovel option of the {@spell command} spell."],["91–95","One character in the region permanently gains resistance to necrotic damage. Reroll if you've already rolled this effect."],["96–00","One character in the region gains the ability to use the {@classFeature Divine Intervention|Cleric||10} cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you've already rolled this effect."]],"name":"Blessed Radiance Effects","page":150,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Far Realm Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","A structure in the region whispers faintly. Any creature within 60 feet of the structure that can hear it must succeed on a DC 12 Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the creature must move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is {@condition incapacitated}. The creature can repeat the saving throw when it takes damage and at the end of every hour, ending the effect on itself on a success."],["10–18","An elder evil turns its attention to the region, imposing the pressure of its unfathomable presence upon the place. Any creature that finishes a rest in the region must succeed on a DC 12 Charisma saving throw, or it gains no benefit from finishing the rest. It instead finds strange scrawls, stacked stones, or its belongings arranged in intricate, abstruse patterns nearby."],["19–27","Local plants and animals share a malevolent intelligence. Roll a {@dice d6}. On a 1–2, an {@spell insect plague} spell is centered on one random creature in the region. On a 3–4, {@dice 1d4} {@creature Swarm of Ravens||swarms of ravens} and {@dice 1d4} {@creature Swarm of Rats||swarms of rats} gather and attack any other creatures in the region. On a 5–6, a {@creature treant} (in forested terrain) or a {@creature galeb duhr} (in rockier terrain) attacks."],["28–36","Distance no longer functions in a comprehensible manner within the region. Creatures make ranged attack rolls with disadvantage, and the range of those attacks is halved."],["37–45","The landscape melts into a mass of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise {@dice 1d4 + 5} {@creature Gibbering Mouther||gibbering mouthers} that attack anyone in sight."],["46–54","Unintelligible murmurings threaten to overcome the mind of one random creature within the region. At the start of the creature's turn, it must succeed on a DC 13 Intelligence saving throw or use its action to make one melee attack against the nearest creature it can see. If there are no other creatures within reach, the target spends its action babbling."],["55–63","Bizarre appendages squirm beneath the ground and around trees or other structures within this region. Dozens of limbs burst forth, entangling anyone within a 30-foot sphere surrounding one random creature. Each creature in the sphere must succeed on a DC 14 Dexterity saving throw or take {@dice 3d6} bludgeoning damage and be {@condition restrained}. Any creature that ends its turn in the area takes {@dice 3d6} bludgeoning damage. A creature can free itself or someone else within reach from being {@condition restrained} in this way by using an action to make a successful DC 14 Strength or Dexterity check (its choice)."],["64–72","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 2d10} hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["73–79","One random creature in the region hears strange whispers and must succeed on a DC 14 Wisdom saving throw or become {@condition charmed}. While {@condition charmed} in this way, the creature focuses on copying the blasphemous designs that appear in its mind using whatever medium it has available (ink, charcoal, mud, or its own blood). Unless {@condition restrained}, the creature completes the designs in 1 hour of work. When the creature finishes its work, it is no longer {@condition charmed}, and a {@creature death slaad} appears within 30 feet of it and attacks anyone in sight."],["80–85","Natural features and structures in this region writhe to spell out words and form strange symbols. Any creature that tries to read the messages must make a DC 20 Intelligence ({@skill Arcana}) check. On a success, the creature gains insight as if it had cast the {@spell contact other plane} spell. On a failure, the creature is affected as if it failed a saving throw against the {@spell confusion} spell. This effect ends at the end of the creature's next turn."],["86–90","In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects."],["91–95","Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@quickref Surprise|PHB|3|0|surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect."],["96–00","A tear in reality creates a rift in the region, similar to the spell {@spell gate}, that passes through the Far Realm and connects with a random plane. Any creature that enters the rift takes {@dice 10d10} psychic damage from the horrors of the Far Realm and appears in an empty space closest to the rift's opening on another random plane. The rift vanishes after {@dice 2d10 + 2} hours."]],"name":"Far Realm Effects","page":152,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Haunted Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region."],["06–10","A random building in the region gains the benefits of the {@spell guards and wards} spell (save DC 13) for the next 24 hours."],["11–15","A mundane part of one random character's surroundings—perhaps a tree bole or a taxidermied animal head—animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets."],["16–20","All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light."],["21–25","The temperature in the region drops by 10 degrees Fahrenheit every hour for the next {@dice 1d6} hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns."],["26–30","One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow."],["31–35","After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars."],["36–40","During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping—typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength ({@skill Athletics}) check."],["41–45","One random creature in the region is targeted by the {@spell levitate} spell (save DC 15) for 1 minute."],["46–50","A nonviolent but unsettling {@creature ghost}—perhaps a pet, an accident-prone child, or a dismembered big toe—appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to 0 hit points."],["51–55","One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region."],["56–60","For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a {@creature skeleton} {@dice 1d10} minutes after dying."],["61–65","Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau."],["66–70","A spirit inhabits one character's {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the \"{@book Sentient Magic Items|DMG|-1}\" section of the {@book Dungeon Master's Guide|DMG}."],["71–75","A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the {@spell augury} spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages."],["76–80","During the next night, one sleeping character in the region receives a vision as if the target of the {@spell dream} spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there."],["81–85","A coffin or small enclosed space in the region—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is {@condition frightened} of all creatures for the next 24 hours. If you roll an odd number, an {@creature avatar of death|DMG} appears and attacks as though summoned by the Skull card from a {@item deck of many things}."],["86–90","Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by {@spell greater restoration} or {@spell wish}."],["91–95","For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the {@spell resurrection} spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams."],["96–00","A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a 50-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. This {@condition exhaustion} can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute."]],"name":"Haunted Effects","page":154,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Infested Effects","colLabels":["d100","Infested Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them."],["06–10","A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours."],["11–15","A swarm of bioluminescent flies converges on one random creature in the region. For the next minute, the creature sheds dim light in a 10-foot radius, any attack against it has advantage if the attacker can see it, and the creature can't benefit from being {@condition invisible}."],["16–20","A boil of termites bursts from the ground, along with dozens of bones and a treasure of the DM's choice (see \"{@book Random Treasure|DMG|7|Random Treasure}\" in the {@book Dungeon Master's Guide|DMG})."],["21–25","A cricket-shaped creature with the statistics of a {@creature cat} bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off."],["26–30","A cluster of {@dice 1d4 + 2} faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a {@item potion of healing}."],["31–35","A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be {@condition charmed} by all creatures for 1 hour."],["36–45","The region is choked with wispy webbing, which acts as {@quickref difficult terrain||3}."],["46–50","Nearly every surface is covered with discarded cicadae-like shells that crunch loudly when trod upon, imposing disadvantage on Dexterity ({@skill Stealth}) checks made while moving across them. The shells vanish after 1 hour."],["51–55","A massive, bloated maggot emerges from the ground within 10 feet of the party and bursts, covering the ground with ichor in a 10-foot square centered on it. This region is affected by the {@spell grease} spell (save DC 13) for 1 minute."],["56–60","The ground opens up beneath one random creature, creating a {@book quicksand|DMG|5|Quicksand} pit (see the {@book Dungeon Master's Guide|DMG})."],["61–65","One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the {@disease Sight Rot||sight rot disease} (see the {@book Dungeon Master's Guide|DMG}) from minute parasites."],["66–70","Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move faster must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} until the start of their next turn. A creature {@condition poisoned} in this way has its speed reduced to 0, as it is overcome by the squashed insects' foul smell. Creatures that don't need to breathe automatically succeed on this saving throw."],["71–75","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a giant spider, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["76–80","One random creature in the region must succeed on a DC 16 Constitution saving throw, or it acquires a ravenous silverfish infestation among its gear. The infestation is discovered the next time the creature finishes a short or long rest. If the creature has any paper material, the silverfish destroy one random book or other paper item that isn't magical."],["81–85","One random creature in the region must succeed on a DC 16 Constitution saving throw or become host to a particularly aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw."],["86–90","Biting mites infest creatures' clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours."],["91–95","Tiny arachnids invade unattended spaces. The next time one random creature in the region dons its clothing or armor after finishing a long rest, it must succeed on a DC 16 Constitution saving throw or take 11 ({@dice 2d10}) poison damage."],["96–00","Countless tiny, bloodsucking insects infest the region for the next {@dice 1d6} hours. Every hour, each creature in the region must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. The insects don't affect creatures that are immune to disease."]],"name":"Infested Effects","page":156,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mirror Zone Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma ({@skill Deception}) checks and ability checks made to disguise themselves."],["07–12","The {@spell hallucinatory terrain} spell (save DC 15) affects the natural terrain of the region, changing it into a different kind of terrain (DM's choice)."],["13–18","One random creature in the region gains the benefits of the {@spell blink} spell for 1 minute, shimmering with overlapping shattered reflections."],["19–24","Creatures in the region don't cast reflections. Wisdom ({@skill Insight}) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma ({@skill Persuasion}) checks made against anyone who notices their lack of {@creature reflection|TCE}. When they leave the region, creatures regain their reflections, and the effect ends."],["25–34","Reflections of {@dice 1d4} creatures in the region emerge from mirrors and attack. The {@creature reflection|TCE|reflections} are two-dimensional, shimmering versions of the creatures that cast them. Treat the reflections as {@creature Shadow||shadows} that are fey instead of undead and vulnerable to bludgeoning damage instead of radiant."],["35–40","One character in the region gains the benefit of the {@spell mirror image} spell. The images created sometimes move or speak of their own volition."],["41–46","For the next 24 hours, certain wounds caused in the region attract spectral slivers of glass that cause extra damage. Any creature, other than a construct or an undead, hit by an attack that deals piercing or slashing damage begins to bleed, losing {@dice 1d4} hit points at the start of each of its turns. If the bleeding creature is hit by another such attack, the bleeding increases by {@dice 1d4}. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom ({@skill Medicine}) check. The bleeding also stops if the target receives magical healing."],["47–52","Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its {@creature reflection|TCE} in an object that it isn't wearing or carrying can immediately cast the {@spell misty step} spell, requiring no components."],["53–58","One character can cast the {@spell scrying} spell (save DC 17) once within the next 24 hours, requiring no components but using a mirror or other reflective surface."],["59–64","The skin of one random creature in the region becomes silvery and reflective for the next 24 hours. For the duration, that creature has advantage on saving throws against spells, and spell attacks have disadvantage against that creature."],["65–70","A longsword or shortsword with a blade made of a jagged mirror appears in an unoccupied space within 60 feet of a random creature in the region. The weapon is a {@item sword of wounding} (see the {@book Dungeon Master's Guide|DMG}). If the weapon's wielder rolls a 1 or 20 on an attack roll using the weapon, the weapon shatters and is destroyed after that attack."],["71–76","For the next 24 hours, when anyone in the region hits a creature with an attack roll and deals damage to it, the attacker must succeed on a DC 13 Charisma saving throw or take force damage equal to half the damage dealt."],["77–82","Two shimmering, vertical, reflective disks of energy appear in unoccupied spaces in the region for 1 minute. Each is 6 feet in diameter and floats 1 foot above the ground. One appears in an unoccupied space within 30 feet of the party. Any creature that moves through the disk instantly appears within 5 feet of the other disk or the nearest unoccupied space."],["83–88","The next time one character in the party sees their {@creature reflection|TCE} in the region, that {@creature reflection|TCE} of comes to life and engages its counterpart in conversation. It offers to answer one question posed to it as if the creature cast the {@spell divination} spell. After answering the question, the {@creature reflection|TCE} returns to normal."],["89–94","Floating shards of broken mirrors swirl through the region, showing reflections of creatures and places that aren't present, for the next minute before vanishing. On initiative count 20 (losing all ties), the shards make a ranged weapon attack (+6 to hit) against one random creature in the region. On a hit, the target takes 10 ({@dice 3d6}) slashing damage."],["95–00","A duplicate of one random creature in the region appears in an unoccupied space within 30 feet of that creature. The duplicate's appearance, game statistics, and equipment are identical to the creature's. The duplicate immediately attacks the creature, seeking to slay it. If the duplicate dies, it and all its equipment shatter into mirror shards. If the duplicate fails to slay the creature within 1 hour, the duplicate vanishes."]],"name":"Mirror Zone Effects","page":157,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Psychic Resonance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","One random creature in the region gains the ability to cast the {@spell detect thoughts} spell (save DC 13) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["07–12","One random creature in the region is affected by the {@spell mind blank} spell for the next 24 hours."],["13–18","For 1 minute on initiative count 20 (losing all ties), Tiny and Small objects in the region that aren't being worn or carried are flung by an unseen force. One random creature in the region must succeed on a DC 15 Dexterity saving throw or take {@dice 2d4} bludgeoning damage from the flung objects."],["19–24","Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to Intelligence checks made to recall information."],["25–34","Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom ({@skill Perception}) checks for 1 hour."],["35–40","Psychic power builds in the mind of one random creature in the region. Once within the next minute, the creature can use a bonus action to magically assault the mind of another creature it can see. The target must succeed on a DC 14 Intelligence saving throw or take {@dice 4d10} psychic damage."],["41–46","Lurking fears become nightmares. Any creature that finishes a short or long rest in the region must succeed on a DC 10 Wisdom saving throw or gain no benefit for finishing the rest."],["47–52","For 1 hour, each creature in the region gains the ability to communicate telepathically with any creature it can see within 60 feet. If the target understands any languages, it can respond telepathically."],["53–58","One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on Wisdom ({@skill Perception}) checks made to locate other creatures within 120 feet of it, even creatures behind total cover."],["59–64","Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence checks and Constitution saving throws to maintain concentration on spells."],["65–70","One random creature in the region hears strange whispers in its mind. The whispers are fragments of thoughts from other creatures nearby. The creature has advantage on Wisdom ({@skill Insight}) checks for 1 hour."],["71–76","One random creature in the region gains the ability to cast the {@spell telekinesis} spell (save DC 15) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["77–82","Thoughts in the region attract ambient psychic energy, forming protective fields around creatures' minds. Creatures in the region gain resistance to psychic damage for the next hour."],["83–88","For 1 minute on initiative count 20 (losing all ties), one random creature in the region must succeed on a DC 15 Intelligence saving throw or take {@dice 2d6} psychic damage."],["89–94","Compassion and joy fill the mind of one random creature in the region for 1 minute. For the duration, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws, and disadvantage on attack rolls."],["95–00","The mind of every beast in the region is flooded with psychic energy. This energy causes each beast's Intelligence score to become 10, if it wasn't already higher, and the beast gains the ability to speak Common and Sylvan fluently. These changes are permanent."]],"name":"Psychic Resonance Effects","page":160,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unraveling Magic Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","All magic items in the region temporarily lose their magical properties, becoming nonmagical for 1 hour. Artifacts are unaffected. When the items regain their magic, a creature's attunement to any of them is restored."],["06–10","The region becomes a dead-magic zone for 1 hour. For the duration, the entire region is affected by the {@spell antimagic field} spell."],["11–15","One random creature in the region must succeed on a DC 15 Dexterity saving throw or be enclosed in {@spell Otiluke's resilient sphere} for 1 minute."],["16–20","One random creature in the region that has expended spell slots regains one expended spell slot of a random level."],["21–25","Flares of magical energy flash through the region for 1 minute. For the duration, each round on initiative count 20 (losing all ties) one random creature in the region takes {@dice 2d4} damage of a type determined by a {@dice d6}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; or 6, thunder."],["26–30","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a {@creature blink dog}, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["31–35","One random creature in the region that has spell slots expends one spell slot of a random level in a harmless shower of sparks and sounds."],["36–40","All fire in the region freezes into ice that gives off a blue light equal to the illumination it normally provides. In addition, the region radiates {@book extreme cold|DMG|5|Extreme Cold} (see the {@book Dungeon Master's Guide|DMG}) for 1 day."],["41–45","One random creature in the region with spell slots becomes a focal point for ambient magic for 1 hour. At the end of each of the creature's turns, other creatures within 10 feet of it must succeed on a Dexterity saving throw against the spellcaster's spell save DC or take {@dice 1d6} force damage."],["46–50","The {@spell flaming sphere} spell (save DC 15) spontaneously activates in an unoccupied space within 5 feet of the party. On initiative count 20 (losing all ties), the sphere moves 30 feet toward the nearest creature. The sphere vanishes after 1 minute."],["51–55","{@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}s in the region that are nonmagical crackle with power. For 1 hour, they become magic weapons that grant a +1 bonus to attack and damage rolls made with them."],["56–60","Swirling energy surrounds one random creature in the region for 24 hours. For the duration, the creature gains resistance to force damage and its speed is reduced by 10 feet."],["61–65","Each character in the region suddenly learns some magic. A character learns one wizard cantrip of the character's choice and knows the cantrip for {@dice 1d8} days."],["66–70","One random creature in the region crackles with sparks of light for 1 hour. For the duration, the creature magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, any creature it touches (requiring an unarmed strike if the target is unwilling) takes {@dice 1d6} force damage."],["71–75","Lightning arcs in a 5-foot wide line between two creatures in the region that are within 30 feet of each other and not behind total cover. Each creature in the line (including the two) must make a DC 13 Dexterity saving throw, taking {@dice 4d6} lightning damage on a failed save or half as much damage on a successful one."],["76–80","The {@spell reverse gravity} spell (save DC 18) activates for 1 minute, centered on the ground beneath one random creature in the region."],["81–85","On initiative count 20 (losing all ties), two random creatures in the region must each make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don't teleport."],["86–90","One random creature in the region breaks spells for 1 hour. Whenever anyone within 20 feet of the creature casts a spell, the spellcaster must succeed on a DC 15 saving throw using its spellcasting ability, or the spell drains away without effect. The spell slot, charge, or feature use that powered the spell is wasted."],["91–95","During the next 24 hours, the first time a creature in the region targets another creature with a spell, the caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends."],["96–00","One random creature in the region can suddenly cast the {@spell wish} spell once, within the next minute. Reroll if you've rolled this effect in the past 24 hours."]],"name":"Unraveling Magic Effects","page":161,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Enchanted Spring Effects","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a {@spell bless} spell for 1 hour."],["2","Bathing in the spring covers a creature with a glowing coat of golden feathers. While the creature isn't wearing armor, the feathers grant a +1 bonus to AC. The feathers vanish after {@dice 1d4} days."],["3","A creature that touches or drinks the water of this spring develops an overwhelming desire to sing. Every sentence the creature speaks for the next 24 hours rings with lyrical splendor, which grants it advantage on all Charisma checks."],["4","Bathing in the spring grants a creature the benefits of the {@spell greater restoration} spell. As a side effect, the creature's skin, hair, and eyes become a shimmering golden color for {@dice 1d4} days."],["5","Bathing in the spring grants a creature the benefits of the {@spell spider climb} spell for 24 hours."],["6","A creature that touches or drinks the water of this spring grows the tail of its favorite animal. The tail is not under the creature's control; it moves or reacts to emotions. The tail vanishes after 24 hours."],["7","Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this spring gains advantage on Wisdom ({@skill Insight}) checks and can cast the {@spell detect thoughts} spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass, whichever happens first."],["8","Bathing in the spring causes {@dice 1d10} flowers to grow from a creature's head. The flowers smell lovely, and they renew their vitality and scent every day. The flowers vanish after 7 days."],["9","A creature that touches or drinks the water of this spring grows {@dice 1d4} eyestalks. These eyestalks let the creature see in all directions and grant it advantage on Wisdom ({@skill Perception}) checks that rely on sight. The eyestalks vanish after {@dice 1d4} days."],["10","Bathing in the spring causes a creature's voice to sound sinister. For the next 24 hours, the creature's voice grants it advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks."],["11","A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears grant the creature advantage on Wisdom ({@skill Perception}) checks that rely on hearing. The ears vanish after {@dice 1d4} days."],["12","Bathing in the spring causes a creature to develop a third eye on its forehead. The eye grants the creature {@sense truesight} out to a range of 60 feet. The eye vanishes after 24 hours."]],"name":"Enchanted Springs; Enchanted Spring Effects","page":165,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Magic Mushroom Effects","colLabels":["d10","Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature's skin turns an unusual color. Roll a {@dice d4}: 1, purple with yellow splotches; 2, bright orange with tiger stripes; 3, tree-frog green with red squiggles; 4, hot pink with yellow spots. This change is permanent unless removed by a {@spell greater restoration} spell or similar magic."],["2","The creature gains the enlarge or reduce effect ({@chance 50|50 percent} chance of either) of the {@spell enlarge/reduce} spell for 1 hour."],["3","The creature regains {@dice 5d8 + 20} hit points."],["4","Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a {@spell remove curse} spell or similar magic."],["5","The creature can understand and speak all languages for {@dice 1d4} days."],["6","The creature gains the benefits of the {@spell telepathy} spell for the next 24 hours."],["7","The creature gains the benefits of the {@spell speak with plants} spell for 8 hours."],["8","The creature immediately casts the {@spell time stop} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["9","The creature immediately casts the {@spell detect thoughts} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["10","Magical mists pour out of the creature's eyes and ears, acting as a {@spell fog cloud} spell for 1 hour that is centered on the creature and moves with it."]],"name":"Magic Mushrooms; Magic Mushroom Effects","page":166,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Primal Fruit Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature regains {@dice 3d8 + 4} hit points, and its skin sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour"],["2","The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength checks, and Strength saving throws. When the effect ends, the creature gains 1 level of {@condition exhaustion}."],["3","Waves of vitality crash over the creature. The creature's hit point maximum increases by {@dice 2d10}, and it gains the same number of hit points. The increase lasts until the creature finishes a long rest, at which time the creature must succeed on a DC 15 Charisma saving throw or be cursed with a random form of lycanthropy (see \"Lycanthropes\" in the {@book Monster Manual|MM})."],["4","The creature's skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM)."],["5","Euphoric visions of bright light swim through the creature's mind. The creature gains the benefits of the {@spell death ward} spell for 8 hours and must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for the duration."],["6","A faint humming drones in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells."],["7","The creature doesn't require food, drink, or sleep for {@dice 1d4} days. For the duration, the creature can't be put to sleep by magic, and its dreams intrude upon its waking thoughts, imposing disadvantage on its Wisdom ({@skill Perception}) checks."],["8","Whispers intrude on the creature's mind for 24 hours. For the duration, the creature can telepathically communicate with any creature it can see within 120 feet of it. If the other creature understands at least one language, it can respond telepathically."]],"name":"Primal Fruit Effects","page":168,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unearthly Road Keys","colLabels":["d6","Key"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Throwing a silver orb through an ancient arch"],["2","Spilling a pint of humanoid blood"],["3","Calling the name of a specific archfey three times"],["4","Wearing the regalia of a lost royal dynasty"],["5","Permanently sacrificing a memory of joy"],["6","Being the descendant of a legendary hero"]],"name":"Unearthly Roads; Unearthly Road Keys","page":169,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Spells as Natural Hazards","colLabels":["Natural Hazard","Approximate Spell"],"colStyles":["col-6","col-6"],"rows":[["Ball lightning","{@spell Chromatic orb}"],["Blizzard","{@spell Cone of cold}, {@spell ice storm}, {@spell sleet storm}"],["Earthquake","{@spell Earthquake}"],["Falling debris","{@spell Conjure barrage}, {@spell conjure volley}"],["Flood","{@spell Control water}, {@spell tsunami}"],["Fog","{@spell Fog cloud}"],["Lava bomb","{@spell Fireball}, {@spell produce flame}"],["Lightning","{@spell Call lightning}, {@spell lightning bolt}"],["Meteor","{@spell Fireball}, {@spell meteor swarm}"],["Mirage","{@spell Hallucinatory terrain}"],["Pyroclastic flow","{@spell Incendiary cloud}"],["Radiation","{@spell Blight}, {@spell circle of death}"],["Smoke","{@spell Fog cloud}"],["St. Elmo's fire","{@spell Faerie fire}"],["Swamp gas","{@spell Dancing lights}"],["Tidal wave","{@spell Tsunami}"],["Toxic eruption","{@spell Acid splash}"],["Toxic gas","{@spell Cloudkill}, {@spell stinking cloud}"],["Thunder","{@spell Thunderwave}"],["Volcanic lightning","{@spell Storm of vengeance}"],["Whirlpool","{@spell Control water}"],["Wildfire","{@spell Fire storm}, {@spell wall of fire}"],["Windstorm","{@spell Gust of wind}"]],"name":"Spells as Natural Hazards","page":170,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Creature Paintings","colLabels":["Painting","Number","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Gnolls","3","O"],["Werewolf","1","W"],["Kobolds","5","L"],["Beholder","1","B"],["Gelatinous Cubes","2","E"],["Dragons","3","A"],["Trolls","2","R"]],"name":"Creature Paintings","page":172,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Skeleton Keys Solution","colLabels":["Lock","Key"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Bat","Three teeth"],["Snake","Five teeth"],["Spider","Six teeth"],["Wolf","Four teeth"]],"name":"Skeleton Keys Solution","page":175,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gem Inventory","colLabels":["Gem","Amount","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Amber","9","I"],["Amethyst","14","N"],["Citrine","8","H"],["Garnet","5","E"],["Jade","18","R"],["Onyx","16","P"],["Quartz","1","A"],["Ruby","12","L"],["Sapphire","13","M"]],"name":"Solution; Gem Inventory","page":176,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Potential Passwords","colLabels":["Number Provided","Response Required"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["One","Three"],["Two","Three"],["Three","Five"],["Four","Four"],["Five","Four"],["Six","Three"],["Eight","Five"],["Nine","Four"],["Eleven","Six"],["Thirteen","Eight"]],"name":"Solution; Potential Passwords","page":183,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remembered Names","colLabels":["Alcove","Name","Letter"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1","Sam","S"],["2","Delia","E"],["3","Fifi","F"],["4","Tobias","I"],["5","Johana","N"],["6","Alexia","A"]],"name":"Solution; Remembered Names","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Menu Items","colLabels":["Item","Price"],"colStyles":["col-10","col-2 text-right"],"rows":[["Corn and lentil soup","12 cp"],["Rabbit stew","1 cp"],["Ale and cheese pastry","7 cp"],["Brandied ham and carrots","9 cp"],["Grilled fish and carrots","6 cp"],["Seared boar and potatoes","9 cp"],["Dragonfire mead","11 cp"]],"name":"Menu Items","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"What's on the Menu Solution","colLabels":["Item (Price)","Letter"],"colStyles":["col-8","col-4 text-center"],"rows":[["Ale and cheese pastry (7 cp)","C (7th letter)"],["Brandied ham and carrots (9 cp)","H (9th letter)"],["Corn and lentil soup (12 cp)","I (12th letter)"],["Dragonfire mead (11 cp)","M (11th letter)"],["Grilled fish and carrots (6 cp)","E (6th letter)"],["Rabbit stew (1 cp)","R (1st letter)"],["Seared boar and potatoes (3 cp)","A (3rd letter)"]],"name":"What's on the Menu Solution","page":188,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Horror Character Personality Traits","colLabels":["d12","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I had an encounter that I believe gives me a special affinity with a supernatural creature or event."],["2","A signature piece of clothing or distinct weapon serves as an emblem of who I am."],["3","I never accept that I'm out of my depth."],["4","I must know the answer to every secret. No door remains unopened in my presence."],["5","I let people underestimate me, revealing my full competency only to those close to me."],["6","I compulsively seek to collect trophies of my travels and victories."],["7","It doesn't matter if the whole world's against me. I'll always do what I think is right."],["8","I have morbid interests and a macabre aesthetic."],["9","I have a personal ritual, mantra, or relaxation method I use to deal with stress."],["10","Nothing is more important than life, and I never leave anyone in danger."],["11","I'm quick to jump to extreme solutions. Why risk a lesser option not working?"],["12","I'm easily startled, but I'm not a coward."]],"name":"Horror Characteristics; Horror Character Personality Traits","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Ideals","colLabels":["d12","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations."],["2","Balance. I strive to counter the deeds of someone for whom I feel responsible."],["3","Bound. I've wronged someone and must work their will to avoid their curse."],["4","Escape. I believe there is something beyond the world I know, and I need to find it."],["5","Legacy. I must do something great so that I'm remembered, and my time is running out."],["6","Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds."],["7","Obsession. I've lived this way for so long that I can't imagine another way."],["8","Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy."],["9","Promise. My life is no longer my own. I must fulfill the dream of someone who's gone."],["10","Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists."],["11","Sanctuary. I know the forces at work in the world and strive to create islands apart from them."],["12","Truth. I care about the truth above all else, even if it doesn't benefit anyone."]],"name":"Horror Characteristics; Horror Character Ideals","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Bonds","colLabels":["d12","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I desperately need to get back to someone or someplace, but I lost them in the Mists."],["2","Everything I do is in the service of a powerful master, one I must keep a secret from everyone."],["3","I owe much to my vanished mentor. I seek to continue their work even as I search to find them."],["4","I've seen great darkness, and I'm committed to being a light against it—the light of all lights."],["5","Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them."],["6","The world has been convinced of a terrible lie. It's up to me to reveal the truth."],["7","I deeply miss someone and am quick to adopt people who remind me of them."],["8","A great evil dwells within me. I will fight against it and the world's other evils for as long as I can."],["9","I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself."],["10","Spirits are drawn to me. I do all I can to help them find peace."],["11","I use my cunning mind to solve mysteries and find justice for those who've been wronged."],["12","I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit."]],"name":"Horror Characteristics; Horror Character Bonds","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Flaws","colLabels":["d12","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I believe doom follows me and that anyone who gets close to me will face a tragic end."],["2","I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could."],["3","I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists."],["4","I've done unspeakable evil and will do anything to prevent others from finding out."],["5","I am exceptionally credulous and believe any story or legend immediately."],["6","I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits."],["7","I know my future is written and that anything I do will lead to a prophesied end."],["8","I need to find the best in everyone and everything, even when that means denying obvious malice."],["9","I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there."],["10","I'm exceptionally cautious, planning laboriously and devising countless contingencies."],["11","I have a reputation for defeating a great evil, but that's a lie and the wicked force knows."],["12","I know the ends always justify the means and am quick to make sacrifices to attain my goals."]],"name":"Horror Characteristics; Horror Character Flaws","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fatal Flaws","colLabels":["d10","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once someone questions me, I won't stop until I befriend them and then betray them."],["2","Others' concerns bore me, and I would rather have my lessers handle everything possible."],["3","I am always right, and anyone who doesn't agree with me is cut out of my life."],["4","When someone loves me, I will do anything for them, no matter whom they hurt."],["5","I've given up resisting my habits and indulge myself whenever possible."],["6","I would rather be righteously angry at problems than solve them."],["7","I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty."],["8","I don't know love, only domineering obsession, and I chain objects of my affection to pedestals."],["9","When I see something priceless or rare, I sacrifice all of my beliefs and loyalties to possess it."],["10","I'm distrustful of anyone who seems pure of heart and will prove to all their admirers how secretly ugly they are."]],"name":"Wicked Personality; Fatal Flaws","page":40,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Monstrous Transformations","colLabels":["d10","Transformation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord loses their voice; their words now carve themselves on their skin as lingering scars."],["2","Something the Darklord stole or used in a terrible crime becomes part of their body—perhaps a sizable jewel, emblem of rulership, or suit of armor."],["3","The Darklord's eyes distend from their sockets like a slug's tentacles, in the mouths of serpents, or on metallic cables."],["4","The Darklord's most painful memories visually repeat in reflections around them or amid illusory projections."],["5","The Darklord gains an idealized form, though it's made of an inorganic material or others react as if it were terrifying."],["6","The Darklord's body disintegrates, leaving only an animate heart, hand, gory ooze, or nervous system that must attach to new, temporary bodies."],["7","Clouds of incense, insects, poison gas, or smoke leak from the Darklord's mouth, fingers, or pores."],["8","The Darklord appears as someone they wronged, and their true appearance is revealed at particular hours, in reflections, or under certain lights."],["9","The Darklord splits into multiple creatures, each representing them at a different time in their life."],["10","The Darklord retains their memories and intellect but is otherwise any monster from {@book chapter 5|VRGR|5} or the {@book Monster Manual|MM}."]],"name":"Monstrous Transformations","page":41,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Connections","colLabels":["d8","Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adventurer reminds the Darklord of their bond, desire, or loved one."],["2","An adventurer shares a Darklord's flaw."],["3","The Darklord and an adventurer share camaraderie over a mutual ideal."],["4","The Darklord believes they can teach an adventurer, making them their apprentice or inheritor."],["5","An adventurer is a reincarnated version of the Darklord's beloved or their murderer."],["6","The Darklord is convinced that an adventurer is the key to finally attaining their desire."],["7","The Darklord immediately looks up to an adventurer and seeks to emulate them to grim extremes."],["8","An adventurer is a reincarnated younger version of the Darklord before they became irredeemable."]],"name":"Adventures; Darklord Connections","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Interactions","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord promises to give the adventurers what they want if they join the Darklord for dinner."],["2","The Darklord contacts the adventurers via letters or dreams."],["3","The Darklord meets the adventurers disguised as a nonthreatening inhabitant or animal."],["4","The Darklord meets the adventurers at a ceremony, funeral, or wedding where violence is discouraged."],["5","The Darklord meets the adventurers at a public market, festival, temple, or library, surrounded by a crowd of innocents."],["6","The Darklord possesses the body of someone the adventurers care about."],["7","The Darklord possesses the body of one of the adventurers."],["8","The Darklord invites the adventurers to a negotiation, promising nonviolent solutions to a conflict."]],"name":"Adventures; Darklord Interactions","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1","{@creature Carrionette|VRGR}","VGR"],["2","{@creature Gibbering mouther}","{@book MM|MM}"],["3","{@creature Carrion stalker|VRGR}","VGR"],["3","{@creature Doppelganger}","{@book MM|MM}"],["4","{@creature Black pudding}","{@book MM|MM}"],["4","{@creature Strigoi|VRGR}","VGR"],["5","{@creature Flesh golem}","{@book MM|MM}"],["5","{@creature Red slaad}","{@book MM|MM}"],["6","{@creature Medusa}","{@book MM|MM}"],["6","{@creature Zombie clot|VRGR}","VGR"],["8","{@creature Chain devil}","{@book MM|MM}"],["10","{@creature Aboleth}","{@book MM|MM}"]],"name":"Body Horror Monsters","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned homunculus made in the image of its creator's child, now left to fester alone"],["2","A scientist who, hoping to keep their spouse alive, grafted the spouse onto their body"],["3","A seething mass of fungi that grows more intelligent with every sapient life it engulfs"],["4","A guardian angel possessed by the vile blood of the demons it has slain"],["5","An aging king obsessed with creating a new body so he can continue his reign indefinitely"],["6","A cancer possessed by the mind of a dead necromancer that seeks to regrow his body"],["7","A monarch who feeds their cannibal children, no matter the cost"],["8","The priests of a forgotten god who attempt to raise their deity from the flesh of the faithful"],["9","A house that remembers having tenants and will do anything to regain them"],["10","A grieving mortician who sculpts every face she encounters into the countenance of her lost love"]],"name":"Body Horror Villains","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is pockmarked with eyes that never close and never allow for sleep."],["2","The Darklord suffers ever-growing, tumorous organs, the mass expanding beyond them to choke their dwelling."],["3","The Darklord possesses a second starving mouth in their torso, one that howls unless fed."],["4","The Darklord can't control their transformation into a beast and back."],["5","The voices of those the Darklord have wronged scream endlessly from inside them."],["6","The Darklord aches daily with a monstrous, unceasing hunger."],["7","The Darklord is perpetually gravid with monstrous egg sacs that hatch waves of insects."],["8","The Darklord has extraneous limbs that tear the Darklord apart then re-stitch the pieces."]],"name":"Body Horror Torments","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A country of red muscle, with bleeding eyes embedded in the hair-strangled trees"],["2","A world of monuments and houses, all made of flesh"],["3","A domain ordinary save for the abundance of black hair, the strands always moving even when there is no breeze"],["4","A neighborhood of derelict houses, each one composed of numerous mimics"],["5","An ocean of undead leviathans, still moving despite the entrails bubbling from their burst torsos"],["6","A forest of black pines draped in bodies"],["7","A slaughterhouse larger than it appears on the outside, full of victims mutely awaiting slaughter"],["8","A system of subterranean tunnels, their walls spackled with fossils or mummified organs"]],"name":"Body Horror Settings","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A derelict ship, buried for mysterious reasons"],["2","A vine-covered, ostensibly abandoned prison"],["3","The cavernous gut of a dead, multi-eyed behemoth"],["4","An inn in the valley, its insides dark and smoke-drowned"],["5","An asylum, abandoned save for vermin"],["6","A cave system, slick and comprised of gleaming black rock"],["7","An old church sitting astride a warren of ancient tunnels"],["8","A sprawling university, older than the town surrounding it, and older still than the memories of its inhabitants"]],"name":"Body Horror Adventure Sites","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Learn who's organizing the local dinner parties before more epicureans die of autophagia."],["2","Stop whatever is stealing the livers from the town's guard."],["3","Find out what is causing the children of the city to transform into misshapen statues."],["4","Stop whatever is killing the sea life and transforming them into monsters."],["5","End the curse that is leaving the beasts of forests dead, mutated, and halfway human."],["6","Stop the infestation before it can use more townsfolk as incubators for giant insects."],["7","Solve the mystery of whatever is causing a town's inhabitants to melt into giant blobs."],["8","Cast out the fiends that have infiltrated a community by wearing the corpses of the recently dead."]],"name":"Body Horror Plots","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/4","{@creature Kuo-toa}","{@book MM|MM}"],["2","{@creature Intellect devourer}","{@book MM|MM}"],["2","{@creature Pentadrone}","{@book MM|MM}"],["3","{@creature Brain in a jar|VRGR}","VGR"],["3","{@creature Githyanki warrior}","{@book MM|MM}"],["3","{@creature Grell}","{@book MM|MM}"],["5","{@creature Vampiric mind flayer|VRGR}","VGR"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["7","{@creature Mind flayer}","{@book MM|MM}"],["7","{@creature Yuan-ti abomination}","{@book MM|MM}"],["8","{@creature Unspeakable horror|VRGR}","VGR"],["10","{@creature Aboleth}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["19","{@creature Lesser star spawn emissary|VRGR}","VGR"],["21","{@creature Greater star spawn emissary|VRGR}","VGR"],["23","{@creature Kraken}","{@book MM|MM}"]],"name":"Cosmic Horror Monsters","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A smiling minstrel with yellow eyes and music that drives listeners to murder"],["2","A priest obsessed with creating a shelter that will preserve her through the coming apocalypse"],["3","The mayor of a town who will do anything to make sure the citizens finish their sacred transformation"],["4","An astronomer broken and enraptured by what they saw in the stars"],["5","An old scientist convinced he must make his body the perfect host for an ageless being's emissary"],["6","A coroner who believes a message is being relayed to him through the bodies he autopsies"],["7","The head librarian of an ancient sect, who seeks secrets hidden within her peers"],["8","A spoiled noble who intends to raise a cult to feed to the realm they want access to"]],"name":"Cosmic Horror Villains","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is obsessed with music, their body warping to embody whatever song they hear."],["2","The Darklord is transforming into a long-extinct being or something from the far-flung future."],["3","The Darklord sees multiple dimensions at once and is going blind from their incandescence."],["4","The Darklord is haunted by otherworldly masters that whisper from reflective surfaces."],["5","The Darklord incubates something within them, an entity that slowly eats through their skin."],["6","The Darklord is emptying of their own thoughts and filling with the voices of their scrolls."],["7","The Darklord randomly screams their masters' words, messages that etch upon stone and flesh."],["8","Any object the Darklord sees is drained of all but one portentous color."]],"name":"Cosmic Horror Torments","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wind-blasted dimension of indigo sand and eyeless statues"],["2","A world with slowly vanishing land masses being consumed by an obsidian sea"],["3","A kingdom of rusting spires ruled by oblivious academics"],["4","A land possessed by fear of the colossi that move only during dawn and dusk"],["5","A red ocean that manifested without warning"],["6","An ambulatory forest riddled with glowing eyes"],["7","A kingdom of undying monarchs who outnumber their frightened subjects"],["8","A dimension of featureless white, broken up only by the eyes that blink across the landscape"]],"name":"Cosmic Horror Settings","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidden floor of the royal library"],["2","The ninth basement beneath a family home that seems normal from the outside"],["3","A decrepit manor, empty save for staff who swear the lord is merely preoccupied"],["4","A small inn in the mountains that smells perpetually of brine"],["5","The place in the forest where all the animals come to die"],["6","A fortress manned by paladins, all of whom removed their own tongues"],["7","A sewage system that predates the city above"],["8","A thin chapel in the woods, whose bells rings without ceasing"]],"name":"Cosmic Horror Adventure Sites","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a parent recover a child who's gone missing in the impossibly vast space underneath their bed."],["2","Stop a sapient, unholy tome from reaching a group of cultists."],["3","Save the inheritors of an ancient sect before they transform into horrors."],["4","Stop the sacrifice of a young noble by those who believe the noble's grandchild will end the world."],["5","Find and stop the musician whose music has robbed entire cities of sleep."],["6","Survive an evening in the sinking, ancestral home of a hydrophobic family."],["7","Discover what is dragging the people of a hamlet out of their homes, garbing them in silver, and leading them into the surf to drown."],["8","Learn why the bakers of a small town have started making pastries filled with a popular, delicious, and faintly glowing blue goo."]],"name":"Cosmic Horror Plots","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/8","{@creature Gremishka|VRGR}","VGR"],["1/4","{@creature Goblin}","{@book MM|MM}"],["1/4","{@creature Sprite}","{@book MM|MM}"],["3","{@creature Displacer beast}","{@book MM|MM}"],["4","{@creature Shadow demon}","{@book MM|MM}"],["5","{@creature Umber hulk}","{@book MM|MM}"],["6","{@creature Drider}","{@book MM|MM}"],["7","{@creature Necrichor|VRGR}","VGR"],["8","{@creature Fomorian}","{@book MM|MM}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}","VGR"],["10","{@creature Yochlol}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["15","{@creature Purple worm}","{@book MM|MM}"],["17","{@creature Death knight}","{@book MM|MM}"],["17","{@creature Adult blue dracolich}","{@book MM|MM}"],["21","{@creature Lich}","{@book MM|MM}"]],"name":"Dark Fantasy Monsters","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A machine that believes it's a resurrected tyrant and seeks to rebuild its empire in iron"],["2","The leader of a subterranean people who plots to manipulate the moon to blot out the sun's searing light"],["3","A high priest intent on shifting an entire nation into their god's otherworldly realm"],["4","A desperate general who unleashes otherworldly armies or war machines that they can't control"],["5","A massive treant who has allied with exploitative raiders and seeks to fell every forest"],["6","A sage who, heedless of the consequences, solves an endless war by preventing anyone from dying"],["7","A member of a cabal of eternal royals who support a war against Mount Celestia, as their immortality relies on the blood of angels"],["8","The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust"],["9","An ancient dragon whose godlike magic drains the domain of life"],["10","A god who killed all their peers and now rules the mortal realm"]],"name":"Dark Fantasy Villains","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's regime is fraught with spies and saboteurs, increasing the Darklord's paranoia."],["2","Worthless sycophants surround the Darklord, their incessant praise making every success hollow."],["3","The Darklord's incredible power uncontrollably damages everything the Darklord cares for."],["4","Others excessively revere or fear the Darklord, leaving the Darklord isolated."],["5","Imagined or remembered rivals endlessly critique the Darklord, causing them doubt."],["6","Society preemptively celebrates an achievement the Darklord will never be able to provide."],["7","The Darklord seeks the pleasure of lost glories, engaging in hollow contests against unworthy foes."],["8","The Darklord manufactures catastrophes to distract from their inability to fulfill their role."]],"name":"Dark Fantasy Torments","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A land where towering stents pierce magical leylines, allowing their power to be drained"],["2","A country devastated by magical pollution or the fallout of weapons used in an age-old war"],["3","An empire covered in the watchful symbols of an all-seeing religion"],["4","A city adrift on a sea full of primeval predators"],["5","A land dotted with the floating and fallen ruins of magical megastructures"],["6","A world where an unstoppable ooze, infection, or hive encroaches on civilization"],["7","A demiplane created by unknowable beings and populated with their test subjects"],["8","A place of punishment or endless boredom that a Darklord believes is part of the afterlife"]],"name":"Dark Fantasy Settings","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An expanding labyrinth that grows to protect the evil imprisoned at its heart"],["2","A forest where every tree grows from the body of a mummified hero"],["3","A magical factory that distills living beings into the reagents of a wish-granting elixir"],["4","A criminal consortium's lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist"],["5","The fractured mind-scape of a powerful but dormant sentient weapon"],["6","A massive construct-cathedral built to exact the ultimate expression of faith and sacrifice"],["7","A palace where the nonhumanoid inhabitants purposefully {@condition petrified} themselves"],["8","A fortress with seven locked gates that seal off the underworld"]],"name":"Dark Fantasy Adventure Sites","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Track down a beholder-shaped flesh golem and learn why it's targeting specific individuals."],["2","Seal a portal to a demonic realm that opens within the mouth of an innocent acolyte."],["3","Cure a virus turning people into shadows."],["4","Mount a defense against the swarm of giant spiders that's declared war on bipeds."],["5","Prevent a mighty spell that a coven of witches is casting using a volcanic caldera as a cauldron."],["6","Keep a nation from tearing itself apart when it's revealed the beloved ruler is a lich."],["7","Banish a spirit haunting the moon."],["8","Uncover the identity of an otherworldly coward who's hiding among mortals, avoiding the destructive search of the immortals they fled."]],"name":"Dark Fantasy Plots","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/2","{@creature Myconid adult}","{@book MM|MM}"],["2","{@creature Awakened tree}","{@book MM|MM}"],["2","{@creature Cult fanatic}","{@book MM|MM}"],["2","{@creature Will-o'-wisp}","{@book MM|MM}"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["5","{@creature Shambling mound}","{@book MM|MM}"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["9","{@creature Jiangshi|VRGR}","VGR"]],"name":"Folk Horror Monsters","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A secluded temple's high priest who needs to find the perfect sacrifice before the annual festival"],["2","An erinyes that appears when youngsters speak a rhyme into a darkened mirror"],["3","A night hag that dwells in the dreams of those who drink a special lavender and ergot tea"],["4","A shape-shifter that takes on the appearance of the last person it fed upon"],["5","A wicker giant that animates during the new moon, collecting sacrifices and punishing the unwary"],["6","A village of people who behave in archaic ways so they don't enrage an ancient, lingering ghost"],["7","A treant who demands living limbs to replace the branches of trees cleared by a town's construction"],["8","A protective giant made from the corpses of deceased villagers"]],"name":"Folk Horror Villains","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Torments","colLabels":["d6","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord can't commune with the spirit they worship. They offer ever greater sacrifices in hopes of proving their worthiness."],["2","The Darklord constantly, uncontrollably speaks prophecies."],["3","The Darklord is haunted by the judgmental spirits of their predecessors."],["4","The Darklord is the only one who adheres to an ancient faith and desperately works to convert nonbelievers."],["5","The Darklord seeks to transform their body into a vessel or gate for the subject of their belief."],["6","The Darklord knows the community's beliefs are false but keeps up the facade to maintain power."]],"name":"Folk Horror Torments","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Settings","colLabels":["d6","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A countryside with stretches of hayfields, colorful barns, and perpetually smiling residents"],["2","An island floating in the air where ground-worshipers dream of the lands below"],["3","A telepathic collective that townsfolk join by ingesting a rare fungus"],["4","Tunnels where sewer dwellers assure that the \"blood of the city\" ever flows"],["5","A glacier that residents never leave, lest the icy spirits haunting their community escape"],["6","Rival villages engaged in a private, age-old war"]],"name":"Folk Horror Settings","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Adventure Sites","colLabels":["d6","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A seemingly deserted chapel that has been burnt down and rebuilt a thousand times"],["2","A hag's hut that stands atop a growing hill of rotten sweets"],["3","A whispering pit once plugged by a monolith covered in prayer scrolls"],["4","A field where paths grow in corridor-like patterns leading to a ruin at the center"],["5","A mansion built incorporating a stone circle"],["6","A cavern where the glowing bones of an otherworldly being jut from the walls"]],"name":"Folk Horror Adventure Sites","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Recover a missing villager who ran away to escape the local cult."],["2","Hunt down the monster blamed for causing a blight: a unicorn meant to serve as a sacrifice."],["3","Discover why anyone entering the city on horseback is imprisoned and sentenced to death."],["4","Help a cult summon a fiend to combat an impending greater evil."],["5","Defeat a violent hag who's protected by everyone in town and called \"grandmother.\""],["6","Escape an estate after the residents adopt the party and refuse to let them leave."],["7","Learn why the characters bear uncanny resemblances to the founders of an underground village."],["8","Slay a dragon and, in so doing, prove a character is the prophesied chosen one."]],"name":"Folk Horror Plots","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/2","{@creature Death's head|VRGR}","VGR"],["1","{@creature Animated armor}","{@book MM|MM}"],["1","{@creature Death dog}","{@book MM|MM}"],["1","{@creature Scarecrow}","{@book MM|MM}"],["2","{@creature Specter} ({@creature poltergeist})","{@book MM|MM}"],["4","{@creature Banshee}","{@book MM|MM}"],["4","{@creature Ghost}","{@book MM|MM}"],["5","{@creature Revenant}","{@book MM|MM}"],["6","{@creature Gallows Speaker|VRGR|Gallow speaker}","VGR"],["9","{@creature Treant}","{@book MM|MM}"],["10","{@creature Dullahan|VRGR}","VGR"]],"name":"Ghost Story Monsters","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A medium who feeds victims to spirits in exchange for power over them"],["2","The spirit of a long-dead murderer who stalks the same types of victims in death as in life"],["3","The haunted home of a cruel patriarch, who refuses to relinquish control of his descendants"],["4","A priest who marks the unworthy for death at the hands of the cathedral's hungry spirits"],["5","A phantom rider who sweeps through the village, stealing victims who disbelieve her legend"],["6","An unbound spirit that repeatedly manifests in victims' nightmares"],["7","The capricious phantasm of an amoral accident victim who torments victims for fun"],["8","The spirit of a former tyrant who demands sacrifices from the village she once ruled"],["9","A ghost hunter who inflicts hauntings on unwitting clients—and then charges to remove the undead"],["10","The spirit of an evil captain who lurks near their shipwreck, harassing vessels and crews that pass"]],"name":"Ghost Story Villains","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord tames the spirits in his haunted mansion, but only when he sacrifices a memory."],["2","The Darklord's skin is haunted, but she can temporarily release spirits from her elaborate scars."],["3","A dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel."],["4","Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago."],["5","Despite being alive, the Darklord is cursed with the inability to convince anyone they're not a spirit."],["6","All spirits obey a Darklord who can't touch anyone without stealing their soul."],["7","The Darklord fully controls the veil between this world and the spirit world, but if he steps outside his mansion, he'll be permanently destroyed."],["8","Any animal the Darklord sees dies and comes to haunt the morbid zoo her home has become."]],"name":"Ghost Story Torments","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A realm where speaking to spirits is just like speaking with the living"],["2","A graveyard city-state where all living residents are grave keepers"],["3","A nation where the residents observe grueling rituals to keep the angry dead appeased"],["4","A city where the victims of violence can't cross into the afterlife until their murders are solved"],["5","A ship with the same name and lines as a vessel lost at sea a hundred years earlier"],["6","A realm in which a common ritual allows a living individual to trade places with a dead one"],["7","An expansive forest in which a cruel noble once hunted the poor for sport"],["8","A land in which mediums are revered because they maintain the veil between the living and dead"]],"name":"Ghost Story Settings","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decrepit conservatory whose inhabitants are prone to terrible accidents"],["2","A village graveyard that holds the victims of a terrible mass crime"],["3","A decrepit barn where dozens of remarkable animals lost their lives in a fire"],["4","An attic in which a hateful spirit has been sealed for decades"],["5","A theater in which, decades ago, an actor systematically poisoned their rivals"],["6","A swanky inn where, for years, nobles killed the staff to prevent word of their affairs getting out"],["7","A picturesque cliff that's a popular destination for lovers, despite the fact that couples frequently fall to their deaths"],["8","A lighthouse where a lone guard is the only living individual keeping an army of spirits at bay"]],"name":"Ghost Story Adventure Sites","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Investigate the bloody graffiti being left on the village's ancient walls and stop the vandal."],["2","A dying hero is convinced they're going to return as a spirit. Prevent this from happening."],["3","Discover why members of a prominent family never allow anyone to enter their guest house."],["4","Solve the murder of a phantom who can say only the words \"blood,\" \"onions,\" and \"wine.\""],["5","Solve the murder of the countess, who drowned in the same well as her mother and grandmother."],["6","Convince a stubborn miser to visit his haunted family home and put his deathless family to rest."],["7","Discreetly follow a phantom vagabond to find out where she disappears to and with whom."],["8","Learn why a mob of spirits besieges the local temple on the winter solstice each year."]],"name":"Ghost Story Plots","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/4","{@creature Zombie}","{@book MM|MM}"],["1","{@creature Ghoul}","{@book MM|MM}"],["2","{@creature Gargoyle}","{@book MM|MM}"],["2","{@creature Wereraven|VRGR}","VGR"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["4","{@creature Succubus}/ {@creature incubus}","{@book MM|MM}"],["8","{@creature Nosferatu|VRGR}","VGR"],["11","{@creature Efreeti}","{@book MM|MM}"],["13","{@creature Loup garou|VRGR}","VGR"],["13","{@creature Vampire}","{@book MM|MM}"]],"name":"Gothic Horror Monsters","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A reclusive noble who isn't a vampire, but uses his reputation as one to terrorize his vassals"],["2","An indulgent socialite who made a terrible bargain with a fell power to retain her youth"],["3","A scientist obsessed with creating the perfect poison, machine, or lifeform"],["4","A beloved magnate who abducts commoners to steal their blood for his beauty rituals"],["5","A celebrity who openly murders innocents but uses their charm to avoid repercussions"],["6","Someone who loves a monstrous creature and does anything to keep it fed and safe"],["7","A wealthy heir who manipulates the ambitious into committing terrible deeds"],["8","A poisoner who seeks to manipulate history through targeted killings"],["9","An artist who manufactures terrible accidents to provide inspiration and reference for her art"],["10","A monster hunter who accuses those they consider sinful of being monsters"]],"name":"Gothic Horror Villains","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's soul is so consumed by shadows that it extinguishes all light that shines on them."],["2","The Darklord inherited unlimited wealth, but finery she wears turns to rags and food tastes like ash."],["3","The Darklord is incomparably beautiful, but locals perceive him as a terrible beast."],["4","Tattoos detailing the Darklord's sins cover their body."],["5","Every night, the Darklord is the focus of a lavish ball, but during the day he turns into a lead statue."],["6","A choir of spirits follows the Darklord, endlessly singing her sins."],["7","The Darklord endlessly cries tears of blood, ink, poison, or molten iron."],["8","The Darklord knows how he's going to die and sees evidence of impending doom everywhere."]],"name":"Gothic Horror Torments","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A city-state where the rulers are secretly warring lycanthropes, hags, and vampires"],["2","A countryside littered with gigantic pieces of armor"],["3","A nation where fog hides packs of deadly beasts"],["4","An island where the inhabitants make sacrifices to avoid eerie transformations"],["5","A mountain-sized cathedral devoted to transforming a prophesied being into a deity"],["6","A forest of eternal night where bloodthirsty creatures live in monstrous peace"],["7","A city where all who die are cast in plaster and used to adorn tableau-covered avenues"],["8","An artist's paradise where cruelties are elevated to terrible and beautiful art forms"]],"name":"Gothic Horror Settings","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A mansion's forbidden east wing, where terrible noises sound from every night"],["2","A castle where all visitors are transformed into rats, bats, spiders, and other beasts"],["3","A science lab where preserved body parts carry the consciousnesses of their former owners"],["4","A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions"],["5","A beautiful garden where the past keepers find immortality as statues and in ancient trees"],["6","A tower where honorable heroes are sworn to protect a monstrous ruler"],["7","A lavish inn where a random guest chokes on their own blood each night"],["8","A rectory where the stained glass windows hold the trapped souls of the pious"]],"name":"Gothic Horror Adventure Sites","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Discover why anyone who utters the prince's true name immediately turns to dust."],["2","Investigate the disappearance of a scientist known only through their correspondence."],["3","Help a repentant immortal lose centuries of painful memories."],["4","Track down a serial killer who impales her victims on the same monument."],["5","End an affliction that turns a noble into a living doll every night."],["6","Settle a dispute between mortals and devils who both claim the same child is their next ruler."],["7","Put to rest a pair of spirits that bring tragedy to any couple who tries to get married."],["8","Find a way to end a land's generational curse that doesn't involve a group of innocents willingly sacrificing themselves."]],"name":"Gothic Horror Plots","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wandering the Mists","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–20","Characters emerge in a domain of your choosing."],["21–40","Characters wander the Mists for another {@dice 1d6} hours, then roll on this table again."],["41–65","Characters emerge from the Mists on stable ground {@dice 1d100} feet away from where they entered."],["66–75","Characters emerge on stable ground a mile from where they entered the Mists at midnight of the night after they entered the Mists."],["76–85","Characters emerge from the Mists inside a structure somewhere within the domain they tried to leave, perhaps a cave, crypt, shed, or closet."],["86–95","Other creatures appear within the Mists. Roll any die. If you roll an even number, a lost and terrified {@creature commoner} appears. If you roll an odd number, {@dice 2d6} {@creature Skeleton||skeletons} or 1 {@creature unspeakable horror|VRGR} (see {@book chapter 5|VRGR|5}) appears. After the encounter, another {@dice 1d6} hours pass, then roll on this table again."],["96–99","Characters emerge from the Mists where they entered to find the domain changed. Perhaps someone the characters knew is gone, and no one has any knowledge of them ever existing."],["100","Characters emerge from the Mists on a world on the Material Plane. After {@dice 1d6} hours, the Mists rise around them once more. Roll again on this table."]],"name":"Wandering the Mists","page":61,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Barovia Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Mists draw the characters into Barovia, where the fortune-teller Madam Eva sets them on a dark course that leads them to Castle Ravenloft."],["2","{@creature Priest of Osybus|VRGR|Priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) have gained a following in Vallaki. They consider Strahd a demigod of their faith and drain the blood of nonbelievers in his name."],["3","A merchant working for a mysterious patron hires the party to recover the bones of Tatsaul Eris, a noble buried in the catacombs of Castle Ravenloft."],["4","The Martikovs, owners of the Wizard of Wines winery, seek aid recovering a shipment of cursed wine that turns drinkers into {@creature Vine Blight||vine blights}."],["5","A dying {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5|Wereraven}) gives the characters a scroll and an amulet bearing the Mark of the Raven. It begs the characters to deliver the message to the Keepers of the Feather."],["6","A megalith erected by Barovia's original inhabitants topples near Vallaki. Beneath lies the tomb of an ancient {@creature nosferatu|VRGR} (see {@book chapter 5|VRGR|5|Nosferatu}) who calls himself Duke Gundar; he immediately takes a disliking to Count Strahd von Zarovich."],["7","From the ruined mansion of Argynvostholt, the {@creature revenant} knight Vladimir Horngaard dragoons innocents into the Order of the Silver Dragon and pits them against Strahd's servants."],["8","The characters are accused of a crime. Surprising everyone, word arrives that Count Strahd von Zarovich will serve as their judge."]],"name":"Barovia Adventures","page":69,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tatyana's Incarnation","colLabels":["d8","Who Is Tatyana's Newest Incarnation?"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ireena Kolyana, the adopted daughter of burgomaster Kolyan Indirovich of the village of Barovia"],["2","{@book Ez d'Avenir|VRGR|3|Ez d'Avenir},* vampire slayer and protégé of Rudolph van Richten"],["3","Vasilka, a {@creature flesh golem} or reborn (see {@book chapter 1|VRGR|1|Reborn}) who lives in the abbey near the village of Krezk"],["4","The identical twins Yasmine and Nasseri, who are devout servants of the god Ezra"],["5","Renoir Laurent, the teenage son of Chantal Laurent, a woman Strahd abducted years ago"],["6","Petra Rilenovich, a young prodigy who has gained local renown for her remarkable paintings of what she calls her \"dream lives\""],["7","Vanasia, the leader of a far-ranging Vistani band"],["8","Quentin L'Argent, the dragonborn son of human goat herders living near the ruined manor Argynvostholt."]],"name":"Who Is Tatyana?; Tatyana's Incarnation","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Avoiding Strahd","colLabels":["d8","Concealment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation pretends to be a religious zealot who took a vow of silence."],["2","The incarnation (or their guardians) made a bargain with Madam Eva or the Keepers of the Feather to hide the incarnation from Strahd."],["3","The incarnation is the ward of a famous monster hunter, who might not know the soul's identity."],["4","The incarnation was adopted by a group of Vistani travelers and rarely visits Barovia."],["5","The incarnation hides from Strahd by taking a magic potion that causes them to sleep for all but one hour a day."],["6","The incarnation uses magic to appear as an old person, a child, or a white raven."],["7","Some evil, such as the Abbot of the Abbey of Saint Markovia or an inhabitant of the Amber Temple, cloaks the incarnation's existence from Strahd."],["8","The incarnation lives a charmed life and is heedless of the count, not realizing Strahd is cultivating them until a particular time."]],"name":"Connection to Strahd; Avoiding Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunting Strahd","colLabels":["d10","Hunting Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation seeks to become the greatest monster hunter ever, training constantly so they're prepared when Strahd eventually appears."],["2","The incarnation misguidedly plans to redeem Strahd through their exceptional kindness or faith."],["3","The incarnation knows their true nature and has weaponized their blood with poison that will put Strahd to sleep for a generation."],["4","The incarnation seeks to resurrect a historic figure to battle Strahd, perhaps Sergei von Zarovich, the first Tatyana, or another enemy of the count."],["5","The incarnation has located a relic that can weaken Strahd. However, they need the heroes to recover the item while they distract the count."],["6","The incarnation used powerful magic to lead the heroes to Barovia so they can destroy Strahd."],["7","The incarnation has joined the {@book Keepers of the Feather|VRGR|3|Keepers of the Feather}* and seeks to organize a siege of Castle Ravenloft."],["8","The incarnation feels the weight of their past lives and seeks a way to end their cycle of rebirth by freeing Barovia from the Mists—or destroying it."],["9","The incarnation falls in with a sinister group such as the {@book priests of Osybus|VRGR|3|Priests of Osybus}* and seeks to manipulate Strahd to further their organization's schemes."],["10","The incarnation has drawn an enemy of Strahd's to Barovia, such as {@book Firan Zal'honen|VRGR|3|Firan Zal'honan}* or {@book Jander Sunstar|VRGR|3|Jander Sunstar},* hoping the rivals will slay one another."]],"name":"Connection to Strahd; Hunting Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lost Tatyana","colLabels":["d6","Resurrection Circumstances"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tatyana's incorporeal spirit assembles and haunts heroes whom she believes have the best chance of defeating Strahd."],["2","A character's friend or loved one is the incarnation of Tatyana. When the Mists claim that individual, the character is drawn into Barovia as well."],["3","A character's own reincarnation allows Tatyana's soul to enter their body, bringing with it memories in the form of vivid dreams."],["4","Tatyana's soul was captured by an effect similar to the {@spell magic jar} spell. Strahd or another entity hires the characters to seek out the container holding the soul, not revealing its true nature."],["5","Tatyana's soul reincarnated as someone another Darklord covets, such as the bearer of Ankhtepot's ka in {@book Har'Akir|VRGR|3} or {@creature Elise|VRGR} in {@book Lamordia|VRGR|3} (both detailed later in this chapter)."],["6","Tatyana's soul found its way into a distant relative of Strahd, Lyssa von Zarovich. Lyssa seeks to grow more powerful and claim Castle Ravenloft for herself. Her first step to deposing Strahd was to become a {@creature vampire}. Now she needs allies."]],"name":"Beyond Barovia; Lost Tatyana","page":71,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bluetspur Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters awake within the shattered remains of a fluid-filled tube deep in Citadel Subterrene. They have no idea how they arrived there."],["2","A cavern the characters were exploring seamlessly abuts with Bluetspur, trapping them in caves overrun with {@creature Vampiric Mind Flayer|VRGR|vampiric mind flayers} (see {@book chapter 5|VRGR|5})."],["3","A strange message leads characters to a silvery vessel full of alien mysteries wrecked on Bluetspur's surface. The only surviving creature in the wreck is a cunning {@creature displacer beast}."],["4","The characters find a strange but adorable creature trapped within an abandoned alien installation. The being is a lovable companion, until it reveals itself to be a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary})."],["5","An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is taken over by an {@creature intellect devourer}."],["6","An inventor requests the characters' insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map into their minds and emits a telepathic call for help. The map leads to a {@creature mind flayer} who wants to put the God-Brain out of its misery."],["7","A farmer hires the characters to protect his family, whom he believes—without evidence—are being abducted and returned every night."],["8","The High Master mind flayer of Mount Grysl seeks to claim all the God-Brain knows. To do this, it creates a copy of the Apparatus (see \"{@book Mordent|VRGR|3}\" later in this chapter). All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it."]],"name":"Bluetspur Adventures","page":74,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Aberrant Evidence","colLabels":["d6","Evidence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A needle-like device buried under someone's skin"],["2","An inexplicable crater or circle of scorched crops"],["3","A stable full of exploded livestock"],["4","An {@item antimatter rifle} (detailed in the {@book Dungeon Master's Guide|DMG})"],["5","A missing person or otherworldly being transformed into a {@creature brain in a jar|VRGR} (see {@book chapter 5|VRGR|5|Brain in a Jar})"],["6","The damaged corpse of a {@creature vampiric mind flayer|VRGR} (see {@book chapter 5|VRGR|5|Vampiric Mind Flayer})"]],"name":"Alien Artifacts; Aberrant Evidence","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Suppressed Memories","colLabels":["d6","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?"],["2","Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?"],["3","A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?"],["4","Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You're floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?"],["5","You knew a stranger. You were each other's comfort against fear and pain. Then they were taken away. What were their final words to you?"],["6","The figure hovering before you is deemed acceptable. They're lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?"]],"name":"Lost Memories; Suppressed Memories","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Noble Families and Estates","colLabels":["Noble Family","Estate Name"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Boritsi","Misericordia"],["Dilisnya","Degravo"],["Eris","Coairdeiador"],["Ivliskova","Abreptoro"],["Nobriskov","Cubratdis"],["Nuikin","Esecklae"],["Ocrotire","Sanctesalat"],["Olzanik","Kinisaradia"],["Piechota","Alieselti"],["Pretorius","Mundorhova"],["Ritter","Vetistiqua"],["Tatenna","Fulchighora"]],"name":"Misericordia and Other Noble Estates; Noble Families and Estates","page":77,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Borca Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A noble asks the characters to protect their sibling from a mysterious assassin. The killer is Nostalia Romaine, whose blood was replaced with poison by Ivana Boritsi."],["2","A scholar requests aid in gaining access to Scholomance. This institution is Borca's elite school of magic and also home to the Rainmaker Society, which is said to control Borcan politics."],["3","A young noble befriends the characters and introduces them to the fabulously amoral Levkarest club scene. By the night's end, a character is accused of murder."],["4","Half the village of Leoni is arrested by the erinyes-masked Judge Ranziska and marched before Sturben's Faceless Court. The remaining villagers beseech the party to defend their families in court."],["5","The eligible noble Vladimir Nobriskov hosts a contest for his affections. Participants turn up murdered, victims of Nobriskov's lycanthropic hunger."],["6","A book-collecting noble seeks the party's help in finding a rare text called The Revelations of the Prince of Twilight, a tome said to teach the reader to tap into the hidden power of their shadow."],["7","The Ocrotire family offers a sizable bounty for anyone who can capture the Lake Balaur Beast, which has escaped from the estate's oceanarium."],["8","Members of the Ulmist Inquisition accuse the characters of crimes they haven't yet committed. They relent only if the characters undertake a mission against the {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus})."]],"name":"Borca Adventures","page":81,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ignoble Request","colLabels":["d6","Request"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Manufacture a business or social opportunity for the target's confidant, leaving the target isolated."],["2","Deliver a lavish gift to the target, such as a large sculpture or a steed, at an inappropriate time."],["3","Make the target cry in public."],["4","Plant evidence of a crime at the target's home."],["5","Orchestrate a false business deal, political alliance, or arranged relationship."],["6","Make the target miss their own social event."]],"name":"Ignoble Bonds; Ignoble Request","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lethal Leverage","colLabels":["d6","Leverage"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The contact provides the characters with noteworthy gear to use during a request, then collects it afterward as evidence."],["2","The contact conveniently \"goes out of town,\" requesting characters report to them in writing."],["3","The contact requests magical insurance, such as a {@spell geas} spell preventing mutual harm or committing the characters to a misrepresented act."],["4","The contact becomes the guardian of someone close to the characters."],["5","The contact holds a powerful magic item for the characters \"so it doesn't fall into the wrong hands.\""],["6","The contact has the characters act against a mutual friend \"for their own good.\" The contact then threatens to reveal this act to the friend."]],"name":"Lethal Leverage","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Carnival Adventures","colLabels":["d4","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the Carnival's performers has been arrested by a local sheriff. Hermos asks the party to return the trouper, either to save them or to make them face Carnival justice."],["2","A local hires the party to find a loved one who disappeared at the Carnival. The trail leads to a Litwick Market vendor whose trinkets turn people into their favorite animals."],["3","The Carnival adopts a new performer escaping their family. The performer asks the party to deter family members intent on bringing them home."],["4","The characters find a mirror holding the disembodied reflection of Tindafulus, a {@creature mage} trapped by his own reflection. He wants the party to find his duplicate, who escaped with a mysterious carnival."]],"name":"Adventures in the Carnival; Carnival Adventures","page":87,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party learns how to destroy the Heart of the Abyss, a relic held by the Order of the Guardians and hunted by a demon called the Whistling Fiend."],["2","The {@creature night hag} Styrix has created a device called the Rift Spanner that she plans to use to escape the Domains of Dread. She just needs to transform a few hundred innocents into larvae to power it."],["3","A ship captain offers to take the characters away from Darkon, but only after they deliver a trunk full of alchemical supplies to Madame Eris at her family estate."],["4","Merchants hire the party as protection from the pirate ship Bountiful. Captain Damon Skragg raids not for loot, but for flesh to feed his {@creature ghoul} crew."],["5","Researchers from the Brautslava Institute require assistants to aid in investigations into fields such as necrolinguistics and temporal archaeozoology."],["6","Murders plague the wealthy families of Redleaf Lake. Locals seek aid from the characters, unaware the bitter dowager Damita Adler exacts a generations-old revenge from her dilapidated home."]],"name":"Darkon Adventures","page":91,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Destruction","colLabels":["d4","Destruction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","With Azalin gone, Darkon has no purpose. The Shadowfell is reabsorbing the demiplane."],["2","Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King's Tear."],["3","The Hour of Ascension was an attack. Invaders are using the Shroud to disguise their assault."],["4","The {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) are draining life from Darkon to empower the imprisoned vestige of a wicked deity."]],"name":"Darkon's Destruction","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Azalin's Fate","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Azalin was destroyed—slain by a failed magical experiment, a rival, or the Dark Powers."],["2","Azalin escaped the Domains of Dread and returned to his home world of Oerth."],["3","Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing."],["4","Azalin escaped into his past or drew multiple versions of himself into the present."]],"name":"The Secret of Darkon's Doom; Azalin's Fate","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Salvation","colLabels":["d6","Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find or restore Azalin and return him to Darkon."],["2","Present the Dark Powers a worthy new Darklord."],["3","Bestow a symbol of rule upon a new Darklord."],["4","Free Darkon from the Shadowfell."],["5","Merge Darkon with another domain."],["6","Trick another Darklord into entering Darkon."]],"name":"Darkon's Salvation","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Means to Save Darkon","colLabels":["d6","Implement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pieces of Azalin's shattered crown"],["2","The Rift Spanner, a portal-making contraption"],["3","A hidden amber sarcophagus that contains the last vestige of a powerful evil being"],["4","The King's Tear, a floating anomaly or structure"],["5","The Apparatus (see \"{@book Mordent|VRGR|3}\" in this chapter)"],["6","The blood of Strahd von Zarovich, fundamental to the nature of the Domains of Dread"]],"name":"Means to Save Darkon","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Allies","colLabels":["d6","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Irik Zal'honen, the mournful spirit of Azalin's son"],["2","The Order of the Guardians, ascetics who isolate dangerous magic and prevent supernatural ruin"],["3","Cardinna Artazas of the Eternal Order"],["4","Doctor Ingrid van Richten, a scholarly spirit who haunts Richten House near Rivalis"],["5","The Ray Agency, investigators based in Martira Bay"],["6","Skeever, Azalin's {@creature imp} familiar"]],"name":"Darkon Allies","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Alcio Metus and the Kargat"],["2","Darcalus Rex and the Eternal Order"],["3","Madame Talisveri Eris and the Family"],["4","Ebbasheyth, Azalin's black shadow dragon advisor"],["5","A cursed artifact held within an Order of the Guardians monastery"],["6","Azalin's shadow, an echo of the Darklord"]],"name":"Darkon Rivals","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dread in Darkon","colLabels":["d6","Dread Possibility"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A prophecy foretells the characters' involvement in Darkon's salvation or destruction, and comes with eight unavoidable omens."],["2","The characters were involved in the Hour of Ascension and share a Dark Gift (see {@book chapter 1|VRGR|1})."],["3","One of the characters is the perfect vessel for a new Darklord or Azalin's rebirth."],["4","The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord."],["5","The dead of Darkon wish to aid the characters, flocking to them in a growing legion."],["6","The characters suffer desperate, fractured dreams sent from mysterious allies or their future selves, warning them of calamity."]],"name":"Dread in Darkon","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Finale","colLabels":["d6","Finale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None of Azalin's would-be inheritors are fit to become Darklord. Only by merging their spirits or making one inheritor the vessel for a hidden evil can a new Darklord arise."],["2","The King's Tear is a dungeon-sized amber chrysalis that Azalin is using to create a new Dark Power. The characters must find the black shadow dragon Ebbasheyth and convince her to help infiltrate the floating construction and shatter it from within."],["3","Azalin believes the only way to escape the Domains of Dread is by shattering their linchpin: the first domain, Barovia. He has escaped Darkon, but the next stage of his scheme must be stopped before he destroys all the domains."],["4","Each of Azalin's inheritors holds a piece of the Darklord's crown. Claiming the pieces and bringing them to Castle Avernus allows Azalin's restoration or a new Darklord's ascension."],["5","One of the characters is a clone of Azalin, created as a potential Darklord so the real Azalin could escape. The Hour of Ascension was a distraction to mislead the Dark Powers."],["6","Azalin changed time so he never became a Darklord. The characters must follow Azalin into his past and ensure his deeds attract the Dark Powers' notice."]],"name":"Darkon Finale","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dementlieu Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shrieky soprano is starring in the new production at the Port-a-Lucine Opera House. Jealous divas hire the party to figure out what magic she used to bewitch her way into a role."],["2","A Phlegethan Hospital patient contacts the party, claiming to be the rightful Duke d'Honaire. He has a preternatural ability to bend others to his will."],["3","The party runs afoul of the city watch and learns that their captain has been replaced by a devil who's transforming them into a brutal force."],["4","People are being replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire's House of Wax. A party member is the next target."],["5","A crusader hunting the Red Death is murdered. The culprit isn't the Red Death, but the family of a recent victim, who don't want the victim's poverty and lies to come to light."],["6","A woman claiming to be Duchess Saidra's stepsister arrives in town and makes discreet inquiries about how to best reveal the horrible truth about the duchess: that she is a lowborn fraud."]],"name":"Dementlieu Adventures","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Objectives","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific aristocrat at the masquerade and get information from (or to) them."],["2","Prevent a villain from committing a crime at the masquerade."],["3","Perform a trivial task in exchange for a favor from the hags of the Three Odd Gables, such as leaving a trinket on a mantle or filching a fruit tart."],["4","Protect another attendee, ensuring that person isn't assassinated... or unmasked."],["5","Use the crowd to expose people to an antidote, a curse, or important information."],["6","Secure a private audience with Duchess Saidra."]],"name":"The Grand Masquerade; Grand Masquerade Objectives","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry guest with a costume identical to a character's accuses them of stealing the idea."],["2","A flirtatious guest decides these interesting characters deserve to be introduced to the city's elite."],["3","The character with the highest passive Wisdom ({@skill Perception}) score notices a nimble-fingered guest slipping a necklace off their dance partner."],["4","An intoxicated guest loudly confesses truths that other guests pretend not to hear."],["5","A scream from a different part of the estate pierces the air. Everyone hushes for a moment, then immediately carries on as if nothing had happened."],["6","Duchess Saidra enters the room, and sycophants immediately surround her."]],"name":"Random Complications; Grand Masquerade Complications","page":99,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Falkovnia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party discovers a town where {@creature Zombie||zombies} have begun acting strangely: plowing fields, tarrying in shops, and congregating in the crumbling temple. What's causing this odd behavior?"],["2","In Morfenzi, Vjorn Horstman envisions an army of bestial super soldiers. He works to perfect what he calls his \"primal serum,\" an elixir that inflicts those injected with a random form of lycanthropy. He seeks to use the characters as test subjects."],["3","A plague strikes the slums of Lekar. Those killed by the disease rise as {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5})."],["4","A pack of zombie animals—predominantly wolves, ravens, and cattle—attacks work bands from Lekar and survivors upon the roads. The characters are enlisted to serve as guards."],["5","The characters are sent to investigate a fallen star that crashed near the village of Delmunster. The village proves remarkably peaceful and free of zombies, in large part because it's populated by the {@creature Podling|VRGR|podlings} of a {@creature bodytaker plant|VRGR} (see {@book chapter 5|VRGR|5})."],["6","A character learns that an influential Talon plans to overthrow General Drakov during the next zombie assault on Lekar by sabotaging the city's defenses and admitting the zombies to the Bastion Ward."],["7","The Jimsonweeds, a band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace's strange lights appear among buildings formerly claimed by the lost survivors."],["8","A knight named Gondegal attacks Talon patrols and claims she can lead common folk to a safe holdfast. None who go with her are seen again. The Talons hire the party to hunt down the knight."],["9","The characters learn of downtrodden citizens in Lekar plotting to escape into the Mists following the next zombie siege. Are the citizens desperate noncombatants, or are they Talon agents seeking to draw out \"traitors\"?"],["10","On the night of the new moon, no zombie horde appears at Lekar's walls. Instead, a undead messenger arrives with a missive for General Drakov."]],"name":"Falkovnia Adventures","page":103,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Encounters","colLabels":["{@dice 1d6;2d6|d6s}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zombies rip apart a soldier, causing those nearby to freeze or flee."],["2","Commoners flee the battle. A Talon attacks them, killing deserters to deter further flight."],["3","A Talon messenger, bearing orders from General Drakov, struggles to reach a besieged gate."],["4","A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects."],["5","A group of commoners attempts to flee the city, revealing a hidden gap in the wall."],["6","Zombie bodies pile up, creating a growing ramp onto a section of wall."],["7","Zombies dig through or under the wall, allowing them to flow steadily into the city."],["8","Zombies cause a siege weapon to fire into the city or start a conflagration."],["9","Fighting breaks out at a building Talon priests use to treat the wounded."],["10","Zombies break through a gate and begin scaling the portcullis beyond."],["11","Zombies infiltrate the sewers and appear in a supposedly safe part of the city."],["12+","Masses of zombies or a botched scheme by defenders causes a wall or tower to collapse."]],"name":"During the Siege; Zombie Siege Encounters","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Climax","colLabels":["d4","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Breaching the river grates, zombies pour into the city via the Zapadnost River. Drakov orders thousands of gallons of oil emptied into the sewer and then lit. The zombies burn, but flames consume the districts and the river is poisoned."],["2","The northern district will be overwhelmed. Drakov plans to destroy the bridges crossing the river using kegs of explosive powder. This will halt the zombies but trap many soldiers and civilians on the other side."],["3","Drakov plans to open several gates, admitting the zombies into one populated district. While the zombies feed, the district will be set aflame."],["4","Drakov's troops round up civilians and force them out of the city, splitting the zombies' attention. This allows the Talons to shore up defenses and repel a second, less concentrated zombie attack."]],"name":"Concluding the Siege; Zombie Siege Climax","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Har'Akir Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The priests of Ese seek adventurers to retrieve someone they condemned from the Labyrinth."],["2","The historian Kharafek has excavated a canyon riddled with sealed tombs. She's paying laborers well but is also using them to bear the brunt of the curses the crypts conceal."],["3","The hermits settled in River's Shelter accidentally revealed a crypt and released {@creature Mummy||mummies} that resent being disturbed."],["4","The pyramid of a former high priest has vanished. The priests of Neb seek help finding the monument before the pharaoh notices and is displeased."],["5","Snefru, a priest of Oru, discovers that the Bent Pyramid responds to song. She seeks aid to assemble a massive chorus to open a path inside."],["6","The revolutionary Aliz is secretly a jackal-headed {@creature werewolf} allied with the {@creature mummy lord} Senmet. She seeks to find Ankhtepot's ka to bring the pharaoh's rule to an end."],["7","Sute's Chosen seek help rescuing travelers missing in the Breath of the Forgotten. The party must endure the gods' tests to save them from the storm."],["8","Nephyr, a cat-headed Child of Ankhtepot, arrives in Muhar. To motivate the living to find the pharaoh's lost treasure, each dawn she curses a number of innocents equal to the days she's spent in the city."]],"name":"Har'Akir Adventures","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot's Soul","colLabels":["d8","The Ka's Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature hawk} or {@creature giant eagle} that tirelessly circles the sun."],["2","A canopic jar containing the pharaoh's heart hidden within a forgotten tomb"],["3","Mummified and divided-up heart-meat, a piece of which is hidden within each of the remaining loyal Children of Ankhtepot"],["4","A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False"],["5","A set of relics holy to the old gods of Har'Akir"],["6","The manifestation of a joyous song sung by Muhar's people"],["7","The soul of an innocent healer who resembles the pharaoh as he was in life"],["8","The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in {@book chapter 1|VRGR|1|Echoing Soul})"]],"name":"The Soul's Shape; Ankhtepot's Soul","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunt for the Ka","colLabels":["d6","Hunt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters come to the attention of High Priest Rehkotep, who demands they aid her in finding the pharaoh's lost treasure or face punishment."],["2","Revolutionaries displeased with the priests and the pharaoh search for Ankhtepot's lost treasure in hopes of gaining leverage over the ruler."],["3","The sphinxes of Har'Akir know that Ankhtepot is close to finding his lost ka. They hope to find it first and place it outside the Darklord's reach."],["4","A Child of Ankhtepot, either a loyal servant like Nephyr or a traitor like Senmet, tasks the characters with finding the lost ka to fulfill their own ends."],["5","Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh's missing treasure."],["6","After the characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see {@book chapter 1|VRGR|1|Reborn}). Their continued existence is contingent on searching for and finding his ka."]],"name":"The Hunters' Role; Hunt for the Ka","page":111,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot Reborn","colLabels":["d4","Development"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ankhtepot is now mortal, but retains all his supernatural abilities. Newly invigorated, the tyrant takes a more active role in Har'Akir's rulership, indulging in decadences and forcing the people to raise vast monuments to his newfound glory."],["2","Ankhtepot is only briefly mortal. His body rapidly wastes away, returning him to his Undead state. Furious, he unleashes his deathless hordes, intent on transforming Har'Akir into an afterlife of his own making."],["3","Ankhtepot is reborn and soon after dies for good. The remaining Children of Ankhtepot turn against one another, each declaring themself Pharaoh Ankhtepot II."],["4","Ankhtepot is reborn, dies, is cursed by the gods anew, and is locked within a hidden tomb. Har'Akir falls to chaos as the land is scoured by squabbling mummies, a fruitless revolution, and harsh storms. Only by returning Ankhtepot to power can the land be saved."]],"name":"The Pharaoh's Return; Ankhtepot Reborn","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hazlik's apprentice Eleni charmed the ancient albino {@creature purple worm} Gravedrinker, using it as a weapon against any who oppose her master. When the worm breaks free of her control, Eleni seeks aid with recapturing it before Hazlik finds out."],["2","Castoff magical creations litter the dry lake bed called Obsession's End. A sapient war machine or an {@creature iron golem} escapes the midden and asks the party to help it find a way to live an ordinary life."],["3","Innumerable {@creature Gremishka|VRGR|gremishkas} (see {@book chapter 5|VRGR|5|Gremishka}) collect in caves along what's known as the Gnawing Path. The creatures plot to overwhelm Sly-Var and will pass through Toyalis in the process. Members of both communities request exterminators."],["4","A cult forms around the Philosopher's Egg, an eight-story citrine egg perched atop a mesa in the region called Seething. The cultists hunt for someone who has never been touched by magic to release the unborn antimagic entity within."],["5","One of Hazlik's apprentices sends multiple groups to capture a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary}) that emerged from a meteor in Moonstone Valley. But the shape-shifter disappears, slipping in among its would-be captors."],["6","An apprentice of Hazlik yearns to explore the bottomless pit known as Gluttonkettle. He needs a test crew for a vehicle he's devised to traverse impossible distances."],["7","A magically talented commoner is kidnapped and forced to become a wizard's apprentice. Their family hires the characters to retrieve them, but the kidnappee has quickly adjusted to the decadent life of an amoral wizard."],["8","The moon over Hazlan shatters and plummets toward the ground. Whether caused by a mighty spell gone awry or a domain-spanning illusion, the sight throws Toyalis into chaos. Residents demand that the characters help them flee the disaster."],["9","One of Hazlik's apprentices needs agents to search for a suspected fountain of youth said to have formed among the innumerable magical toxins polluting the swamp known as the Brew."],["10","Hazlik knows his domain's days are numbered. He attempts to use the characters to recreate the living portal that first brought him to Hazlan, either as its creators or its raw materials."]],"name":"Hazlan Adventures","page":115,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Wild Magic","colLabels":["d20","Wild Magic Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–5","The character causes a random effect from the {@table Wild Magic Surge|phb} table in the {@book Player's Handbook|PHB}."],["6–7","The character is {@condition frightened} of all creatures until the end of their next turn."],["8–9","A number ({@dice 2d4}) of the Staring Cats of Uldun-dar appear within 30 feet of the character. These sapient, hyperdimensional {@creature Cat||cats} have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. The cats vanish after the character's next long rest."],["10–11","The character and the creature nearest them both teleport up to 60 feet to random unoccupied spaces of the DM's choice. When they reappear, they are covered in harmless ectoplasm."],["12","The character broadcasts their surface thoughts for 1 round, as if all creatures within 30 feet of them had cast {@spell detect thoughts} targeting them."],["13–14","A spectral Eye of Hazlik appears, hovering over the character for 1 hour. The eye functions as detailed in the \"{@book The Eye of Hazlik|VRGR|3|The Eye of Hazlik}\" section."],["15–16","A portal similar to that created by {@spell arcane gate} opens within 10 feet of the character. It connects to another portal somewhere in Hazlan. The portal remains open for 1 hour, during which creatures from either side can pass through."],["17–18","A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a {@creature unicorn} appears within 30 feet of the character. It is hostile to them, vanishing after 1 minute."],["19","The character casts {@spell fireball} as a 5th-level spell centered on themself using Charisma as the spellcasting ability. Screams and laughter emanate from the flames."],["20","A fog cloud appears, centered on the character. The effect is similar to a {@spell fog cloud} spell and lasts for 10 minutes. The DM can choose to have the fog affect creatures as if they'd entered the Mists."]],"name":"Hazlan Wild Magic","page":116,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"I'Cath Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate local needs medicine for a sick spouse, but the only merchant in Gwai-Huit Center with the necessary herbs demands fresh fruit from the Gemstone Gardens. The local entreats the characters to infiltrate the {@creature jiangshi|VRGR}-haunted park (see {@book chapter 5|VRGR|5})."],["2","A child has gone missing on the streets of I'Cath. The child's parents plead with the characters to find the youngster before dusk."],["3","A {@creature spy} known as a criminal in I'Cath's dream city is imprisoned and tormented every time he falls asleep. He begs for the characters' aid to help keep him awake."],["4","A group of {@creature Bandit||bandits} waylay anyone who passes through their territory, demanding fresh meat for passage. Trapped locals seek help in moving through the gang's territory."],["5","A melancholy elf is unable to enter Tsien Chiang's dream to join his family. He entreats the characters to help him find a way."],["6","A {@creature jiangshi|VRGR} approaches the characters and asks them to locate one or more of her lost family members within the dream city. She's worried about what's become of her family—their bodies should be in the city, but she's lost track of them."],["7","A family in the Mansions made offerings of food and remembrances to placate a hungry {@creature ghost}. This has attracted dozens of other ghosts. The family seeks help placating the undead mouths they can't feed."],["8","Tsien Chiang's library in the Palace of Bones holds secrets about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn."],["9","A desperate {@creature veteran} wakes from the dream and attempts to set I'Cath on fire, believing it's better for everything to burn than to live a lie. The characters must choose how to contend with the murderous arsonist."],["10","All but one of Tsien Chiang's daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party's path and silently begs for help."]],"name":"I'Cath Adventures","page":121,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kalakeri Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bandit||Bandits} takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader. In truth they serve neither and are opportunistically robbing those who fear disobeying the factions. An escaped villager entreats the characters for help."],["2","The {@creature stone giant} guru Jalendu claims to know a path to religious enlightenment. Those who fail to prove their devotion to his teachings turn up {@condition petrified}."],["3","The sea boils around an ancient, submerged ruin called the Drowned Altar. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep."],["4","Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was a success, but none of the servants returned home. Their families entreat the characters to seek answers."],["5","The rare ralvanji spice has miraculous medicinal properties, but by royal edict it is grown only in the gardens of the Cerulean Citadel. Estavan, a mysterious {@creature oni} merchant, offers to pay good money for the spice and even more for the seeds."],["6","A parent asks the characters to bring their runaway teenager home, not knowing their child joined Ramya's army, died, and returned as a {@creature wight}."],["7","Reeva employs the party to find the forbidden ruins of Bahru, said to lie somewhere in the Ashwagangha Mountains. She believes her ancestors imprisoned a powerful force there, which she hopes to awaken and bend to her service."],["8","The shadows of people in Meenakara are disappearing, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague's cure lies among the hidden isles known as the Ashram of {@book Niranjan|VRGR|3|Niranjan} (detailed in \"{@book Other Domains of Dread|VRGR|3}\" later in this chapter)."],["9","A {@creature commoner} begs the characters to prove their sibling's loyalty to Ramya. Time is short, since the sibling was arrested and taken to the Tower of Traitors to face execution."],["10","Ramya desires a consort to cement her rulership and bring stability to the kingdom. A character who is a capable warrior catches her attention."]],"name":"Kalakeri Adventures","page":128,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Renown in Kalakeri","colLabels":["Adjusted Renown","Activity","Faction"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["+1","Advancing the faction's interests","Either"],["+1","Revealing a traitor","Either"],["+1","Attaining victory over a rival through martial skill","Loyalists"],["+1","Evicting rebels from a community","Loyalists"],["+1","Attaining victory over a rival through duplicity","Rebels"],["+2","Completing a mission assigned by the faction","Either"],["+2","Executing a traitor","Either"],["+2","Evicting loyalists from a community","Rebels"],["+2","Gaining a rich or powerful ally for the faction","Rebels"],["+2","Offering rare occult lore to Reeva","Rebels"],["+3","Recovering Arijani or Reeva's skull from the Tower of Traitors","Rebels"],["+4","Ousting foes from the Cerulean Citadel","Either"],["–1","Being accused of treachery","Either"],["–2","Being caught aiding a rival faction's agenda","Either"],["–2","Failing at an assignment","Either"],["–2","Offending Arijani's ego","Rebels"],["–3","Discovering a faction leader's true form","Either"],["–5","Openly betraying the faction","Either"]],"name":"Renown in Kalakeri","page":130,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Loyalist Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Moving unimpeded through loyalist-controlled territory","—"],["1","Learning the location of the bulk of Ramya's armies","—"],["3","Learning where a particular skull is in the Tower of Traitors","–1"],["3","Learning where a specific soldier in Ramya's army is stationed","—"],["5","Gaining an audience with Maharani Ramya","—"],["10","Pardoning someone accused of being a traitor","–2"],["10","Gaining command of a contingent of Undead soldiers to fulfill a mission","–2"],["15","Convincing the faction to heed advice","–2"],["15","Convincing Ramya to relinquish a skull from the Tower of Traitors or dismiss a soldier from her army","–2"],["20","Convincing the faction to heed advice seemingly counter to its interests","–5"],["25","Convincing Ramya to leave Jadurai","–5"]],"name":"Benefits of Renown; Loyalist Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rebel Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["1","Moving unimpeded through rebel-controlled territory","—"],["1","Learning if a wealthy individual has been courted by the rebels in the past month","—"],["3","Learning where Arijani and Reeva are encamped","—"],["5","Gaining a private audience with both Arijani and Reeva","—"],["7","Gaining a private audience with either Arijani or Reeva","—"],["10","Obtaining an invitation to one of Arijani and Reeva's galas","–4"],["15","Convincing the faction to heed advice","–2"],["15","Convincing the faction to heed advice seemingly counter to its interests","–5"],["20","Obtaining an invitation to one of Arijani and Reeva's private feasts","–5"],["25","Convincing Reeva to reveal secrets hidden under the Cerulean Citadel","–5"]],"name":"Benefits of Renown; Rebel Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kartakass Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters arrive in Kartakass and immediately meet a friendly local: Harkon Lukas."],["2","A foe carries an invitation to Harmonia's Crystal Club. If the characters visit, they find themselves the only non-lycanthropes in the crowd."],["3","A set dresser in Medria used \"tamed\"{@creature Mimic||mimics} during a stage production. Now the audience is trapped inside a theater overrun by the monsters."],["4","The party investigates a murder in Emherst. The victim is an actor who played a character murdered daily in the ongoing immersive play."],["5","Akriel Lukas hires the party to \"borrow\" her father's violin so she can accurately model her own violin, Sundered Heart, from it."],["6","A scholar named Radaga seeks the characters' aid in recovering a mysterious relic—an ancient crown—from a skeleton-haunted canyon in the Martello Hills."],["7","The party is invited to participate in a fighting tournament in the goblin-overrun hills known as the Catacombs. Upon arriving, they find that {@creature Goblin||goblins} organized the event under the oversight of the flamboyant {@creature gladiator} Nym Pymplee."],["8","A brewer in Harmonia hires the party to deliver a cart of meekulbrau—a local berry wine that soothes the throat and improves vocal performances. A band of thieves hijacked the last two deliveries, and the brewer wants to make sure this latest delivery reaches its buyer, Harkon Lukas."]],"name":"Kartakass Adventures","page":135,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Favors for Harkon Lukas","colLabels":["d4","Favor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Harkon is expected to debut a new song, \"Just Like the Wind,\" but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security."],["2","Harkon expects to be attacked by a toxic former student or lover at a public event. The Darklord asks the party to intercept this stalker."],["3","Harkon feigns fear of being mobbed by fans. The Darklord asks the party to disguise him and escort him to an event."],["4","In the wild, Harkon's entourage is slain by wolves or by bandits. If the party saves him, the Darklord feigns helplessness and asks to travel with them."]],"name":"Meeting the Darklord; Favors for Harkon Lukas","page":136,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lamordia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sapient lab animals escape Ludendorf University and need help finding a new home. One, however, is eager to improve upon its form and the forms of its fellows."],["2","Medical student Emil Bollenbach strives to craft revolutionary {@creature Flesh Golem||flesh golems}, such as ones made entirely of doppelgangers or beholders. His patrons enlist the party to aid his research."],["3","A murderous, jaundiced whale is hunting Ludendorf's ships. The superstitious Captain Furschter of the city's navy asks the party to learn why by seeking Winter's Mouth, a crack in the ice where the sea supposedly whispers its secrets."],["4","Three brilliant Ludendorf University students compete to become Dr. Mordenheim's new assistant. Each seeks the party's assistance in ensuring they're chosen for the opportunity."],["5","A wave of warped monstrosities is preparing to assault Neufurchtenburg. The metallurgists at the Giesbrecht Automatic Armaments company have created a new weapon or vehicle that could save the town, but they need someone to test it."],["6","Ruprekt Schaller stood to inherit his dying father's factory in Ludendorf. Instead, Udo Schaller paid assassins to murder his son and had his brain transplanted into Ruprekt's young body, with the help of Dr. Mordenheim. Udo's daughter and sole surviving heir, Varissa Schaller, wants to avenge her brother's murder and begs the party to help destroy her father."],["7","Prospectors seeking rare gas pockets discover numerous well-preserved bog mummies dating back to Lamordia's ancient druidic peoples. They seek help when the mummies vanish and undead animals begin terrorizing their camp."],["8","Baron von Aubrecker writes to the party, asking them to recover the body of a \"relative\" from the Haifisch, a shipwreck impaled on a spire of ice."],["9","The Sleeping Beast is experiencing an increasing number of earthquakes. The overseers of the Pulstein Mine call for aid, believing that strange creatures are causing the quakes to steal the \"marrowstone\" they're mining."],["10","Scholars at Ludendorf University learn of the Unbreakable Heart and claim a monster stole it. The characters and dozens of other hunters are sent to the Isles of Agony to recover the device."]],"name":"Lamordia Adventures","page":141,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Serving Dr. Mordenheim","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The doctor desires a cutting-edge discovery from a factory in Neufurchtenburg. To acquire it, she has kidnapped the factory owner's family and put the characters' consciousnesses into their bodies. Until the characters deliver the discovery, she holds their bodies and the family's brains in cold storage."],["2","Wishing to spy on Ludendorf University, Mordenheim mounts the characters' heads onto suits of {@creature animated armor}. The characters will get their bodies back when they return with the information the doctor desires."],["3","Agents of Baron von Aubrecker attack Schloss Mordenheim and wreak considerable damage. Dr. Mordenheim places the characters' brains into {@creature Flesh Golem||flesh golems} and sets them loose to punish the baron."],["4","Dr. Mordenheim wants {@creature Elise|VRGR} found and returned. Using various monster parts, she creates unique hunter bodies with the statistics of {@creature Flesh Golem||flesh golems} or {@b} other monsters. She places the characters' minds into these bodies, promising to restore them when they bring her {@creature Elise|VRGR}."]],"name":"Mordenheim's Designs; Serving Dr. Mordenheim","page":142,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Mordent Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An alchemist discovers a way to \"burn\" spirits to provide fuel for magical fire. Several spirits seek the party's aid in preventing their second death."],["2","A {@creature noble} seeks help as an undead ancestor tries to prevent the {@creature noble}'s marriage to an \"unsuitable\" partner."],["3","The spirits of two lovers whose families prevented their union begin exacting revenge on the living."],["4","A pair of rival fiends, Athos and Diche, break loose from idols in the collection at Heather House. Members of the Weathermay family call for aid."],["5","The citizens of the village of Crawford spread tales of a gigantic {@creature raven}. Sheriff Perkins hires the characters to hunt down the creature, which is actually a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) protecting the community from a greater threat."],["6","A curse has afflicted Westcote Manor for a hundred years. The surrounding bog encroaches on the house, and howling bog hounds draw ever closer to the estate's beleaguered lord."],["7","The baronet of a small estate is forced to commit increasingly heinous crimes each day or face unspeakable torment at the hands of his ghostly ancestors, who suffered under the same curse."],["8","Someone has rebuilt the infamous Apparatus and is using it to transpose vicious souls into the bodies of mild-mannered citizens of Mordentshire."]],"name":"Mordent Adventures","page":147,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ghost's History","colLabels":["d6","Ghost's History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost died so recently that they might not yet fully realize they are dead."],["2","The ghost died recently enough that people who knew them in life are still around."],["3","The ghost died years ago, and few people who knew them in life are still alive."],["4","The ghost died a generation ago; folks remember rumors or stories told about the person's life."],["5","The ghost died multiple generations ago, and only local folklore or histories preserve their memory."],["6","The ghost died a very long time ago, and no one knows anything about their history."]],"name":"Ghost's History","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tragic Elements","colLabels":["d10","Tragic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost aches from a broken heart."],["2","The ghost interferes with the romantic life of their victim."],["3","The ghost was falsely accused and convicted of a crime."],["4","The ghost makes an innocent person appear to be guilty of the ghost's crimes."],["5","In life, the ghost was cut off by family members and denied a rightful inheritance."],["6","The ghost refuses to acknowledge any living heirs as family members and tries to prevent these heirs from inheriting what is rightly theirs."],["7","Society shunned the ghost unfairly in life."],["8","Association with the ghost causes their living victim to be shunned by society."],["9","In life, the ghost's efforts to do good led them to be cursed by a hag, fiend, or powerful spirit."],["10","The ghost foils their victim's efforts to do good."]],"name":"Tragedy; Tragic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Romantic Elements","colLabels":["d8","Romantic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost hopes to be reunited with another ghost—the spirit of someone they loved in life."],["2","The ghost haunts someone they loved in life, who still returns that love."],["3","The ghost haunts a place they loved in life, perhaps their home or a memorial to one they lost."],["4","The ghost haunts someone they loved in life, who is trying to move on."],["5","The ghost haunts someone who looks like a person the ghost loved in life (possibly a descendant of that person)."],["6","A person who loved the ghost in life refuses to let the spirit leave."],["7","The ghost was murdered by someone they loved in life."],["8","The ghost seeks vengeance on someone who spurned them in life."]],"name":"Romance; Romantic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Richemulot Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","At the command of Jacqueline Renier, {@creature Swarm of Rats||swarms of rats} nightly slip into homes and murder the resident cats. Distraught pet owners entreat the characters for aid."],["2","A desperate rogue seeks the characters' aid when the rest of her band is trapped within the abandoned Fiox Estate by a haywire security system."],["3","A band of students plot a revolution against Jacqueline Renier in the valley called Assassin's Echo. They're convinced one among them is a traitor but don't realize there's a {@creature wererat} in their midst."],["4","A constable requests the characters' aid in solving murders in which the victims have been drained of blood. The murderer is a {@creature strigoi|VRGR} (see {@book chapter 5|VRGR|5}) that haunts a sunken chapel in the swamp known as the Gardens."],["5","Doctor Temator of Mortigny believes she can create a cure for the Gnawing Plague and enlists the characters to find subjects who have never had the disease. Rumors soon spread that the doctor and characters are actually spreading the plague."],["6","Louise Renier seeks the characters' aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her {@creature wererat} nature before her guests."]],"name":"Richemulot Adventures","page":153,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Two Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character avoids direct contact with anyone who might be infected."],["2","How many people brush up against the character as they push through the crowds? The character must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["3","A nearby person turns and coughs directly on the character, who must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["4","A {@creature rat} scurries across the character's foot. If the character isn't wearing metal armor, it scratches them and they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["5","A sobbing child is separated from their parents in a crowd. A character who physically interacts with the child must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A cutpurse tries to pick the character's pocket. If the character tries to physically stop the criminal, they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."]],"name":"Stage Two: Outbreak; Stage Two Encounters","page":154,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Three Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dead body lies in the character's path. A character who touches the body must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["2","A retching {@creature commoner} tries to grapple the character, begging for any help. Anyone the commoner touches must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["3","Three Casques Silencieux ({@creature animated armor}) gesture for the character to get indoors immediately. They turn hostile if the character resists."],["4","Several mangy {@creature Giant Rat||giant rats} attack. Anyone bitten by a giant rat must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["5","A {@creature swarm of rats} shadows the character as they travel. If confronted, the swarm attacks. Anyone bitten by the rats must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A young, well-heeled couple cavorts openly, oblivious to the quarantine. These {@creature Wererat||wererats} don't reveal their true nature unless they must, and then only to blend in with the swarms of rats."]],"name":"Stage Three: Illness; Stage Three Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Four Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate group of {@creature Commoner||commoners} tries to break through a sealed gate to escape quarantine. Anyone who tries to aid or deter them must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["2","Three thieves attack someone who cries out for help. If a character intervenes, all four thieves reveal themselves to be {@creature Wererat||wererats} and attack."],["3","A squad of Casques Silencieux ({@creature animated armor}) marches through the street. If the Casques Silencieux spot a character, they try to force the character into a home where the residents are all dead."],["4","The character spots several rats in an alley using trash to enact a miniature courtroom drama. If a character interrupts or is critical of the rats' play, the rats become a {@creature swarm of rats} and attack."],["5","The character notices a {@creature giant rat} about to throw alchemist's fire at an inhabited home. If they intervene, the rat flees. Whether or not it escapes, the character's lodgings are soon the target of arson."],["6","A celebration takes place in a nearby house. Six {@creature Wererat||wererats} openly cavort in hybrid form, dancing and carousing with the corpses of the home's former owners."]],"name":"Stage Four: Pestilence; Stage Four Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tepest Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Toxic, vision-inducing fungi taint the ruined village of Briggdarrow. Recently, homesteaders outside Viktal discovered the fungus on their properties and claim it's being spread by strange fungus-covered bipeds (myconids)."],["2","A hermit who once lived in the abandoned fortress on Cas Island hires the party to retrieve an heirloom she left behind. But she warns that the Avanc, a dangerous lake monster, swims nearby."],["3","A shepherd's youngest child went missing after a sinkhole opened in a nearby pasture, revealing a glowing cavern that leads into the tunnels of Arak."],["4","The Parrish family fled Viktal in fear of Mother. They seek help revealing her malice to their former neighbors before she finds them."],["5","Mother's Minders nail wicker dolls over the doors of a dozen houses in Viktal. Soon after, both the dolls and the inhabitants of those houses vanish."],["6","A druid seeks aid in reclaiming their people's holy site from an ancient, evil {@creature treant} called Blightroot. The druid doesn't mention that the surrounding forests are a clonal colony of the villainous plant."],["7","A grieving villager begs the characters to take their deceased loved one to the Cauldron, a pool said to restore life to a corpse bathed in its waters. The villager says nothing of the terrible price the pool's magic exacts."],["8","Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner."],["9","A character's reflection on the water warns of impending doom. The image insists they find the Seer's Glass, which can reveal the past and future."],["10","A strange old woman claims to have lost her child and begs the characters for help. Thus disguised, Lorinda hopes to have the party track down her runaway Laoirse."]],"name":"Tepest Adventures","page":159,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sights in Viktal","colLabels":["d8","Sight"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locals weave flowers into crowns and sew cuts of meat into cloaks, creating traditional garb for an upcoming festival."],["2","Most children in town are hexbloods (see {@book chapter 1|VRGR|1|Hexblood}). Evasive locals refuse to say why."],["3","Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make \"shift spice\"—a pervasive ingredient in local dishes."],["4","A group of young people dramatically sob at the window of an old woman, who tosses horned wicker dolls to those who sob loudest."],["5","A local fisher teaches knife-wielding youngsters how to debone live eels and create festive \"elver-crowns,\" a grim local decoration."],["6","With adult approval, youngsters affix hornlike sticks to a terrified animal's head."],["7","A lovingly carved door or mural depicts a woman's face made of moth wings, watching over an explicitly detailed scene of butchery or surgery."],["8","Villagers sing and dance in a circle around someone undergoing a ritual to have their left eye removed."]],"name":"Welcome to Viktal; Sights in Viktal","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tithe Events","colLabels":["d6","Event","Token"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1","Crooked Joust. Participants use stilts strapped to their arms and legs to topple one another.","Five-legged sheep figurine"],["2","Powrie Chase. Pursuers dress as wicked faeries, donning tattered red cloaks and using sharp darts in a game of tag.","Red wooden ring"],["3","Lost Siblings. Blindfolded participants identify other players by touching their hair.","Sheaf of black wheat"],["4","Gossamer Glutton. Whoever eats the most live moths wins.","Glass butterfly wing"],["5","Hungry Sister. A dozen players with a rope tied around them try to stop someone from getting past them and stealing a pear from a bowl.","A dried length of pear skin"],["6","Never Naughty. Participants take turns flattering three elderly villagers, who decide who wins and who gets paddled.","A reed switch"]],"name":"Tithe Events","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lorinda's Daughter","colLabels":["d6","Laoirse's Form","Statistics","CR"],"colStyles":["col-2 text-center","col-4","col-3 text-center","col-3 text-center"],"rows":[["1","Giant upright-walking ram","{@creature Minotaur}","3"],["2","Humanoid made of wicker","{@creature Shambling mound}","5"],["3","Dozens of stitched together corpses","{@creature Zombie clot|VRGR}*","6"],["4","Shivering, hairless, rabbit-bear","{@creature Abominable yeti}","9"],["5","Bipedal wolf-elk","{@creature Loup garou|VRGR}*","13"],["6","Giant, shrieking, bipedal sheep","{@creature Goristro}","17"]],"name":"Mother's Blessing; Lorinda's Daughter","page":161,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Oselo joyously adopt a new member into their community, but the ceremony erupts in strife when Chakuna appears and demands that all newcomers participate in the Trial of Hearts."],["2","Shuaran warriors seek help in slaying a massive {@creature saber-toothed tiger} killing their people. They don't mention that they recently lost the Cat of Felkovic, a sentient magic item similar to a {@item figurine of wondrous power} that conjures a feline killer."],["3","A sapient {@creature giant spider} emerges from the caverns known as the Council of the Whip Spider. It demands that the Oselo provide it a sacrifice, or every arachnid in Valachan will attack the village."],["4","The {@creature tyrannosaurus rex} called Mother Heartless rampages from the Forest of Fossils, incensed by something amiss in her hunting grounds."],["5","The {@creature lizardfolk} of the lakes surrounding the Anquara Plateau discover a submerged ruin and unleash an {@creature aboleth} that now holds them in thrall."],["6","Beast-shaped {@creature Treant||treants} animate and lay siege to Pantara Lodge, obeying Urik von Kharkov's will."],["7","The merchant ship Zodiac runs aground on Kiru Island. The sailors seek help salvaging other shipwrecks and escaping back to sea—preferably before Chakuna notices them."],["8","A pack of {@creature Displacer Beast||displacer beasts} washes up dead in Sangui Cove. An enraged Chakuna prowls the jungle, slaying anyone she suspects of being involved."]],"name":"Valachan Adventures","page":164,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Hunt Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Chakuna appears and attacks. Roll a die. If you roll an even number, this occurs during another complication and you can roll again on this table. If you roll an odd number, Chakuna attacks suddenly without another complication."],["2","Dense foliage, swampy ground, clouds of insects, or thick fog slows the party's travel to a crawl. The party chooses one character, who must succeed on a DC 14 Wisdom ({@skill Survival}) check or the party's travel speed is reduced by half for the next hour (this is in addition to any speed reduction from {@quickref difficult terrain||3})."],["3","The area is riddled with traps set by Chakuna. A random character must succeed on a DC 15 Wisdom ({@skill Perception}) check or fall into a {@trap pits||spiked pit} (see the {@book Dungeon Master's Guide|DMG})."],["4","{@creature Chuul||Chuuls}, {@creature Vine Blight||vine blights}, or {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5}) ambush the party."],["5","The characters find a tree bound in rope. One or more withered, oversized hearts hang from cords attached to its branches. Roll a die. If you roll an even number, the hearts look grim but are harmless. If you roll an odd number, the {@dice 1d6} hearts have the statistics of gnashing {@creature Death's Head|VRGR|death's heads} (see {@book chapter 5|VRGR|5}) and attack."],["6","Clouds of insects, persistent leeches, or other parasites torment the party. Each character must succeed on a DC 16 Wisdom ({@skill Survival}) check or gain 1 level of {@condition exhaustion}. Creatures immune to disease suffer no ill effects from the parasites."],["7","The party encounters a {@creature druid}, {@creature green hag}, or {@creature displacer beast} that is not part of the hunt. If a character succeeds on a DC 16 Charisma ({@skill Persuasion}) check, that creature shows them a route that allows them to move at double their speed for the next hour and avoid rolling on this table at the end of that time."],["8","An individual or a group of competitors—{@creature Gladiator||gladiators}, {@creature Scout||scouts}, or {@creature Tribal Warrior||tribal warriors}—attempts to ambush the party."],["9","Whispers in the Druidic language issue from the boughs of trees and cracks in the earth. They repeat one word: Blood."],["10","A desperate competitor appears. Roll a die. If you roll an even number, the competitor is gravely wounded, incoherent, and suffering from hallucinations. If you roll an odd number, the competitor offers to help the party break the trial's rules and is struck dead by an arrow from the forest seconds later."],["11","Dinosaurs, {@creature Giant Poisonous Snake||giant poisonous snakes}, or {@creature Hydra||hydras} attack the party."],["12","A rope bridge provides the only method of crossing a river or ravine. Each character must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to cross the bridge or fall 60 feet into the jungle or water below. The bridge has AC 11, 16 hit points, and immunity to poison and psychic damage."],["13","The party discovers an overgrown ruin. A character who succeeds on a DC 18 Wisdom ({@skill Perception}) check spots a relief carving of a wicked-looking figure ripping out its own heart."],["14","A random character must succeed on a DC 14 Wisdom ({@skill Perception}) check or fall into {@book quicksand|DMG|5|Quicksand} (see the {@book Dungeon Master's Guide|DMG})."],["15","{@creature Panther||Panthers}, {@creature Displacer Beast||displacer beasts}, or werepanthers ({@creature Weretiger||weretigers}) attempt to ambush the party."],["16","The characters discover the corpse of a competitor. Roll a die. If you roll an even number, the corpse has a {@item potion of healing}. If you roll an odd number, the corpse's heart has been removed."],["17","The party chooses one character who must succeed on a DC 16 Wisdom ({@skill Survival}) check. On a failed check, the party becomes lost. It takes the characters 1 hour to realize they are {@dice 1d4} miles away from their assumed location in a disadvantageous direction."],["18–20","No complication"]],"name":"Valachan Hunt Complications","page":167,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Domains of Ravenloft","colLabels":["d100","Domain"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","{@book Barovia|VRGR|3}*"],["05–06","{@book Bluetspur|VRGR|3}*"],["07–09","{@book Borca|VRGR|3}*"],["10–12","{@book Carnival|VRGR|3}*"],["13–14","{@book Cyre 1313|VRGR|3|Cyre 1313, The Mourning Rail}"],["15–18","{@book Darkon|VRGR|3}*"],["19–21","{@book Dementlieu|VRGR|3}*"],["22–24","{@book Falkovnia|VRGR|3}*"],["25–26","{@book Forlorn|VRGR|3|Forlorn}"],["27–28","{@book Ghastria|VRGR|3|Ghastria}"],["29–30","{@book G'henna|VRGR|3|G'henna}"],["31–33","{@book Har'Akir|VRGR|3}*"],["34–36","{@book Hazlan|VRGR|3}*"],["37–39","{@book I'Cath|VRGR|3}*"],["40–41","{@book Invidia|VRGR|3|Invidia}"],["42–44","{@book Kalakeri|VRGR|3}*"],["45–47","{@book Kartakass|VRGR|3}*"],["48–49","{@book Keening|VRGR|3|Keening}"],["50–51","{@book Klorr|VRGR|3|Klorr}"],["52–54","{@book Lamordia|VRGR|3}*"],["55–56","{@book Markovia|VRGR|3|Markovia}"],["57–59","{@book Mordent|VRGR|3}*"],["60–62","{@book Nightmare Lands|VRGR|3|The Nightmare Lands}"],["63–64","{@book Niranjan|VRGR|3|Niranjan}"],["65–66","{@book Nova Vaasa|VRGR|3|Nova Vaasa}"],["67–69","{@book Odaire|VRGR|3|Odaire}"],["70–71","{@book Rider's Bridge|VRGR|3|The Rider's Bridge}"],["72–74","{@book Richemulot|VRGR|3}*"],["75–76","{@book Risibilos|VRGR|3|Risibilos}"],["77–78","{@book Scaena|VRGR|3|Scaena}"],["79–81","{@book Sea of Sorrows|VRGR|3|Sea of Sorrows}"],["82–83","{@book Shadowlands|VRGR|3|The Shadowlands}"],["84–85","{@book Souragne|VRGR|3|Souragne}"],["86–87","{@book Staunton Bluffs|VRGR|3|Staunton Bluffs}"],["88–90","{@book Tepest|VRGR|3}*"],["91–92","{@book Tovag|VRGR|3|Tovag}"],["93–95","{@book Valachan|VRGR|3}*"],["96–97","{@book Vhage Agency|VRGR|3|Vhage Agency}"],["98–99","{@book Zherisia|VRGR|3|Zherisia}"],["100","DM's design"]],"name":"Domains of Ravenloft","page":168,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strangers in the Mists","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Someone from another world who's just been drawn into a domain by the Mists"],["2","Someone fleeing the Darklord of another domain"],["3","A raven carrying a message from the Keepers of the Feather"],["4","Curious members of the Keepers of the Feather led by a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) in disguise"],["5","A band of Vistani"],["6","A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman"]],"name":"Travelers in the Mists; Strangers in the Mists","page":174,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Keeper Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Keepers invite the characters to a social gathering where fortunes are told and attendees sample rare imported mumia—powdered mummy."],["2","A Keeper delivers a letter to the characters that arrived by raven. The message has no sender."],["3","Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago."],["4","The characters are invited to help a Keeper stake out a graveyard in hopes of spotting a legendary creature said to dwell there."],["5","The party is hired to collect a parcel from the Blue Water Inn in the Barovian town of Vallaki, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly."],["6","A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind."]],"name":"Keeper Adventures","page":175,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Gremishka|VRGR}"],["1/2","{@creature Death's head|VRGR}"],["1/2","{@creature Podling|VRGR}"],["1","{@creature Boneless|VRGR}"],["1","{@creature Carrionette|VRGR}"],["1","{@creature Swarm of zombie limbs|VRGR}"],["2","{@creature Swarm of gremishkas|VRGR}"],["2","{@creature Swarm of maggots|VRGR}"],["2","{@creature Wereraven|VRGR}"],["3","{@creature Brain in a jar|VRGR}"],["3","{@creature Carrion stalker|VRGR}"],["3","{@creature Swarm of scarabs|VRGR}"],["4","{@creature Strigoi|VRGR}"],["4","{@creature Zombie plague spreader|VRGR}"],["5","{@creature Vampiric mind flayer|VRGR}"],["6","{@creature Gallows speaker|VRGR}"],["6","{@creature Priest of Osybus|VRGR}"],["6","{@creature Zombie clot|VRGR}"],["7","{@creature Bodytaker plant|VRGR}"],["7","{@creature Necrichor|VRGR}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}"],["8","{@creature Inquisitor of the Sword|VRGR}"],["8","{@creature Inquisitor of the Tome|VRGR}"],["8","{@creature Nosferatu|VRGR}"],["8","{@creature Relentless slasher|VRGR}"],["8","{@creature Unspeakable horror|VRGR}"],["9","{@creature Jiangshi|VRGR}"],["10","{@creature Dullahan|VRGR}"],["12","{@creature Relentless juggernaut|VRGR}"],["13","{@creature Loup garou|VRGR}"],["19","{@creature Lesser star spawn emissary|VRGR}"],["21","{@creature Greater star spawn emissary|VRGR}"]],"name":"Bestiary; Creatures by Challenge Rating","page":226,"source":"VRGR","chapter":{"name":"Monsters of Ravenloft","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Feywild Weather","colLabels":["d8","Weather Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Flower blossoms rain from a sky filled with sparkling, pastel-colored clouds."],["2","A grand fairy drama plays in the sky as a stylistically rendered illusion or a swirling aurora."],["3","It rains tiny fruit tarts. They fall slowly and disappear just before they hit the ground. If caught from the air and eaten, they're delicious."],["4","Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions."],["5","Snow begins to fall, and the flakes grow bigger over time. Flakes as big as dinner plates, wagon wheels, and even a waterwheel fall, but they're light as a feather."],["6","The sky fills with iridescent bubbles that lazily fall to the ground. Giggling pixie children chase and pop the bubbles but turn {@condition invisible} and flee if spoken to or approached."],["7","A silvery rain lifts the spirits and brings a song to each heart that it touches."],["8","A howling wind blows through the party, and each party member must roll a {@dice d8}. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by weather spirits."]],"name":"Feywild Weather","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fetter"],["2","Fiddlebones"],["3","Moonray"],["4","Pip"],["5","Starlight"],["6","Stumpwick"],["7","Thistledown"],["8","Whisperwind"]],"name":"Feywild Guides; Feywild Guide Names","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Identities","colLabels":["d8","Identity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Friendly forest gnome (use the {@creature scout} stat block, but change its size to Small)"],["2","Gloomy wood elf druid (use the {@creature druid} stat block)"],["3","Flamboyant {@creature pixie}"],["4","Happy-go-lucky {@creature satyr}"],["5","Ultra-competitive {@creature sprite}"],["6","Overly cautious {@creature treant sapling|wbtw} (see chapter 1 of The Wild Beyond the Witchlight for its stat block)"],["7","Giggly goblin warlock (use the {@creature cult fanatic} stat block, but change its size to Small)"],["8","Humorless {@creature centaur}"]],"name":"Feywild Guides; Feywild Guide Identities","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Always hearkens back and compares things to \"the good old days\""],["2","Can't tell a lie without wiggling their nose first"],["3","Never takes off their hat"],["4","Loves food and isn't picky about what they eat"],["5","On a secret quest that they can't talk about, except to remind others that they're \"on a secret quest\""],["6","Afraid of something commonplace, such as heights, enclosed spaces, or bare hands and feet"],["7","Carries around a suitcase full of wigs, forks, ashes, glass orbs, left shoes, or something else strange"],["8","Full of folksy wisdom that usually starts with, \"Papa always said...\" or \"Mama always said...\""]],"name":"Feywild Guides; Feywild Guide Quirks","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Greater Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of your fingers"],["2","To take the next child born in your family and raise the child in the Feywild"],["3","The completion of three quests, each of which you must agree to before the contract is formed"],["4","Your everlasting fealty"],["5","The ruin or demise of the Fey's sworn enemy"],["6","A precious object (such as a rare, very rare, or legendary magic item) that was stolen by or belongs to the Fey's sworn enemy"],["7","An art object that is deemed priceless, such as a famous painting that hangs in a museum"],["8","Your youth (which the Fey can harvest and bestow on another creature)"]],"name":"Price of a Contract; Fey Desires for Greater Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Lesser Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your singing voice"],["2","A trinket that carries great sentimental value"],["3","Companionship (you remain in the Fey's company for an agreed-upon period of time)"],["4","The color in your eyes"],["5","The memory of your first kiss"],["6","The spring in your step or the sparkle in your eyes"],["7","A lock of your hair"],["8","Your name (requiring you to choose a new one for yourself)"]],"name":"Price of a Contract; Fey Desires for Lesser Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Greater Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead."],["2–3","You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl."],["4–5","You can't attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately."],["6–7","You are {@condition petrified}."],["8","An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can't be revived for {@dice 5d12} days."]],"name":"Breaking a Contract; Breaking a Greater Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Lesser Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Your appearance becomes more toad-like (warty skin, bulbous eyes, large mouth, and webbed digits). This transformation has no game effects."],["3","You smell like swamp gas. No amount of bathing can rid you of this stench."],["4","Your shadow does not match your movements, which other creatures find unsettling."],["5–6","Your appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat's tail). This transformation has no game effects."],["7","You cast no reflection. Superstitious folk who notice think you're a vampire."],["8","You are constantly surrounded by a small cloud of annoying but harmless flies."]],"name":"Breaking a Contract; Breaking a Lesser Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Curses","colLabels":["d8","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray."],["2","You gain {@dice 1d3} levels of {@condition exhaustion}. Until the curse ends, these levels of {@condition exhaustion} can't be removed."],["3","Spells can't restore hit points to you."],["4","The sound of pixie laughter fills your head while you are awake, drowning out all other sounds."],["5","Anything you try to pick up or hold in your hands slips through your fingers."],["6","Moonlight burns your flesh. You take {@damage 1d10} radiant damage when you start your turn in moonlight."],["7","You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don't require air, food, or drink. Items worn or carried by you are unaffected."],["8","Whenever you tell a lie, you lose the ability to speak for {@dice 1d8} hours."]],"name":"Fey Curses","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Ending the Curse","colLabels":["d12","Ending the Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You must carve your name into a tree, whereupon the tree inherits the curse's magic and dies."],["2","You must drink the blood of a pixie or sprite while basking in moonlight."],["3","You must speak the true name of the creature that cursed you three times in a row."],["4","While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her \"fair blessing.\""],["5","After filling your pockets with fool's gold, you must flap your arms and quack like a duck."],["6","You must bury an executioner's hood (a blackcapped mushroom found in the Feywild) in the earth and pour goat's milk over it while whistling."],["7","You must be bitten by a faerie dragon. (It's possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)"],["8","You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you."],["9","You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest."],["10","You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song."],["11","You must bake a small cake and leave it on the doorstep of a forest gnome's abode. Only when the gnome eats the whole cake does your curse end."],["12","You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself."]],"name":"Fey Curses; Ending the Curse","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Abodes","colLabels":["d20","Abode"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pagoda overgrown with flowering vines that beckon visitors with pleasing scents"],["2","A crooked stone tower that has a moon-like orb of light circling its rooftop, which causes the tower's shadow to move like a clock hand"],["3","A decrepit mansion that is partially sunk in the middle of a bog"],["4","A rocky hill shaped like a sleeping satyr, with its open mouth forming a cave entrance"],["5","A windmill that walks around on giant crow's feet"],["6","A crumbling keep on a small island in the middle of a mist-shrouded loch"],["7","An old farm overgrown with giant pumpkins"],["8","A treehouse built in the boughs of a treant"],["9","A tower that used to be the trunk of a giant {@condition petrified} tree, with rope bridges connecting it to the giant living trees that surround it"],["10","One or more houses in hollowed-out mushrooms"],["11","A gingerbread cottage with a frosting-covered roof, frosting icicles, chocolate doors, and gumdrop gardens"],["12","A musty, web-shrouded stone cottage surrounded by an orchard of awakened apple trees"],["13","A walking stone colossus with a tower for a head"],["14","A cave-riddled hill that walks around on giant stone feet"],["15","A walled garden filled with friendly critters, talking flowers, and grasping vines"],["16","A well-preserved elven tomb overgrown with moss, decorated with statues, and festooned with bird nests"],["17","A giant beaver's lodge"],["18","An inn or hostel carved into the foot of a hill"],["19","A dragon skull lying in the sand"],["20","One or more giant rusty helmets that serve as houses, surrounded by an ancient battlefield"]],"name":"Fey Abodes","page":11,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Archfey's Presentation","colLabels":["d8","Presentation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adorable.} The archfey has taken on the form of something adorable, such as an otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly."],["2","{@b Ancient.} This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like elaborate lacework."],["3","{@b Bizarre.} This archfey looks like something from the realm of dreams. They could take on the appearance of a scintillating ball of light, a floating mask, or a whispering shadow."],["4","{@b Floral.} Flowers bloom from the archfey's fingertips, and their skin is covered in petals. Their body might have thorns, or they could have vine-like hair covered in sweet-smelling blossoms."],["5","{@b Fluid.} The archfey can change body type or transform from one creature into another."],["6","{@b Iridescent.} The archfey floats off the ground and gazes about with glowing eyes, their body surrounded by a nimbus of light and their skin sparkling like sunlight on water."],["7","{@b Metallic.} The archfey appears to be made of metal. Their face is an exquisitely crafted mask of mithral, silver, or gold, and their body is made of finely tooled metal etched with organic designs or cryptic symbols."],["8","{@b Monstrous.} This archfey has a monstrous form. For example, they might resemble an enormous spider, a hydra whose heads look like oversized elf heads with fangs, or any other horrific form you can imagine."]],"name":"Archfey's Presentation","page":12,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey's Personality","colLabels":["d8","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Benevolent.} The archfey welcomes all into their domain and does everything in their power to assist those who come to them in true friendship or grave need."],["2","{@b Covetous.} The archfey hoards things they consider valuable and uses spies to find more of what they covet. The archfey never leaves their lair for fear that their hoard might be plundered."],["3","{@b Imperious.} The archfey surrounds themself with a court of sycophants and expects visitors to grovel before them. Their mercy is rare, and their superiority complex is legendary."],["4","{@b Madcap.} The archfey loves to sing, dance, drink, wear silly masks, do cartwheels, and throw parties where everyone is free to cavort and revel how they wish."],["5","{@b Mercurial.} The archfey has two personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met."],["6","{@b Mischievous.} The archfey is a trickster who likes to confound and frustrate visitors to their domain and who surrounds themself with sly creatures such as boggles, pixies, foxes, magpies, and crows."],["7","{@b Reclusive.} The archfey prefers to be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn {@condition invisible} when they travel, and they might use magic to conceal their lair."],["8","{@b Wild.} The archfey has the demeanor of a wild animal and shuns the trappings of society."]],"name":"Archfey's Personality","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey Obsession","colLabels":["d8","Obsession"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Beauty.} The archfey does everything in their power to rid their domain of that which they consider ugly. What they consider beautiful is not always clear, however."],["2","{@b Color.} This archfey is obsessed with a particular color and puts their subjects to work making sure the archfey's favorite color is predominant. Wearing another color in the domain could be seen as laughable, obnoxious, or downright rude."],["3","{@b Etiquette.} The rules in the archfey's domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of etiquette."],["4","{@b Magic.} Magic in all its forms fascinates the archfey. They collect magic items and spellbooks, and they enjoy seeing demonstrations of magic from visitors."],["5","Material {@b Plane.} The archfey is obsessed with creatures and objects from the Material Plane. There is a scent, an energy, and a uniqueness to them that fascinates the archfey."],["6","{@b Monsters.} The archfey has a menagerie of monsters and is obsessed with finding marvelous new creatures to add to its collection."],["7","Rule of {@b Three.} The archfey is obsessed with the Rule of Three. They look for patterns, deeper meanings, and ill omens in things that occur in threes. The archfey's obsession is reflected throughout their domain, where things seem to naturally come in threes."],["8","{@b Stories.} The archfey wants nothing more than to listen to stories told by creatures from faraway places. They love to gather lore so they can build their own internal world of imagination or transform their domain with ideas from other worlds. Their lair is festooned with books, which give the archfey inspiration."]],"name":"Obsessions; Archfey Obsession","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Magic","colLabels":["d8","Magic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Arcane Antlers.} The archfey has antlers made of metal, crystal, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed antlers."],["2","{@b Compelling Voice.} The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder."],["3","{@b Dreamwalk.} When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain."],["4","{@b Hand of Knowing.} One of the archfey's hands blurs as though it were in multiple places at once. The archfey can learn the entire history of a creature or object by touching it with that hand."],["5","{@b Health Aura.} The archfey's presence rids creatures and vegetation of disease. Healthy vegetation yields an overabundance of flowers and fruit."],["6","{@b Scrying Eye.} This archfey has an ornately crafted, removable eye that has the power of {@sense truesight} (as described in the Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey's empty eye socket."],["7","{@b Simulacra.} The archfey can make magical copies of themself and other creatures. These simulacra are similar to those created by the {@spell simulacrum} spell."],["8","{@b Time Distortion.} For each minute spent in the archfey's presence, an hour passes elsewhere."]],"name":"Signature Magic","page":14,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Magical Gifts","colLabels":["d8","Gift"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Charm.} The archfey bestows a charm of the DM's choice (see \"Supernatural Gifts\" in the Dungeon Master's Guide)."],["2","{@b Guide.} The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days."],["3","{@b Lore.} With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time."],["4","Magic {@b Item.} The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does."],["5","{@b Refuge.} The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes."],["6","{@b Resurrection.} The archfey offers one free casting of the {@spell true resurrection} spell, which they can cast as an action without material components once per century."],["7","{@b Training.} With a touch, the archfey grants the benefit of months of special training (see \"Marks of Prestige\" in the Dungeon Master's Guide for different benefits of training)."],["8","{@b Transformation.} The archfey offers one free casting of the {@spell true polymorph} spell, which they can cast without material components. The spell's effect can be made permanent, if you wish."]],"name":"Magical Gifts","page":15,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Geographical Features","colLabels":["d8","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A colossal, gnarled tree, its trunk riddled with passageways, halls, chambers, and staircases"],["2","A valley filled with grassy meadows and groves of trees along a running river, nestled between two snow-capped mountains that look like the points of a crescent moon"],["3","A crystal castle that sings in sunlight or moonlight"],["4","A vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes"],["5","A complex of caves connected by passageways formed by Fey magic to create grand galleries and soaring vaults"],["6","Rolling farmland that yields healthy, bountiful produce of amazing size"],["7","A forest of tower-sized mushrooms, or a forest of tiny mushrooms that characters must shrink down to explore"],["8","An island that is actually a colossal sleeping turtle"]],"name":"Geographical Features","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Theme","colLabels":["d8","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adversarial.} Adversarial personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative."],["2","{@b Crystalline.} This domain contains a profusion of crystal formations and outgrowths, as well as structures and trees made of crystal. Some of the crystals might generate light, music, or both."],["3","{@b Gloomy.} Everything here has a gloomy cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites' wings."],["4","{@b Inquisitive.} Creatures in this domain are nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren't looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what they've heard to their masters."],["5","{@b Kaleidoscopic.} This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear costumes of scintillating hues."],["6","{@b Lackadaisical.} The creatures here are easygoing. No one is in a hurry, and no task is greeted with a sense of urgency."],["7","{@b Musical.} This domain abounds with music. Frogs, toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined."],["8","{@b Poisonous.} Almost every plant here has spines or thorns that cause anything from itchy welts to damage or out-of-body experiences. Other sources of poison might be present as well (for example, toxic bogs or giant, poisonous Beasts)."]],"name":"Domain Theme","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Fey Crossings","colLabels":["d8","Fey Crossing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Altar.} This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar."],["2","{@b Crystal Cave.} This cave is filled with natural crystalline formations and resembles a glittering cathedral. When moonlight shines into the cave at night, it causes a shimmering pool or spring in the center of the cave to transform into a fey crossing."],["3","{@b Hollow Tree.} The fey crossing lies within the hollow interior of an enormous tree. The crossing is open to anyone who carries a leaf or acorn from the tree."],["4","{@b Maze.} The fey crossing lies at the center of a maze that might change configuration from time to time. To use the crossing, one must walk or run from the maze's entrance to its center. Creatures who circumvent the maze using magic or flight find themselves unable to use the crossing."],["5","{@b Mushroom Circle.} This fey crossing appears as a circle of mushrooms. The size of the mushrooms and the width of the circle can vary, but activating the fey crossing requires that a particular act be performed inside it or a particular object or creature be present."],["6","{@b Ruined Tower.} The ruins of an ancient elven tower house a fey crossing. For three nights each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through."],["7","{@b Stone Bridge.} A Fey creature hides under this ancient stone bridge. In exchange for treasure or some other gift, this Fey can use its innate magic to create a portal atop the bridge that serves as a fey crossing."],["8","{@b Stone Circle.} This circle of stone megaliths contains a fey crossing that is active during equinoxes and solstices."]],"name":"Coming and Going; Fey Crossings","page":17,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Shortcut Routines","colLabels":["d8","Routine"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Picking petals from a flower while walking toward a beckoning sunset"],["2","Playing \"Ode to the Summer Queen\" on a {@item lute|PHB} while skipping counterclockwise around a tree"],["3","Eating a mushroom while gazing at one's own reflection in a clear pool or stream of water"],["4","Doing a headstand in a ring of stones"],["5","Staring at firelight while playing a {@item flute|PHB} or singing about a fond memory"],["6","Sitting by a creek while lost in childlike wonder"],["7","Whistling a tune while walking backward"],["8","Holding hands and dancing around a tree at twilight"]],"name":"Magical Shortcuts; Shortcut Routines","page":18,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Drama","colLabels":["d8","Drama"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cherished object or favorite pet belonging to the domain's archfey ruler has gone missing."],["2","Fomorians (or other hostile creatures) have emerged from a cave and are causing a ruckus."],["3","The domain's archfey ruler recently turned down an invitation to the Gloaming Court, offending the Queen of Air and Darkness, whose spies are now sowing discord throughout the domain."],["4","The domain's archfey has fallen into a magical slumber. Others are looking for someone they can trust to find a way to awaken the archfey."],["5","The vegetation is sick in part of the domain, and the contagion is spreading. The domain's archfey needs help finding the cause of the sickness."],["6","Part of the domain overlaps the domain of another archfey, and the Fey living in that region are tired of answering to two masters. They won't be happy until one archfey yields to the other."],["7","A sleeping knight in silver plate mail bearing no distinguishing symbols has been discovered in a hollow tree trunk. Local Fey wonder who she is and if they should revive her or not."],["8","An arranged wedding was supposed to unite two feuding villages, but one of the grooms has disappeared. Everyone is searching for him in the hope that the wedding will take place, bringing peace to the domain."]],"name":"Domain Drama","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Weird Magic Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Time visibly moves more quickly outside the region than inside it. For every minute the party spends inside the region, one hour passes outside the region."],["2","Flowers not only are abundant in the region but also have faces and limited sentience, allowing them to communicate with creatures in the Elvish and Sylvan tongues. They know what has transpired in the region within the past day and happilyshare this information."],["3","Each character in the region gains the benefit of a {@spell barkskin} spell that lasts for 8 hours."],["4","Each character who spends 1 hour in the region undergoes a magical transformation, gaining fur, a tail, and large ears reminiscent of a donkey's, goat's, or llama's. This effect ends on a character {@dice 3d8} hours after the character leaves the region. Any magic that ends a curse also restores the character's normal appearance."],["5","Harmless fireflies gather and flit around one character in the region, sharing that character's space for 1 hour. The fireflies generate bright light out to a range of 10 feet and dim light for an additional 10 feet. While surrounded by the fireflies, the character feels a profound sense of purpose and gains the benefit of the {@spell bless} spell."],["6","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 3d8} hours have passed, during which they have made no progress in their effort to leave. The effect then ends."],["7","One character in the region sees a wide, grinning mouth that floats in midair, 10 feet away from them. No other creature can see the grinning mouth. In a language the character understands, the mouth says, \"I'll answer three questions you put to me. Noes and yesses, I promise thee.\" The character can ask it three questions as if using the {@spell commune} spell."],["8","One character in the region triggers a wild magic effect that is determined by rolling on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the Player's Handbook. If the effect duplicates a spell, the character's spellcasting ability for that spell is Charisma."]],"name":"Weird Magic Effects","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Feywild Creatures","colLabels":["CR","Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}, {@creature baboon}, {@creature badger}, {@creature campestri|WBtW}, {@creature cat}, {@creature crab}, {@creature deer}, {@creature eagle}, {@creature frog}, {@creature giant fire beetle}, {@creature goat}, {@creature hawk}, {@creature hyena}, {@creature jackal}, {@creature lizard}, {@creature myconid sprout}, {@creature octopus}, {@creature owl}, {@creature rat}, {@creature raven}, {@creature scorpion}, {@creature sea horse}, {@creature shrieker}, {@creature spider}, {@creature vulture}, {@creature weasel}"],["1/8","{@creature Bandit}, {@creature blood hawk}, {@creature boggle|vgm}, {@creature brigganock|WBtW}, {@creature camel}, {@creature displacer beast kitten|WBtW}, {@creature flying snake}, {@creature giant crab}, {@creature giant rat}, {@creature giant weasel}, {@creature guard}, {@creature harengon brigand|WBtW}, {@creature mastiff}, {@creature merfolk}, {@creature mule}, {@creature poisonous snake}, {@creature pony}, {@creature stirge}, {@creature twig blight}"],["1/4","{@creature Blink dog}, {@creature boar}, {@creature bullywug}, {@creature constrictor snake}, {@creature draft horse}, {@creature drow}, {@creature elk}, {@creature flying sword}, {@creature giant badger}, giant crane ({@creature pteranodon}), {@creature giant frog}, {@creature giant lizard}, {@creature giant owl}, {@creature giant poisonous snake}, {@creature giant snail|WBtW}, {@creature giant wolf spider}, {@creature goblin}, {@creature harengon sniper|WBtW}, {@creature needle blight}, {@creature panther}, {@creature pixie}, {@creature pseudodragon}, {@creature riding horse}, {@creature sprite}, {@creature swarm of ravens}, {@creature violet fungus}, {@creature wolf}"],["1/2","{@creature Ape}, {@creature black bear}, {@creature cockatrice}, {@creature crocodile}, {@creature darkling|vgm}, {@creature giant dragonfly|WBtW}, {@creature giant goat}, {@creature giant sea horse}, {@creature giant wasp}, {@creature hobgoblin}, {@creature myconid adult}, {@creature satyr}, {@creature scout}, {@creature swarm of insects}, {@creature vine blight}, {@creature warhorse}, {@creature worg}"],["1","{@creature Animated armor}, {@creature brown bear}, {@creature bugbear}, {@creature dryad}, {@creature faerie dragon (red)||faerie dragon (young)}, {@creature giant eagle}, {@creature giant hyena}, {@creature giant octopus}, {@creature giant spider}, {@creature giant toad}, {@creature giant vulture}, {@creature goblin boss}, {@creature half-ogre (ogrillon)||half-ogre}, {@creature harpy}, {@creature hippogriff}, {@creature lion}, {@creature quickling|vgm}, {@creature scarecrow}, {@creature spy}, {@creature swarm of campestris|WBtW}, {@creature tiger}"],["2","{@creature Awakened tree}, {@creature bandit captain}, {@creature berserker}, {@creature centaur}, {@creature darkling elder|vgm}, {@creature druid}, {@creature ettercap}, {@creature faerie dragon (violet)||faerie dragon (old)}, {@creature giant boar}, {@creature giant constrictor snake}, {@creature giant elk}, {@creature griffon}, {@creature merrow}, {@creature myconid sovereign}, {@creature ogre}, {@creature peryton}, {@creature sea hag}, {@creature swarm of poisonous snakes}, {@creature treant sapling|WBtW}, {@creature will-o'-wisp}"],["3","{@creature Basilisk}, {@creature bugbear chief}, {@creature bullywug knight|WBtW}, {@creature bullywug royal|GoS}, {@creature displacer beast}, {@creature giant scorpion}, {@creature green hag}, {@creature hobgoblin captain}, {@creature knight}, {@creature manticore}, {@creature minotaur}, {@creature owlbear}, {@creature phase spider}, {@creature redcap|vgm}, {@creature veteran}, {@creature water weird}, {@creature winter wolf}, {@creature yeti}"],["4","{@creature Banshee}, {@creature elephant}, {@creature ettin}, {@creature sea hag} (in coven)"],["5","{@creature Bulette}, {@creature drow elite warrior}, {@creature giant crocodile}, {@creature giant shark}, {@creature gorgon}, {@creature green hag} (in coven), {@creature hill giant}, {@creature shambling mound}, {@creature troll}, {@creature unicorn}"],["6","{@creature Chimera}, {@creature cyclops}, {@creature galeb duhr}, {@creature hobgoblin warlord}, {@creature mage}, {@creature mammoth}, {@creature medusa}, {@creature wyvern}"],["7","{@creature Drow mage}, {@creature giant ape}, {@creature korred|vgm}, {@creature oni}, {@creature stone giant}, {@creature tree blight|cos}"],["8","{@creature Fomorian}, {@creature frost giant}, {@creature hydra}"],["9","{@creature Abominable yeti}, {@creature cloud giant}, {@creature fire giant}, {@creature treant}"],["11","{@creature Behir}, {@creature roc}"],["12","{@creature Archmage}"],["13","{@creature Jabberwock|WBtW}, {@creature storm giant}"],["17","{@creature Dragon turtle}"]],"name":"Domain Denizens; Feywild Creatures","page":20,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Visitors","colLabels":["d8","Visitor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ranger (use the {@creature scout} stat block) searching for a missing companion, lover, or long-lost ancestor"],["2","A {@creature druid} searching for herbs, mushrooms, or seeds found only in the Feywild"],["3","A {@creature mage} or an {@creature archmage} who wants to serve the Summer Queen or the Queen of Air and Darkness but doesn't know how or where to find her"],["4","An elf (use the {@creature noble} stat block) from the Material Plane who is researching their Fey ancestry"],["5","A hunter (use the {@creature gladiator} or {@creature scout} stat block) who was lured into the Feywild by their prey"],["6","A {@creature githzerai zerth} studying the chaotic energy of the Feywild and the magic of Fey creatures"],["7","A would-be warlock (use the {@creature cultist} or {@creature cult fanatic} stat block) seeking an audience with the domain's archfey in the hope of gaining its patronage"],["8","A friendly {@creature arcanaloth} using {@spell alter self} spells to assume Humanoid form as it searches the Feywild for one of the Books of Keeping"]],"name":"Domain Visitors","page":21,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Random Hometown","colLabels":["d4","Hometown","Themes","Suggested Group Patrons"],"colStyles":["col-1 text-center","col-2","col-2","col-8"],"rows":[["1","Athkatla","Sword and Sorcery, Urban","Adventurer's Guild, Church of Sune, Knights of Bahamut, Emerald Enclave, Harpers, Shadow Thieves"],["2","Baldur's Gate","Heroic Fantasy","Adventurer's Guild, Candlekeep, Church of Sune, Knights of Bahamut, Emerald Enclave, Flaming Fist, Harpers"],["3","Suldanesellar","Horror","Order of Icarus, Raven Circle"],["4","Ust Natha","Dark Fantasy, Underdark","Adventurer's Guild, Knights of Bahamut, Shadow Thieves"]],"name":"Campaign Villains; Random Hometown","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Group Patron","colLabels":["d10","Group Patron","Contacts","Themes","Overview"],"colStyles":["col-1 text-center","col-2","col-2","col-2","col-5"],"rows":[["1","Adventurer's Guild","Doc Watson, Flimp","Lighthearted","An unlikely pair who want to bankroll you to become famous adventurers. Why not have some laughs on your way to stardom."],["2","Candlekeep","{@creature Valygar|MaBJoV|Valygar Corthola, Xan}","High adventure","Work for the most prestigious academy in the world. Seek out ancient secrets and rare artifacts and place them in the care of the monks of Candlekeep."],["3","Church of Sune","{@creature Naes Inuus|MaBJoV}, {@creature Tiberius Inuus|MaBJoV}","Epic Fantasy and War","Join in the epic struggle between good and evil and help ensure that war doesn't engulf the world."],["4","Emerald Enclave","{@creature Faldorn|MaBJoV}, {@creature Kivan|MaBJoV}","Exploration","Become an explorer who travels to the edges of the world."],["5","Flaming Fist","Borivik, {@creature Nauk|MaBJoV}","Mercenaries and War","Work for the world's most feared mercenaries."],["6","Harpers","{@creature Jaheira|MaBJoV|Jaheira, Vellin}","Spies and Intrigue","Join the Harpers, a famed organization that works from the shadows to keep the world from falling into ruin."],["7","Knights of Bahamut","{@creature Suldil Baldoriel|MaBJoV|Suldil}, {@creature Minsc and Boo!|MaBJoV|Minsc}","Dragonriders","Lost in the Feywild for more than a millennium, Suldil wants you to help her resurrect the ancient Knights of Bahamut."],["8","Order of Icarus","{@creature Jon Irenicus|MaBJoV}, {@creature Bodhi Irenicus|MaBJoV}","Horror","Rulers and prisoners of a haunted elven city consumed by the Shadowfell. You must help them escape."],["9","Raven Circle","{@creature Viktor|MaBJoV}, {@creature Lothar|MaBJoV|Lothar of the Raven}","Lovecraftian horror","Grizzled veterans recruit you to aid the enigmatic Raven Queen in her quest to collect memories."],["10","Shadow Thieves","{@creature Imoen|MaBJoV}, {@creature Montaron and the Laughing Skull|MaBJoV|Montaron}","Urban","The oldest and most dangerous thief's guild in Faerûn, the Shadow Thieves have long ago grown beyond simple thievery."]],"name":"Campaign Villains; Random Group Patron","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Campaign Villain","colLabels":["d6","Campaign Villain","Overview","Henchmen"],"colStyles":["col-1 text-center","col-2","col-7","col-2"],"rows":[["1","{@creature Baalzebul|MaBJoV}","The lord of lies. He spins a web of intrigue and untruths that threatens to make a mockery of all that is good and decent.","{@creature Dagryn|MaBJoV|Dagryn the Lost}, {@creature Saemon Havarian|MaBJoV}"],["2","Bhaal","The god of murder. Thought dead for more than a century. Recently reborn, he seeks to wash the world in blood in order to rebuild his power.","{@creature Pelyious Avhoste|MaBJoV|Pelyious}, {@creature Kagain|MaBJoV}, {@creature Sarevok|MaBJoV|Sarevok Anchev}"],["3","{@creature Cryonax|MaBJoV}","A prince of elemental evil. Ruler of the plane of ice. He wants to bring a winter to the world that never ends.","{@creature Darien|MaBJoV}, {@creature Viconia DeVir|mabjov|Viconia}"],["4","{@creature Mephistopheles|MaBJoV}","The archdevil of Hellfire. Second only to Asmodeus in power and deviousness. Why corrupt a single soul when you can corrupt the soul of an entire world.","{@creature Aribeth de Tylmarande|mabjov}, A Group Patron"],["5","{@creature Pazuzu|MaBJoV}","The first and most ancient demon lord. He has been trapped in an {@item iron flask} and must be kept imprisoned until a way is found to destroy him.","{@creature Eo Ashmajiir|MaBJoV}, {@creature Edwin Odesseiron|mabjov}"],["6","Ssendam","The first Slaad. Lord of chaos and insanity. She wants to spread her anarchy and filth across the entire world.","{@creature Xzar the Chaos Clone|mabjov|Xzar, Death Slaad}"]],"name":"Campaign Villains; Random Campaign Villain","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Encounters in Athkatla","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Demodand in pursuit of an escaped Carceri prisoner"],["2","{@creature Dread Doppelganger|MaBJoV} posing as a fellow adventurer"],["3","Shadow Thief Slavers ({@creature thug||thugs}) looking to replace escaped slaves"],["4","Cowled Wizards ({@creature mage||mages}) seeking to incarcerate illegal magic users"],["5","{@creature Tasloi|MaBJoV} who have infested a forest or sewer system"],["6","{@creature Sirene|MaBJoV} band hunting to retrieve a stolen sacred item"]],"name":"Random Encounters in Athkatla","page":12,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magical Item at Waukeen's Promenade","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["11-15","{@item Rope of climbing}","250 gp"],["16-24","Simple {@item +1 Weapon||weapon, +1}—{@item +1 dagger||dagger}, {@item +1 mace||mace} or {@item +1 sickle||sickle}","300 gp"],["25-26","{@item +1 Battleaxe||Battleaxe, +1}","400 gp"],["27-28","{@item +1 Shortsword||Shortsword, +1}","400 gp"],["29-30","{@item +1 Warhammer||Warhammer, +1}","400 gp"],["31-35","{@item Potion of growth}","200 gp"],["36-40","{@item Potion of greater healing}","300 gp"],["41-45","{@item +1 Shield||Shield, +1}","300 gp"],["46-50","{@item Lantern of revealing}","400 gp"],["51-55","{@item Medallion of thoughts}","400 gp"],["56-60","{@item Robe of useful items}","500 gp"],["61-65","{@item Driftglobe}","600 gp"],["66-70","{@item Wand of secrets}","600 gp"],["71-75","{@item Wand of magic missiles}","1000 gp"],["76-80","{@item +2 Shield||Shield, +2}","3,000 gp"],["81-83","{@item Potion of invulnerability}","4,000 gp"],["84-86","{@item +1 Breastplate||Breastplate, +1}","7,500 gp"],["87-88","{@item Rope of entanglement}","7,500 gp"],["89-90","{@item +2 Shortbow||Shortbow, +2}","8,000 gp"],["91-92","{@item Belt of hill giant strength}","9,000 gp"],["93-94","{@item Mantle of spell resistance}","9,000 gp"],["95-96","{@item +2 Rapier||Rapier, +2}","9,000 gp"],["97","{@item Portable hole}","11,000 gp"],["98","{@item +2 Studded leather armor||Studded leather, +2}","25,000 gp"],["99","{@item Crystal ball} (very rare version)","32,500 gp"],["00","{@item Greatsword of sharpness}","36,000 gp"]],"name":"Random Magical Item at Waukeen's Promenade","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Shop of the Bizarre Finds","colLabels":["Roll","DMG Treasure Tables","Chance of Being Illusionary"],"colStyles":["col-1 text-center","col-9","col-2 text-center"],"rows":[["01-20","Roll 3 times on Table A, 3 times on Table B","0%"],["21-30","Roll {@dice 4d4} times on Table B","10%"],["31-40","Roll {@dice 2d4} times on Table B, Roll {@dice 2d4} times on Table C","10%"],["41-50","Roll {@dice 3d4} times on Table B, Roll {@dice 1d4} times on Table D","20%"],["51-60","Roll {@dice 2d4} times on Table C, Roll {@dice 1d4} times on Table D","20%"],["61-65","Roll {@dice 2d4} time on Table C, Roll {@dice 1d4} times on Table E","20%"],["66-73","Roll {@dice 1d4} times on Table E, Roll {@dice 2d4} times on Table F","20%"],["74-80","Roll {@dice 3d4} times on Table F","30%"],["81-85","Roll {@dice 2d12} times on Table F","40%"],["86-90","Roll {@dice 1d12} times on Table F, Roll {@dice 2d4} times on Table G","50%"],["91-94","Roll {@dice 2d12} times on Table G","60%"],["95-98","Roll {@dice 2d12} times on Table H","70%"],["99-00","Roll {@dice 2d12} times on Table I","80%"]],"name":"Shop of the Bizarre Finds","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Baldur's Gate","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Dread doppelganger|mabjov} posing as a Flaming Fist captain"],["2","{@creature Gibberling|MaBJoV} horde erupts from burrows on the roadside"],["3","{@creature Wolfwere|MaBJoV} hunt for victims during the night"],["4","{@creature Skeleton warrior|MaBJoV} hunting for its golden circlet"],["5","{@creature Hamadryad|MaBJoV} seek vengeance on human loggers"],["6","Bhaal cultist ({@creature assassin}) looking to kill in the name of her god"]],"name":"Random Encounters in Baldur's Gate","page":18,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Rilsa Rael's Wares","colLabels":["Magic Item","Persuasion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Deck of illusions}","12","400 gp"],["{@item Gloves of thievery}","12","500 gp"],["{@item Bead of force}","18","5,000 gp"],["{@item Ring of free action}","18","9,000 gp"],["{@item Sword of life stealing}","22","11,000 gp"],["{@item Wand of binding}","22","11,000 gp"],["{@item Elven chain}","22","11,000 gp"],["{@item Mace of terror}","22","12,000 gp"],["{@item Arrow-catching shield}","22","13,000 gp"],["{@item Ioun Stone, Reserve||Ioun stone (reserve)}","22","13,000 gp"]],"name":"Rilsa Rael (Fence); Rilsa Rael's Wares","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at Sorcerous Sundries","colLabels":["Magic Item","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Dust of disappearance}","–","100 gp"],["{@item Potion of growth}","–","100 gp"],["Wizard {@item Spell Scroll (1st Level)||scroll (1st level)}","–","100 gp"],["{@item Potion of fire breath}","–","150 gp"],["{@item Alchemy jug}","–","200 gp"],["{@item Spell Scroll (2nd Level)||Wizard scroll (2nd level)}","5","200 gp"],["{@item Bag of holding}","5","500 gp"],["{@item Spell Scroll (3rd Level)||Wizard scroll (3rd level)}","5","800 gp"],["{@item Spell Scroll (4th Level)||Wizard scroll (4th level)}","10","2,000 gp"],["{@item Oil of etherealness}","10","3,000 gp"],["{@item Spell Scroll (5th Level)||Wizard scroll (5th level)}","10","4,000 gp"],["{@item Ring of protection}","10","9,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell Globe of Invulnerability}","10","10,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell True Seeing}","10","10,000 gp"],["{@item spell scroll (7th level)||Wizard scroll}—{@spell Mordenkainen's Magnificent Mansion}","10","15,000 gp"],["{@item +3 Wand of the war mage||Wand of the war mage, +3}","15","40,000 gp"]],"name":"Magic Items at Sorcerous Sundries","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the High House of Wonders","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Instrument of the Bards, Doss Lute||Instrument of the bard (Doss lute)}","12","500 gp"],["{@item Broom of flying}","12","600 gp"],["{@item Gauntlets of ogre power}","12","700 gp"],["{@item Heward's handy haversack}","18","8,000 gp"],["{@item Instrument of the Bards, Canaith Mandolin||Instrument of the bard (Canaith mandolin)}","18","9,000 gp"],["{@item Wings of flying}","22","12,000 gp"],["{@item Chime of opening}","22","12,000 gp"],["{@item Quaal's Feather Token, Swan Boat||Quaal's feather token (swan boat)}","22","12,000 gp"],["{@item Figurine of Wondrous Power, Onyx Dog||Figurine of wondrous power (onyx dog)}","22","14,000 gp"],["{@item Horseshoes of a zephyr}","22","27,000 gp"],["{@item Helm of brilliance}","22","33,000 gp"],["{@item Spellguard shield}","24","40,000 gp"],["{@item Ioun stone, intellect||Ioun stone (intellect)}","15","45,000 gp"]],"name":"Magic Items at the High House of Wonders","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Suldanessellar","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Hamadryad|MaBJoV} haunt an abandoned elven house"],["2","{@creature Sirene|MaBJoV} crazed from the influence of the Shadowfell"],["3","{@creature Wolfwere|MaBJoV} hunt for victims in the Black Branches"],["4","{@creature Skeleton warrior|MaBJoV} seeking to punish one who has transgressed against {@creature Jon Irenicus|MaBJoV}"],["5","{@creature Sword spider|MaBJoV|Sword spiders} hunt the outskirts"],["6","{@creature Vampire spawn} seeking victims for {@creature Bodhi Irenicus|MaBJoV}"]],"name":"Random Encounters in Suldanessellar","page":21,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magic Items at the House of the Horn","colLabels":["d100","Magic Item","Intimidation DC","Cost"],"colStyles":["col-1 text-center","col-2","col-7 text-center","col-2 text-right"],"rows":[["1-10","{@item Pipes of haunting}","12","500 gp"],["11-20","{@item Ring of mind shielding}","12","600 gp"],["21-30","{@item Shortbow of warning}","12","800 gp"],["31-40","{@item Mariner's plate armor}","12","1,200 gp"],["41-50","{@item Ring of feather falling}","18","7,500 gp"],["51-60","{@item +2 Rod of the pact keeper||Rod of the pact keeper, +2}","18","9,000 gp"],["61-67","{@item Vicious weapon}","20","10,000 gp"],["68-74","{@item Cloak of the bat}","20","11,000 gp"],["75-82","{@item +2 Greatsword||Greatsword, +2}","20","12,000 gp"],["83-89","{@item Scale Mail of Cold Resistance||Scale mail armor of resistance (cold)}","20","12,000 gp"],["90-93","{@item Staff of withering}","22","12,000 gp"],["94-97","{@item Robe of eyes}","22","15,000 gp"],["98-00","{@item Shortsword of wounding}","22","20,000 gp"]],"name":"Random Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Curses","colLabels":["d10","Curse"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The previous owner, a vampire, will hunt down the purchasers in {@dice 1d4} weeks"],["2","The item requires two attunement slots (if the item does not normally require attunement, it now requires one)"],["3","After {@dice 2d4} days, the item disappears, returning to the Shadar-Kai's store"],["4","A commoner will find the new owner after {@dice 1d4} weeks and explain the item was stolen from her and that she needs the money from selling it or else her family will starve"],["5","The item is part of a game between two rakshasa. They gamble to see how long each owner of the item survives after obtaining it. Within {@dice 3d6} days one of the rakshasa will attempt to kill the owner"],["6","Within {@dice 1d6} weeks an adult gold dragon will confront the new owner when she recognizes the item as belonging to the lair of her recently slain child"],["7","1 week after first obtaining the item, the new owner loses {@dice 4d4} from their hit point maximum until a {@spell greater restoration} spell is cast upon the item"],["8","Within {@dice 1d6} days of purchasing the item, it becomes a normal version of its base item"],["9","Each day the item changes to a random color"],["10","The item begins to stink after {@dice 1d4} weeks, giving disadvantage to anyone within 10 ft. making Wisdom ({@skill Perception}) checks involving smell."]],"name":"House of the Horn; Random Curses","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the House of the Horn","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Potion of healing}","12","30 gp"],["{@item Elixir of health}","12","100 gp"],["{@item Potion of greater healing}","12","300 gp"],["{@item Boots of elvenkind}","12","600 gp"],["{@item Stone of good luck} (luckstone)","12","600 gp"],["{@item Boots of striding and springing}","12","600 gp"],["{@item Mithral chain mail}","12","800 gp"],["{@item Cloak of elvenkind}","18","1,000 gp"],["{@item Mariner's chain mail} armor","18","1,000 gp"],["{@item Potion of flying}","18","9,000 gp"],["{@item Elven chain}","22","12,000 gp"],["{@item Bracers of defense}","22","13,000 gp"],["{@item Boots of levitation}","22","15,000 gp"],["{@item Folding boat}","22","15,000 gp"],["{@item Oathbow}","24","50,000 gp"]],"name":"Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random encounters in Ust Natha","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Achaierai|MaBJoV} band hunting for vengeance"],["2","{@creature Demodand, Farastu|mabjov|Demodands} pursuing an escaped prisoner"],["3","{@creature Phaerimm|MaBJoV} seeking victims to experiment upon"],["4","{@creature Deep Spider|MaBJoV|Deep Spiders} in service of house Despana"],["5","Drow war band"],["6","{@creature Aboleth} in water filled crystal bowl carried by four {@creature chuul}"]],"name":"Random encounters in Ust Natha","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Common Items at the Trade Center","colLabels":["Magic Item","Cost"],"colStyles":["col-10","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)}","50 gp"],["{@item Potion of healing}","40 gp"],["{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["{@item Elixir of health}","125 gp"],["{@item Potion of poison}","125 gp"],["{@item Spell scroll (2nd level)}","300 gp"],["{@item +1 weapon||Weapon, +1}—any simple or martial","400 gp"],["{@item Bag of holding}","500 gp"],["{@item Cloak of elvenkind}","600 gp"],["{@item Driftglobe}","700 gp"],["{@item Wand of secrets}","750 gp"],["{@item Cloak of protection}","800 gp"],["{@item Adamantine Half Plate Armor||Adamantine half plate}","900 gp"]],"name":"Common Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Rare Magic Items at the Trade Center","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item Spell scroll (3rd level)}","300 gp"],["11-20","{@item Potion of greater healing}","400 gp"],["21-25","{@item Medallion of thoughts}","600 gp"],["26-30","{@item Ring of mind shielding}","700 gp"],["31-40","{@item Adamantine plate armor||Adamantine plate}","2,000 gp"],["41-45","{@item Dimensional shackles}","3,000 gp"],["46-55","{@item Spell scroll (4th level)}","6,500 gp"],["56-60","{@item +2 Weapon||Weapon, +2}—any simple or martial (ranged)","9,000 gp"],["61-65","{@item Mantle of spell resistance}","12,000 gp"],["66-70","{@item +2 Weapon||Weapon, +2}—any martial","12,500 gp"],["71-75","{@item Wand of lightning bolts}","15,000 gp"],["76-80","{@item Periapt of proof against poison}","20,000 gp"],["81-85","{@item +3 Shield||Shield, +3}","30,000 gp"],["86-89","{@item +2 Splint armor||Splint armor, +2}","40,000 gp"],["90-91","{@item +3 Weapon||Weapon, +3}—heavy crossbow, rapier or morningstar","60,000 gp"],["92-93","{@item +3 Rapier||Rapier, +3}","60,000 gp"],["94-95","{@item +3 Morningstar||Morningstar, +3}","60,000 gp"],["96-00","{@item +3 Rod of the pact keeper||Rod of the pact keeper, +3}","60,000 gp"]],"name":"Random Rare Magic Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the Aboleth Bowl","colLabels":["Magic Item","Intimidation DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Oil of slipperiness}","12","200 gp"],["{@item Periapt of wound closure}","12","500 gp"],["{@item Wand of magic detection}","18","1,200 gp"],["{@item Staff of swarming insects}","18","9,000 gp"],["{@item Ring of evasion}","22","12,000 gp"],["{@item Nolzur's marvelous pigments}","22","32,500 gp"],["{@item Amulet of the planes}","22","35,000 gp"],["{@item Horn of Valhalla, Bronze||Horn of valhalla (bronze)}","24","40,000 gp"],["{@item Efreeti bottle}","24","45,000 gp"],["{@item Ioun stone} (fortitude)","24","50,000 gp"],["{@item Tome of leadership and influence}","24","55,000 gp"],["{@item Ring of regeneration}","24","60,000 gp"],["{@item Cloak of invisibility}","26","150,000 gp"]],"name":"Magic Items at the Aboleth Bowl","page":26,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Quests From the Adventurer's Guild","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Monster Hunter. You take missions to hunt down and capture or kill monsters"],["2","Archaeologist. You track down ancient treasures of historical significance and bring them back to museums"],["3","Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven't yet been plundered"],["4","Mercenaries. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good"],["5","Surveyor. You go into and map unexplored lands for kingdoms and city states"],["6","Zoology. You seek out monsters to research and write about"]],"name":"Random Quests From the Adventurer's Guild","page":28,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Henchmen Rates and Risk-taking DCs","colLabels":["Henchman","Daily Rate","Intimidation DC","Persuasion DC"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Talkative {@creature tasloi|MaBJoV}","1 gp","12","10"],["Slobbering {@creature gibberling|MaBJoV}","1 gp","10","20"],["Flatuelent {@creature thug}","2 gp","20","12"],["Anxious {@creature scout}","2 gp","12","15"],["Egotistical svirfneblin","2 gp","15","15"],["Alluring {@creature sirene|MaBJoV}","10 gp","15","15"],["Ridiculous {@creature berserker}","10 gp","20","10"]],"name":"Henchmen Rates and Risk-taking DCs","page":29,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests From Candlekeep","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieval. You must retrieve a rare tome that was stolen from the library"],["2","Tomb Raiding. Break into an ancient tomb and bring back any relics, scrolls or ancient texts"],["3","Archeology. Investigate a newly discovered Netherese ruins. Bring back any secrets found"],["4","Evil Magic User. Defeat a necromancer or lich and take their magical relics or tomes to be sealed up in Candlekeep"],["5","Corrupting Relic. Track down an evil relic that is corrupting a forest/river/town"],["6","Artifact. An ancient book that has the location of a powerful artifact has been discovered. Track it down before it falls into the wrong hands"]],"name":"Random Quests From Candlekeep","page":34,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Adventurer's Guild Arcane Secrets","colLabels":["Magic Item Recipe","Assistant","Components Needed","Arcana Roll Bonus","Material Cost"],"colStyles":["col-3","col-3","col-3","col-1-5 text-center","col-1-5 text-right"],"rows":[["{@item Flame tongue}","Force a Salamander to forge it","Remorhaz heart","+8","2000 gp"],["{@item Glamoured Studded Leather||Glamoured leather armor}","Convince a Deva to bless it","Behir hide","+8","2000 gp"],["{@item +2 Shield||Shield, +2}","Force a Fire Giant to forge it","Young Red Dragon hide","+8","2000 gp"],["{@item Staff of charming}","Complete a task for a hag coven to get their assistance","Incubus/Succubus tail","+8","2000 gp"],["{@item Helm of brilliance}","A Dao must forge it","Crown of a Mummy Lord","+12","20,000 gp"],["{@item Robe of stars}","A cloud giant must help you forge it","Sail from a Githyanki astral ship","+12","20,000 gp"],["{@item +3 Shield||Shield +3}","Force an Efreet to forge it","Dragon Turtle shell","+12","20,000 gp"],["{@item Ioun stone} (mastery)","Convince an Archmage to help you","A Pit Fiend's {@condition petrified} eye","+15","100,000 gp"],["{@item Staff of power}","Best a Planetar in a friendly single combat to gain his aid","A rare magical rod or staff","+15","100,000 gp"],["{@item Talisman of pure good}","Prove yourself to an Adult Gold Dragon in a contest to gain its aid","A rare magical ring","+15","100,000 gp"]],"name":"Adventurer's Guild Arcane Secrets","page":35,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Church of Sune","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Musical Prodigy. Rescue a musical prodigy who has been taken prisoner by a goblin or orc war band"],["2","Architect. Escort a famed architect to a far-off town where he is to set down the foundations of a new temple to Sune"],["3","Necromancers. Hunt down a band of necromancers who have been vandalizing beautiful monuments and terrorizing artists"],["4","Cult. Root out and destroy a cult devoted to an infernal lord that is especially abhorrent to Sune"],["5","Warlord. Assassinate a powerful warlord who leads an alliance of orcs, hobgoblins and giants"],["6","Siege Breaker. Break the siege of an important town by destroying the siege equipment of the enemy force"]],"name":"Random Quests from The Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Religious Relics from the Church of Sune","colLabels":["Religious Relics","Religious Service","Required Level","Cost"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Gem of brightness}","None","–","600 gp"],["{@item Pearl of power}","Required","5","600 gp"],["{@item Periapt of wound closure}","Required","5","500 gp"],["{@item Ring of Warmth}","None","5","100 gp"],["{@item Wind fan}","None","5","100 gp"],["{@item Amulet of health}","Required","10","4,000 gp"],["{@item Gem of seeing}","Required","10","18,000 gp"],["Glamoured leather armor","None","10","5,000 gp"],["{@item Ioun stone, awareness||Ioun stone (awareness)}","Required","10","6,000 gp"],["{@item Ioun stone, sustenance||Ioun stone (sustenance)}","Required","10","6,000 gp"],["{@item Mace of disruption}","Required","10","10,000 gp"],["{@item Necklace of prayer beads}","None","10","10,000 gp"],["{@item Ring of x-ray vision}","Required","10","4,000 gp"],["{@item Staff of charming}","None","10","8,000 gp"],["{@item Staff of healing}","Required","10","10,000 gp"],["{@item Ioun stone, leadership||Ioun stone (leadership)}","None","15","30,000 gp"],["{@item Rod of security}","Required","15","30,000 gp"],["{@item Tome of leadership and influence}","None","15","40,000 gp"]],"name":"Religious Relics from the Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Required Religious Service","colLabels":["d20","Religious Service"],"colStyles":["col-1 text-center","col-11"],"rows":[["1-4","Seduce an important noble's daughter/son"],["5-8","Restore a desecrated shrine of Sune"],["9-12","Destroy a necromancer who has been raising an army of dead"],["13-15","Stamp out a potential warlord"],["16-19","Protect a young and powerful noble in the Lord's Alliance who has recently converted to Sune. Assassins have targeted the noble"],["20","Vanquish a powerful foe of the Church"]],"name":"Religious Relics; Required Religious Service","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Emerald Enclave","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Logging Camp. Raid a {@creature hobgoblin} logging camp"],["2","Spider Nest. Clear out a den of {@creature sword spider|MaBJoV|sword spiders} and giant spiders that have infested a forest"],["3","Inferno. {@action Help} to put out a forest fire by destroying the efreet who is keeping it going"],["4","Snake Men. Destroy the nest of yuan-ti that is poisoning the headwater of a major river"],["5","Shadow Druid. Capture the shadow druid who is terrorizing a town with his {@condition charmed} animals"],["6","Alkilith. Close a portal to the abyss that is corrupting a beautiful mountain valley"]],"name":"Random Quests from the Emerald Enclave","page":46,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Emerald Enclave Secret Trails","colLabels":["Trail","The Trail Leads to...","Required Level","Dangers of the Trail"],"colStyles":["col-2","col-6","col-2 text-center","col-2"],"rows":[["Folk path","Llyrath forest in the Moonshae islands","1","Blights"],["Mythal paths","Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor","1","Quicklings"],["The unicorn run","The Star Mounts or the Grandfather Tree in the High Forest","3","Displacer beasts"],["Forest pool to the Feywild","The fens bordering the Summer Court","5","Ettercaps and giant spiders"],["Tree roots to Ysgard","The Gates of the Moon—home to the goddesses Selune and Sune","7","Lone green hag or a coven"],["Forest paths to the Beastlands","The Grove of the Unicorns—the realm of the goddess Mielikki","7","Fomorian giants"],["Mushroom ring to Bytopia","Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer","7","Lone night hag or a coven"]],"name":"Emerald Enclave Secret Trails","page":47,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Flaming Fist","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Exploration. The Flaming Fist is considering building a new fort. You are sent on a mission to scout out the area where it is to be built"],["2","Siege Breaker. You are sent to a town or city that is under siege by the Flaming Fist. You must help break the siege by opening the main gate, blowing a hole in the city wall or some other means"],["3","Scout. You must scout out an enemy army and determine their numbers, access to magic, monstrous allies, etc."],["4","Destabilize. You are to foment tensions in a region so that war is more likely"],["5","Extraction. You must rescue a Flaming Fist agent or prisoners of war"],["6","Defense. You are to defend a bridge or other choke point against a large warband of orcs"]],"name":"Random Quests from The Flaming Fist","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Ranks","colLabels":["Rank","Equivalent","Level"],"colStyles":["col-2","col-8","col-2 text-center"],"rows":[["Fist","Common soldier","1"],["Manip","Sergeant","2"],["Flame","Captain","5"],["Blaze","General","8"],["Marshal","Commander of the Flaming Fist","12"]],"name":"Flaming Fist Ranks","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Salaries","colLabels":["Rank","Lifestyle","Pay"],"colStyles":["col-2","col-2 text-center","col-8 text-center"],"rows":[["Fist","Modest","5 sp per day"],["Manip","Modest","1 gp per day"],["Flame","Modest","5 gp per day"],["Blaze","Wealthy","10 gp per day"],["Marshal","Aristocratic","Every month roll on the Treasure Horde: Challenge 0-4 in the DMG"]],"name":"Flaming Fist Salaries","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Land Grants","colLabels":["Land Grant","Required Rank","Monthly Upkeep Cost","Donation"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-right"],"rows":[["Fortified Tower","Flame","5 gp","5,000 gp"],["Fort","Flame","10 gp","10,000 gp"],["Keep","Blaze","20 gp","25,000 gp"],["Castle","Marshal","100 gp","100,000 gp"]],"name":"Flaming Fist Land Grants","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Harpers","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The Black Network. Take out a Zhentarim safe house in a major city"],["2","Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells"],["3","Demon Possession. Banish a demon that has possessed the lord of a major city"],["4","Slavers. Take out the transport ships of a major slave ring operation"],["5","Assassination. Assassinate an evil noble who threatens to destabilize the Lord's Alliance"],["6","Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors"]],"name":"Random Quests from the Harpers","page":58,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Items Aquired via Harper Fences","colLabels":["Magic Item","Required Trade","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["Armor, +1 of your choice","Armor, +1","200 gp"],["{@item Bag of holding}, {@item bag of tricks}, {@item boots of elvenkind}, {@item cloak of elvenkind}, {@item cloak of protection}, {@item robe of useful items}, {@item winged boots}","Uncommon magical bag, boots or cloak","75 gp"],["{@item Eyes of charming}, {@item eyes of minute seeing}, {@item eyes of the eagle}, {@item gloves of missile snaring}, {@item gloves of swimming and climbing}, {@item gloves of thievery}, {@item hat of disguise}","Any uncommon magical wondrous item","75 gp"],["{@item Wand of magic detection}, {@item wand of magic missiles}, {@item wand of secrets}, wand of the war mage, {@item wand of web}","Any magical wand","100 gp"],["{@item +1 Weapon||Weapon, +1} of your choice","{@item +1 Weapon||Weapon, +1}","100 gp"]],"name":"Items Aquired via Harper Fences","page":59,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Knights of Bahamut","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Relic of Bahamut. Track down an ancient relic blessed by Bahamut"],["2","Dragon Egg. Steal a dragon egg from a chromatic dragon that raided the nest of a metallic dragon"],["3","Recovery. Recover dragon eggs from the lair of a recently slain metallic dragon"],["4","Pearls. Loot a horde of pearls from the bottom of the ocean to give to an ancient gold dragon as a gift (pearls are a food delicacy to such beings)"],["5","Assault. Join an adult bronze dragon in an assault against a castle ruled by goblinoids and devils"],["6","Silver Dragon. Accompany an adult silver dragon into the Anauroch desert to investigate Netherese ruins"]],"name":"Random Quests from the Knights of Bahamut","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Dragon Eggs from Suldil","colLabels":["Dragon Egg","Required Level","Magic Item"],"colStyles":["col-4","col-4 text-center","col-4 text-center"],"rows":[["Copper","12","Very Rare"],["Brass","12","Very Rare"],["Bronze","14","Very Rare"],["Silver","16","Legendary"],["Gold","18","Legendary"]],"name":"Dragon Eggs from Suldil","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Order of Irenicus","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Domain of Dread. Steal a relic from a rival Dark Lord in another Domain of Dread"],["2","Elemental Evil. Loot a temple dedicated to the Elder Elemental Eye"],["3","Netherese Ruins. Explore the ruins of a crashed Netherese city"],["4","Horrific Tomb. Steal the spell books of a rival lich"],["5","Mythal. Investigate a recently discovered Mythal"],["6","Dark Elf Vault. Infiltrate a dark elf city and break into the vault of their magical academy"]],"name":"Icarus Quests; Random Quests from the Order of Irenicus","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Scrolls and Books","colLabels":["Scroll","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)||Spell scroll—1st level wizard spells}","1","100 gp"],["{@item Spell scroll (2nd level)||Spell scroll—2nd level wizard spells}","1","200 gp"],["{@item Spell scroll (3rd level)||Spell scroll—3rd level wizard spells}","3","500 gp"],["{@item Spell scroll (4th level)||Spell scroll—4th level wizard spells}","3","900 gp"],["{@item Spell scroll (5th level)||Spell scroll—5th level wizard spells}","9","2,000 gp"],["{@item Spell scroll (6th level)||Spell scroll—6th level wizard spells}","12","4,000 gp"],["{@item Spell scroll (7th level)||Spell scroll—7th level wizard spells}","12","7,500 gp"],["{@item Scroll of protection}","3","1,500 gp"],["{@item Manual of Clay Golems||Manual of golems—clay}","12","5,000 gp"],["{@item Manual of flesh Golems||Manual of golems—flesh}","9","5,000 gp"]],"name":"Magical Scrolls and Books; Scrolls and Books","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Item Transmutation Components and Costs","colLabels":["Magic Item","Magical Component","Arcana Check DC","Material Component Cost"],"colStyles":["col-4","col-4 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Amulet of the planes}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Belt of fire giant strength}","Rare or Very Rare Wondrous Item","25","7,500 gp"],["{@item Crystal ball}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Efreeti bottle}","Rare or Very Rare Wondrous Item","25","5,000 gp"],["{@item Ring of shooting stars}","Rare or Very Rare Ring","20","1,500 gp"],["{@item Robe of stars}","Rare or Very Rare magical Cloak or Robe","20","1,500 gp"],["{@item Staff of fire}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of frost}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of power}","Rare or Very Rare Magical Rod or Staff","25","7,500 gp"],["{@item Spellguard shield}","Rare or Very Rare Shield","20","1,500 gp"]],"name":"Magical Item Transmutation; Item Transmutation Components and Costs","page":71,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Raven Circle","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Vecna. Collect the memories from an archmage who is dedicated to Vecna"],["2","Fallen Paladin. Collect the memories of an oath breaking paladin"],["3","Corrupt Despot. A powerful lord or king rules with an iron fist while drowning himself in drink and debauchery to forget the many tragedies of his life. Complete his fall by engineering his overthrow"],["4","Faithless Priestess. Collect the memories of a priestess who has lost faith in her god after the death of her husband and children"],["5","Obsessed Vigilante. Capture or kill a vigilante that has been terrorizing a city. Collect the memories of the tragedy that drives his obsession"],["6","Dark Lord. Stop a Dark Lord's scheme to escape the Domain of Dread that she rules"]],"name":"Random Quests from the Raven Circle","page":78,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Devotion Tokens","colLabels":["CR","Neutral","Chaotic","Lawful","Lycanthrope, Intelligent Undead*, Cursed**","Good, Used To Be Evil","Evil, Used To Be Good"],"colStyles":["col-2","col-1-3 text-center","col-1-3 text-center","col-1-3 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["5-9","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["10-12","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["13-15","Feather","Feather","Feather","Gold Coin","Gem","Gem"],["16-18","Feather","Feather","Gold Coin","Gold Coin","Gem","Gem"],["19+","Feather","Feather","Gold Coin","Gem","Gem","Gem"]],"footnotes":["* Intelligent undead must have an Intelligence or Wisdom score of at least 16. Examples include dracoliches, liches, mummy lords, vampires.","** DMs discretion; examples include driders, medusa, shadow dragons."],"name":"Collect Memories; Devotion Tokens","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Raven Queen Sentient Weapon Bonuses","colLabels":["CR","Rare","Very Rare","Legendary"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["5-9","+1","+1","+2"],["10-15","+2","+2","+3"],["16+","+2","+3","+3"]],"name":"Weapons of the Raven Queen; Raven Queen Sentient Weapon Bonuses","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Sentient Weapon Powers","colLabels":["Devotion Cost","Level Required","Power"],"colStyles":["col-2","col-1 text-center","col-9"],"rows":[["Feather token","1","The weapon can speak, read, and understand one language. This can be taken multiple times"],["Gold token","3","The weapon can communicate telepathically with any character that carries or wields it"],["Gem token","3","Roll on the Magic Item Minor Property table of the DMG. This can only be taken three times"],["Feather token","3","The weapon has hearing and normal vision out to 30 feet"],["Gold token","5","The weapon has hearing and normal vision out an additional 30 feet (to a maximum of 120 ft.)"],["Gold token","7","The weapon has {@sense darkvision} (requires hearing and normal vision)"],["Gem token","7","The weapon has advantage on all {@skill Perception} checks"],["Feather token","9","One aspect of the weapon's alignment can be changed (good to evil, chaotic to lawful)"],["Gold token","9","The weapon scores a critical hit on a roll of 19 or 20"],["Gem token","12","Roll once on the Artifact Minor Beneficial Properties table in the DMG. This can only be taken three times"]],"name":"Sentient Weapon Powers","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Shadow Thieves","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Assassination. Kill an enemy of the Shadow Thieves"],["2","Difficult Heist. Rob a high-profile target such as a noble family estate, temple or palace"],["3","Prison Break. Break a number of Shadow Thief operatives out of a prison"],["4","Destroy a rival. Destroy an existing thief's guild in a town or city so that the Shadow Thieves can move in"],["5","Disrupt Slave Lords. {@action Attack} a slaver stockade run by the Zhentarim"],["6","Infiltrate the Undercity. Spy on a newly started organization with ties to Xanathar based out of the undercity of a major city"]],"name":"Random Quests from the Shadow Thieves","page":84,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Heist Details","colLabels":["Heist","Magical Treasure","Gold","Guardians","Lock DC"],"colStyles":["col-3","col-3 text-center","col-1-5 text-center","col-3 text-center","col-1-5 text-center"],"rows":[["Diamond Dragon Jewelers in Athkatla","{@item Gem of seeing}","15,000 gp in jewels","1 mage, 4 veterans","20"],["Seven Songs import in Athkatla","{@item Nolzur's marvelous pigments}","8,000 gp","12 thugs, 1 assassin","15"],["High House of Wonders in Baldur's Gate","{@item Apparatus of kwalish}, shield guardian control medallion","20,000 gp in art objects","2 clay golems, 1 stone golem, 1 iron golem","25"],["Duchal Palace in Baldur's Gate","{@item Figurine of wondrous power}—obsidian steed","15,000 gp in platinum ingots","12 knights, 2 mages","25"],["Temple of Lolth in Ust Natha","{@item Candle of invocation}","10,000 gp","6 elite drow warriors, 4 drow priestesses","20"]],"name":"Heist Targets; Heist Details","page":85,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Draconic Character Ties","colLabels":["d10","Draconic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with heightened dragonsight, such as Aasterinian, Ashardalon, or Chronepsis. (Cleric, paladin, warlock)"],["2","I revere or host a draconic spirit, akin to a nature or ancestral spirit. (Barbarian, druid, ranger)"],["3","I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)"],["4","I have a dragon for a mentor or patron. (Bard, druid, fighter, rogue, sorcerer, warlock)"],["5","I use my class features to take on draconic characteristics. (Barbarian, sorcerer)"],["6","I have a dragon tooth, horn, claw, or scale that I use as a focus for my spellcasting. (Cleric, druid, paladin, ranger, sorcerer, warlock, wizard)"],["7","A dragon ancestor, or a dragon's gift to my ancestor, fuels my might. (Barbarian, fighter, sorcerer)"],["8","My connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon's lair. (Druid, ranger)"],["9","I recently discovered that a person I loved and trusted was a dragon in disguise. (Any)"],["10","I have an apparently mundane item that was stolen from a dragon's hoard, and inexplicable things happen when I carry it with me. (Any)"]],"name":"Heroes of the Dragon; Draconic Character Ties","page":16,"source":"FTD","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Nathair's Mischief|FTD}","Illusion","Yes","No","Bard, Sorcerer, Wizard"],["2nd","{@spell Rime's Binding Ice|FTD}","Evocation","No","No","Sorcerer, Wizard"],["3rd","{@spell Ashardalon's Stride|FTD}","Transmutation","Yes","No","Artificer,* Ranger, Sorcerer, Wizard"],["4th","{@spell Raulothim's Psychic Lance|FTD}","Enchantment","No","No","Bard, Sorcerer, Warlock, Wizard"],["5th","{@spell Summon Draconic Spirit|FTD}","Conjuration","Yes","No","Druid, Sorcerer, Wizard"],["6th","{@spell Fizban's Platinum Shield|FTD}","Abjuration","Yes","No","Sorcerer, Wizard"],["7th","{@spell Draconic Transformation|FTD}","Transmutation","Yes","No","Druid, Sorcerer, Wizard"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":19,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hoard Item States","colLabels":["State","Age"],"colStyles":["col-7 text-center","col-5 text-center"],"rows":[["Slumbering","—"],["Stirring","Young"],["Wakened","Adult"],["Ascendant","Ancient"]],"name":"Hoard Magic Items; Hoard Item States","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When resting on the ground, the item points in the direction of the last hoard it steeped in."],["2","The item's bearer can speak and understand Draconic."],["3","The item glows softly when within 60 feet of a Dragon or another hoard item."],["4","The item's bearer gains a swimming speed equal to their walking speed."],["5","The item's bearer has advantage on Intelligence ({@skill History}) checks."],["6","The item's bearer has advantage on Charisma ({@skill Intimidation}) checks made against non-Dragons."],["7","The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in."],["8","The item's bearer dreams of the dragon whose hoard the item last steeped in."]],"name":"Hoard Item Quirks; Draconic Quirks","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Marks","colLabels":["d4","Visual Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or both of the character's eyes change color to resemble the dragon's eyes or scales."],["2","The character's hair (or a streak of it) changes color to match the color of the dragon's scales."],["3","A mark like a stylized dragon eye or claw appears on the body."],["4","Patches of scales appear on the character's body, typically on the neck, shoulders, or forearms."]],"name":"Draconic Gifts; Draconic Marks","page":27,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Gift Rarity","colLabels":["Rarity","Age Category"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Uncommon","Wyrmling"],["Rare","Young"],["Very rare","Adult"],["Legendary","Ancient"]],"name":"Draconic Gift Descriptions; Draconic Gift Rarity","page":28,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dragon Appearance","colLabels":["d20","Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Draconic letters or symbols engraved on prominent scales"],["2","Large scar"],["3","One eye missing or milky"],["4","Crooked teeth"],["5","Notably overweight or underweight"],["6","Elongated, sinuous body"],["7","Shortened, stocky body"],["8","Coins or gems embedded in hide"],["9","Sculpted horns or claws"],["10","Rings piercing crest or wing edges"],["11","Draped in some semblance of clothing, from a stole to a full robe"],["12","Unusual coloration (for example, a red dragon with an orange, brown, or purple cast)"],["13","Crouched, predatory posture like a stalking cat's"],["14","Erect, almost bipedal posture"],["15","Scales covered with painted handprints of minions, admirers, or children"],["16","Necklaces made of bones, horns, claws, or teeth taken from enemies"],["17","Extra horns or spines"],["18","Elongated, fang-like teeth, or extra rows of teeth"],["19","Sharpened or serrated scales"],["20","Elemental energy matching the dragon's breath weapon, seeping out between the scales"]],"name":"Dragon Characters; Dragon Appearance","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rotates head from side to side when listening or speaking"],["2","Tail writhes constantly in a snakelike fashion"],["3","Slowly and constantly fans wings"],["4","Lowers head to speak eye-to-eye to smaller creatures—unless angry"],["5","Uses Draconic words and phrases even when speaking other languages"],["6","Punctuates speech with bestial sounds—growls, roars, croaks, chirps, or whistles"],["7","Fiddles with tip of tail"],["8","Absently chews on or picks at teeth with swords, spears, or lances"],["9","Quickly forgets names and invents random nicknames instead"],["10","Burdens conversation with extensive historical context, whether or not it's relevant"],["11","Constantly twitches tail—and occasionally pounces on it"],["12","Speaks an archaic form of Common (equivalent to Shakespearean English) and doesn't understand contemporary slang and idioms"],["13","Prone to uttering terrifying, guttural sounds, which are actually laughter"],["14","Enjoys mimicking Humanoid voices"],["15","Dismisses modern cultures as historical curiosities sure to collapse imminently"],["16","Has trouble discerning details of anything as small as Humanoids"],["17","Sharpens claws or horns on nearby stone surfaces"],["18","Manifests small signs of the breath weapon, such as exhaling smoke rings, setting arc lightning dancing over teeth, or blowing acid bubbles"],["19","Sighs restlessly, giving an impression of tremendous boredom"],["20","Deeply suspicious, treating all Humanoids encountered as probable agents of a rival dragon"]],"name":"Dragon Characters; Dragon Mannerisms","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I treasure one particular item in my hoard—a gift from a person I loved, who is long since dead."],["2","I am close to my siblings, whose lairs are nearby. I would go to great lengths to protect them—or avenge them."],["3","A nearby person intrigues me with fascinating questions and bizarre ideas."],["4","I collect information about the worlds of the Material Plane, and I would love to visit another world someday."],["5","I am devoted to Bahamut or Tiamat and put their interests ahead of my own."],["6","I'm determined to destroy the adventurers who slew my parent—and everyone connected to them."],["7","I'm obsessed with attracting the attention of another dragon."],["8","I feel an obligation to protect the creatures that inhabit my territory (except the ones I eat)."],["9","I am trying to collect an extremely rare set of priceless treasures."],["10","I won't rest until I retrieve an item stolen from my hoard."]],"name":"Dragon Characters; Dragon Bonds","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Flaws and Secrets","colLabels":["d10","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I find adventurers fearsome, and I'm convinced that I'll meet my doom at their hands one day."],["2","One item in my possession is worth as much as the rest of my hoard combined, and the fear that it might be stolen consumes me."],["3","Given the opportunity, I eat to excess and then fall into a long, deep sleep."],["4","I would rather let my fearsome reputation scare away intruders than fight them off."],["5","Other dragons would scorn me if they knew how fondly I regard my minions. They're so cute!"],["6","I am terrified of creatures from the Outer Planes—especially modrons."],["7","Another dragon has sworn to find and destroy me."],["8","Humanoids are not ready to learn the horrible cosmic truths in the books in my hoard."],["9","The prospect of living for centuries more exhausts me."],["10","I'm convinced that a version of me on a different world in the Material Plane is hoping to destroy me and steal my hoard."]],"name":"Dragon Characters; Dragon Flaws and Secrets","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Name Elements","isNameGenerator":true,"colLabels":["d20","1","2","3","4"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["1","Aeros","Agha","Akkan","Alae"],["2","Andra","Andusk","Angkar","Aradace"],["3","Arauth","Arveia","Aryz","Atar"],["4","Auntyr","Auth","Bahr","Bala"],["5","Calaun","Ciym","Claug","Daerev"],["6","Dalagh","Durg","Eir","Elden"],["7","Endar","Ethar","Fel","Galad"],["8","Gaul","Golos","Guth","Ingeir"],["9","Ix","Iyliam","Jhar","Kerin"],["10","Lham","Lothtor","Malae","Marun"],["11","Mere","Miir","Morn","Nabal"],["12","Nur","Nym","Oloth","Ontor"],["13","Othim","Palar","Raali","Ragoth"],["14","Rith","Rysear","Saryx","Ser"],["15","Skad","Surr","Thal","Thanach"],["16","Thoth","Thrax","Thriin","Tostyn"],["17","Tratain","Treori","Turace","Ualin"],["18","Umer","Uryte","Uxin","Vaer"],["19","Vala","Valos","Vinc","Voar"],["20","Vureem","Waur","Zundae","Zyreph"]],"name":"How to Name Your Dragon; Dragon Name Elements","page":33,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wyrmling Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish independence from adult dragons (or other powerful creatures)"],["2","Acquire one valuable magic item or art object to build a hoard around"],["3","Acquire minions who will bring food and treasure"],["4","Establish dominance over other wyrmlings in the same brood"],["5","Secure a partnership with a more powerful creature for safety"],["6","Find a good spot for a first independent lair"]],"name":"Wyrmlings; Wyrmling Goals","page":35,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Young Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a lair and develop the land around it to maximize safety and good hunting"],["2","Amass as much treasure as possible"],["3","Acquire magical wards to help protect the lair"],["4","Sabotage the efforts of other young dragons to establish lairs in the local area"],["5","Earn the fear and respect of other creatures living near the lair through displays of power"],["6","Secure the allegiance of loyal and powerful minions"]],"name":"Young Dragons; Young Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adult Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a good location for an additional lair"],["2","Acquire an artifact or a powerful magic item for the hoard"],["3","Establish a dynastic bloodline by producing young"],["4","Eliminate younger dragons who could become rivals or threats if they are allowed to grow older"],["5","Transform a large region into an environment suitable for the dragon's preferred sort of lair"],["6","Develop dragonsight to pursue goals across multiple worlds"]],"name":"Adult Dragons; Adult Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ancient Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoid decline by becoming Undead or seeking magical alternatives to aging"],["2","Transcend the limits of physical existence on a single world by uniting echoes across multiple worlds or establishing a lair on another plane of existence"],["3","Acquire a particular artifact, perhaps to complete a set (all three parts of the Regalia of Evil, the {@item Eye of Vecna} and {@item Hand of Vecna}, and so forth)"],["4","Collect a complete set of artistic treasures, such as all the paintings of a great master, manuscripts for a famed author's entire body of writings, or every piece of jewelry made by a master artisan"],["5","Transform an entire world into an extreme environment suitable as a lair—a volcanic hellscape, a frozen wonderland, an arid wasteland, or the like"],["6","Destroy one or more gods as an act of vengeance or to ascend to godhood"]],"name":"Greatwyrms; Ancient Dragon Goals","page":37,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Origin of Dragon Eggs","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Spontaneous Reincarnation}. When an adult or older dragon dies, one or more eggs form in the dragon's decomposing body. These eggs might grow like fungus as the body rots away, they could appear among the ashes after the body is consumed by fire, or they might need to be mined out from a corpse that has turned to solid stone or metal."],["2","{@b Seedlings of the First World}. At the heart of the world (underground, or in a remote area of pristine wilderness) stands a tree on which dragon eggs grow like fruit. Once in a lifetime, each dragon feels an overwhelming urge to seek out this tree. After finding it, the dragon must persuade its guardian to relinquish one or more eggs."],["3","{@b Consuming Treasure}. By eating a significant portion of their own hoards, dragons cause themselves to lay clutches of eggs."],["4","{@b Magical Crafting}. Mirroring the creative acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them."],["5","{@b Draconic Transformation}. Enlightened non-dragons (most often Humanoids) are transformed into dragon eggs when they die, when they experience profound enlightenment, or when they undergo a ritual that might involve bathing in dragon blood or being devoured by a dragon. Humanoids and dragons alike understand the transformation to be a transition into a higher state of existence."],["6","{@b Divine Origin}. Only Bahamut and Tiamat can create dragon eggs—each egg is the result of divine intervention."],["7","{@b Spontaneous Formation}. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or in extreme environments (volcanoes, arctic wastes, deadly swamps, and so forth) for chromatic dragons. The eggs might hatch on their own, or they might have to be unearthed first by another creature, whether that's an adult or older dragon or a hapless miner."],["8","{@b Parthenogenesis}. An adult or older dragon can lay a clutch of eggs whenever the dragon feels ready to rear a clutch of wyrmlings—or to impose that responsibility on others."],["9","{@b Dragon Conclave}. Five adult or older dragons of different kinds come together to create a clutch of eggs, with each giving up a bit of life energy as part of the process. This clutch of eggs hatches five dragons of different kinds, depending on the dragons making up the conclave."],["10","{@b Rejuvenation}. An ancient dragon voluntarily enters a deep trance and eventually dies, leaving behind a single egg."]],"name":"Reproduction; Origin of Dragon Eggs","page":38,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Half-Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Regional Effects}. The magical influence of a dragon's lair causes half-dragons to spontaneously arise among the area's other creatures."],["2","{@b Forbidden Fruit}. A dragon can cause a particular tree to produce magical fruit. When eaten by a creature able to bear children, the fruit causes the creature to bear a half-dragon."],["3","{@b True Love's Gift}. Love occasionally blossoms between dragons and creatures of other kinds, and this life bond can result in half-dragon children. Most half-dragons born of love are created as a magical gift."],["4","{@b Blood Transformation}. A creature that bathes in or drinks the blood of a dragon can sometimes be transformed into a half-dragon. A dragon might voluntarily offer some blood to bring this about, or it could happen accidentally when a would-be dragonslayer is splashed with dragon blood."],["5","{@b Cradle Favor}. A dragon might bestow the gift of draconic power on a newborn baby or an unborn child—as either a blessing or a curse."],["6","{@b Hoard Thieves}. The hoard of an older dragon is imbued with that dragon's power. Those who steal from such a hoard might transform into half-dragons as that power leaches into them."]],"name":"Half-Dragons; Half-Dragon Origin","page":39,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Death Throes","colLabels":["d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon immediately uses one of its lair actions, centering the effect on itself. For example, a fallen black dragon and any characters around it might be pulled into a nearby pool of water, and a copper dragon's body might be swallowed suddenly in mud."],["2","The dragon uses its breath weapon one last time."],["3","The dragon's body transforms into stone, metal, lava, ice, or mist. Or the body dissipates, leaving behind only a transformed heart or other organ."],["4","Roll on the {@table Wild Magic Surge|PHB} table in the \"{@class Sorcerer|phb}\" section of the {@book Player's Handbook|PHB}, rerolling any inappropriate result."],["5","A surge of life energy erupts from the dragon, causing each creature within 120 feet of the body to gain the benefit of finishing a long rest."],["6","The body is drawn through a portal to the lair of one of the dragon's echoes on another world, increasing that echo's power."]],"name":"Death of a Dragon; Dragon Death Throes","page":40,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Undead Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dragon seeks help, desperate to prevent a dracolich-worshiping cult from convincing the dragon's sibling, mate, or rival to become a dracolich."],["2","A dragon suffering from a wasting affliction asks the characters to travel to another world, where they must destroy an echo of that dragon who has become a dracolich."],["3","A pirate crew under the command of a {@creature ghost dragon|FTD} fights to recover the dead dragon's scattered hoard."],["4","A {@creature hollow dragon|FTD} guards an artifact meant to be used in the dire circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won't let the artifact be used for its intended purpose."],["5","A gem dragon from another world is searching for the dragon's echo, which has become a {@creature draconic shard|FTD}."],["6","A dracolich keeps returning after being destroyed. The dracolich's connection to its echoes on other worlds is keeping its soul intact, like a phylactery, and the connection must be severed before the creature's threat can be ended."]],"name":"Undeath; Undead Dragon Adventure Hooks","page":41,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Echo Characteristics","colLabels":["d8","Echo Characteristics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Same dragon kind and age, differing only in physical appearance"],["2","Same dragon kind and age, differing only in a peculiar mannerism"],["3","Same dragon kind and age, but significantly different in personality, ideals, or alignment"],["4","Same dragon kind and generally alike, but older or younger by one category"],["5","Same age, different kind within the same family (chromatic, gem, or metallic), and similar in appearance and personality"],["6","Same age, different kind in a different family (with a similar breath weapon or habitat), with similar appearance but very different ideals or alignment"],["7","Radically different in almost every way imaginable but still bound by fate across the worlds"],["8","Roll again, and in addition the echo is Undead (a dracolich, {@creature hollow dragon|FTD}, {@creature ghost dragon|FTD}, or {@creature draconic shard|FTD}) or a shadow dragon."]],"name":"Echoes across the Worlds; Dragon Echo Characteristics","page":42,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cult of the Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of cultists has stolen a dragon egg, with the dual goal of hatching a minion for themselves and gaining leverage over the dragon who was caring for the egg. But the dragon wants the egg back."],["2","A group of cultists is trying to access a magic portal linking the Material Plane to Tiamat's domain, hoping to break the seal that has kept the portal closed for centuries."],["3","A dragon whose echo on another world has become a dracolich suffers from a wasting affliction (see \"{@book Undeath|FTD|3|Undeath}\" above). Members of the Cult of the Dragon are trying to persuade the afflicted dragon to become a dracolich as well."],["4","A dragon and a dracolich, representing the opposing factions of the Cult of the Dragon, war against each other. Their battle is devastating the region between their lairs and endangers countless innocents."],["5","A group of cultists searches for all the {@item Orb of Dragonkind||Orbs of Dragonkind}, planning to use them to bend dragons to their will."],["6","A fringe group of cultists decides to focus on the \"shattered thrones\" part of the ancient prophecy and attempts to assassinate rulers and destroy their seats of power."]],"name":"Cult of the Dragon Adventure Hooks","page":45,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Chamber Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An agent of the Chamber has plundered the research of an eccentric sage whose work is widely considered nonsense, suggesting that something important is hidden in the sage's notes."],["2","A dragon of the Chamber is convinced that dragonmarked Humanoids on Eberron have echoes on other worlds of the Material Plane, and seeks ways to identify them."],["3","A dragon of the Chamber draws the characters from one Material Plane world to another, trying to glean information about the Prophecy by examining the relationship between the two worlds."],["4","A member of the Chamber seeks to hire the characters to explore a dungeon that was recently discovered behind a sigil-inscribed stone seal."],["5","A member of the Chamber believes that one of the characters could serve as \"the Child of Winter\" (or some similar title) mentioned in the Prophecy and tries to manipulate the character into bringing the terms of the Prophecy to pass."],["6","A Fiend tries to trick the characters into slaying a dragon belonging to the Chamber."]],"name":"Chamber Adventure Hooks","page":46,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lauth Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Support the establishment of a powerful empire to maintain order in the lauth's territory"],["2","Bring about the downfall of a powerful empire"],["3","End the influence of Aberrations originating in the Underdark"],["4","Seek out and destroy hundreds of cursed magic items created by an ancient lich"],["5","Destroy an archdevil, a demon prince, a powerful Celestial, or an archfey whose extraplanar influence is altering the lauth's territory"],["6","Bring about (or prevent) the fulfillment of a prophecy uttered by an ancient dragon centuries ago"]],"name":"Common Purpose; Lauth Goals","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Wards","colLabels":["d6","Ward Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Immutability}. The dragon is immune to any spell or effect that would alter its form."],["2","{@b Inscrutability}. The dragon is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks made to ascertain its intentions or sincerity have disadvantage."],["3","{@b Magic Resistance}. The dragon has advantage on saving throws against spells and other magical effects."],["4","{@b Damage Resistance}. The dragon has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."],["5","{@b Additional Resistance}. The dragon has resistance to one type of damage. Roll a {@dice d8}, rerolling if you get a damage type the dragon is already resistant or immune to: 1, acid; 2, cold; 3, fire; 4, lightning; 5, necrotic: 6, psychic; 7, radiant; 8, thunder."],["6","{@b Death Ward}. The dragon can cast the {@spell death ward} spell on itself and regains the ability to do so after a long rest."]],"name":"Engraved Wards; Hidecarved Wards","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Dragons Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidecarved dragon hires the characters to undertake a quest in pursuit of the lauth's goal."],["2","A lauth becomes convinced that their goal demands the destruction of the characters."],["3","A lauth unexpectedly aids the characters' quest, which aligns with the hidecarved dragons' goal."],["4","A lauth opposes the characters' quest, which is at odds with the hidecarved dragons' goal."],["5","Following reports of a dangerous dragon in the region, the characters discover the dragon is part of a lauth whose goal is worth aiding."],["6","A dragon asks the characters to help figure out why mysterious arcane markings have suddenly appeared on the dragon's scales. Solving this puzzle might mean journeying to another world or finding a way to help awaken the dragon's dragonsight."]],"name":"Hidecarved Dragons Adventure Hooks","page":48,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Inheritors of the First World Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fleeing foe disappears into a magic portal linked to another world of the Material Plane. When the characters follow this enemy, they draw the attention of dragons who want to know more about the world they came from."],["2","The lair of a gem dragon turns out to be a magical nexus containing portals linked to the lairs of the dragon's echoes on several other worlds."],["3","The characters discover an enormous ruby deep in the Underdark. When word of their find gets out, the gem becomes the target of thieves and eventually of dragons who believe it is the heart of Sardior and a key to the Ruby Dragon's return."],["4","A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragon's echo and solve the mystery of why their patron has been unable to learn dragonsight."],["5","Priests or dragon servitors of Bahamut send the characters to combat the Inheritors of the First World, worried that any attempt to restore Bahamut and Tiamat's primal creation will anger the gods and rekindle the ancient wars between dragons and Humanoids."],["6","Dragons establish a permanent portal connecting two worlds of the Material Plane, establishing an exciting era of discovery and trade between them. But the longer the portal remains open, the larger it grows, seemingly drawing the two worlds together into a catastrophic collision."]],"name":"Inheritors of the First World Adventure Hooks","page":49,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Relationships and Adventures","colLabels":["d20","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon is trying to eliminate a business rival through ruthless competition or underhanded means, and the rival seeks the characters' help. (Business owner)"],["2","A struggling merchant hires the characters to identify a mysterious competitor who seems to have unlimited resources. (Business owner)"],["3","A repentant enemy comes to the characters, telling them that a former companion of the enemy is actually a manipulative dragon—and asking them to help get revenge. (Companion)"],["4","The characters develop an ever-closer friendship with a secretive person who seems to have inexhaustible wealth and an endless supply of useful information. (Companion)"],["5","A city council asks the characters to help put an end to a deadly war between two criminal gangs, not knowing one of the gangs is led by a dragon. (Crime boss)"],["6","While the characters fight a crime family in a major city, they discover their patron is a dragon hoping to take over the criminal enterprise. (Crime boss)"],["7","A small nation is worried about the aggressive expansion of a dragon-ruled empire on the opposite side of a desert, ocean, or mountain range. Its leaders seek aid from powerful adventurers who can protect the nation from conquest. (Emperor)"],["8","As the characters become powerful enough that they might conceivably threaten a dragon ruler, they are given a choice: enter government service or face exile in the wild borderlands. (Emperor)"],["9","Two nobles worry about the amount of money their heir is donating to a new temple. (God)"],["10","A dragon with developed dragonsight is trying to bring together worshipers from multiple worlds to perform a ritual that will let the dragon ascend to true godhood. (God)"],["11","A dragon noble's servants have kidnapped a well-known storyteller or musician because the dragon is having trouble sleeping. (Noble)"],["12","An aristocrat is being blackmailed by someone threatening to reveal that the noble is actually a dragon in disguise. (Noble)"],["13","When the characters defeat a powerful enemy, the enemy's \"pet\" dragon tries to adopt the characters. (Parental figure)"],["14","When the characters kill a dragon's minions, the distraught dragon surrenders and agrees to leave the area—while secretly plotting revenge against the party. (Parental figure)"],["15","Another group of adventurers—supplied with superior equipment and information by their dragon patron—is pursuing the same goal as the characters. (Patron)"],["16","Local aristocrats complain that the best artists and performers are being lured away by a mysterious patron's promises of riches. (Patron)"],["17","A dragon can teach great magical secrets. But any would-be disciples must prove their worth by acquiring a valuable item to add to the dragon's hoard. (Teacher)"],["18","A dragon teacher from a character's past (whom the character might not know is a dragon) asks for help tracking down a student who has turned to evil. (Teacher)"],["19","A marauding group of bandits has grown from an irritation to a significant threat after coming under the leadership of a dragon. (Warlord)"],["20","The warlike minions of two dragons are clashing in skirmishes across the region, devastating peaceful villages and farmlands. (Warlord)"]],"name":"Warlord; Relationships and Adventures","page":51,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Encounter Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon has no interest in fighting and tries to avoid the characters, until they anger the dragon through significantly injury or insult."],["2","The dragon is too bored to fight and offers the characters a tiny amount of treasure if they'll leave."],["3","The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and directs at least one attack each round at such a character."],["4","The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about, damaging their equipment, insulting them, or showing how ineffectual their attacks are."],["5","The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons minions, an {@item iron flask} with a powerful Fiend inside, or a magic portal to an echo's lair. The characters must prevent the dragon from summoning aid or face a new threat."],["6","The dragon is desperately trying to protect a particular treasure, one or more eggs, or perhaps a minion, bargaining to protect this treasure and flying into a rage if it is harmed."],["7","The previous occupant of the dragon's lair left behind a curse, a trap, or a lingering spirit that clever characters can turn against the dragon."],["8","The dragon's lair is almost impossible to navigate without access to one or more of the dragon's special movement modes (typically flight, but possibly burrowing, swimming, or climbing)."],["9","It's been so long since anyone has dared to intrude on the dragon's lair that the dragon is more interested in showing off the lair—and impressive lair actions—than in doing serious harm to the characters. If the characters escape and spread stories of the dragon's grandeur, so much the better."],["10","When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round."],["11","Factions and grudges within the ranks of the dragon's minions erupt when the characters challenge the dragon, resulting in infighting that might tip the odds in the main battle in either direction."],["12","A feature in the dragon's lair has an unpredictable magical effect, perhaps similar to a {@item wand of wonder}, a sorcerer's {@table Wild Magic Surge|PHB}, or a {@book dungeon trick|DMG|10|Random Tricks} as described in the {@book Dungeon Master's Guide|DMG}. The dragon avoids the feature unless the encounter is going badly, then either activates the feature or tries to goad the characters into doing so."],["13","Spell effects and breath weapons used inside the dragon's lair cause dramatic destruction, including chasms opening up, ceilings collapsing, pillars toppling, and other effects that can damage or hinder the characters and the dragon equally."],["14","The dragon has a rival who notices the characters approaching the dragon's lair and keeps tabs on the fight. This rival might step in to help the characters or the dragon, depending on the circumstances, or might ambush the characters when they leave the dragon's lair."],["15","The dragon takes tremendous pleasure in adopting Humanoid form and pretending to be a minion, groveling and sniveling when intruders enter the lair and claiming that the dragon is away."],["16","The dragon's only goal is to learn a key piece of information about the characters' larger goals and then escape."],["17","The dragon enjoys combat, roaring in appreciation each time the characters pull off effective attacks or flashy spells. But if seriously hurt, the dragon quickly calls for a truce."],["18","Each round of combat with the dragon, the characters catch an eerie glimpse of another world where one of the dragon's echoes is active."],["19","The dragon has a plan to feign death in case of attack—apparently being buried in a cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge."],["20","At the same time the characters are confronting the dragon, another group of adventurers is confronting one of the dragon's echoes on another world. Halfway through the fight, either the dragons or the characters and the other adventurers switch places."]],"name":"Dragon Encounters; Dragon Encounter Complications","page":53,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cross-Purposes","colLabels":["d6","The Dragon's Schemes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","...directly target one or more characters. The adventure begins when the dragon or the dragon's minions confront the characters."],["2","...threaten a character's bond or an NPC who's important to one or more characters."],["3","...challenge a character's ideal or exploit a flaw. The character might hear rumors of the dragon's activity, spurring them into action."],["4","...trap the characters between clashing forces."],["5","...create an opportunity for a character to pursue a personal goal."],["6","...cause an accident or catastrophe that threatens the characters."]],"name":"Dragon as Schemer; Cross-Purposes","page":56,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lair Location","colLabels":["d10","Unusual Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The area is a climate anomaly—a cool and lush oasis in a hot desert, a balmy spring within a frozen tundra, a drifting iceberg in a warm sea, a barren waste in the midst of a verdant forest, or the like."],["2","The area is a wild magic zone. Whenever a creature casts a spell of 1st level or higher or activates a magic item, roll a {@dice d10}. On a 1, roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}."],["3","Natural rock formations align with celestial phenomena at particular times of the year. Stars and planets might line up with rock spires and windows on solstices and equinoxes, for example."],["4","A dead god or titan is buried in the area."],["5","The area is a vast crater, at the center of which is a long-buried meteorite."],["6","A magical portal to another plane of existence releases dangerous energy—and sometimes creatures—into the area."],["7","The area was a battlefield in an ancient war where thousands of soldiers were annihilated in a devastating magical assault."],["8","Gravity does not function as expected in the area, which might manifest as giant floating earth motes or similar terrain."],["9","An enormous tree—possibly the oldest living organism in the world—grows at the heart of the area."],["10","A god left a profound impression on the site during an ancient visit to the Material Plane—perhaps a footprint, a pool of tears, or a splash of blood that has permanently infused the ground."]],"name":"Dragon Lairs; Lair Location","page":63,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Linking Items","colLabels":["d10","Linking Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The broken pieces of an artifact (such as the Rod of Seven Parts)"],["2","A set of large gemstones, each engraved with the seal of a particular nation or the symbol of a deity"],["3","Numbered volumes of an encyclopedia or comprehensive history"],["4","Statuettes depicting different kinds of dragons"],["5","Portraits of the members of a well-known historical family"],["6","Ornate nesting dolls that feature a large gemstone egg at the heart of the set"],["7","Regalia—an orb, a crown, a scepter, and so forth—belonging to a recently deposed monarch"],["8","Pieces of a full suit of armor that once belonged to an ancient hero"],["9","A set of teeth from a rival dragon, a prophet, or a rare creature"],["10","Pieces of a chess set or another board game, or cards from a deck of playing cards, a {@deck tarokka deck|CoS}, or a {@item deck of many things}"]],"name":"Linking Hoards; Hoard Linking Items","page":67,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unfinished Business","colLabels":["d6","Unfinished Business"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Entrust the haunted item to the ghost's heir"],["2","Entomb the haunted item with the ghost's corpse"],["3","Destroy the haunted item"],["4","Use the haunted item for a specific purpose"],["5","Reunite the haunted item with other items forming a set"],["6","Destroy the ghost's killer: a dragon who is an echo of the hoard's owner on another world"]],"name":"Haunted Hoards; Unfinished Business","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Curse Effects","colLabels":["d6","Hoard Curse Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Each affected creature gains 1 level of {@condition exhaustion} that can't be removed until the curse is broken."],["2","Each affected creature automatically fails saving throws against dragons' breath weapons and Frightful Presence."],["3","Each affected creature gains vulnerability to the damage type of the breath weapon of the dragon who cursed the hoard."],["4","Each affected creature's speed is reduced by 10 feet."],["5","Affected creatures can't spend Hit Dice to regain hit points during a short rest."],["6","When an affected creature dies, its soul becomes imprisoned by the slain dragon's spirit, preventing the creature from being raised from the dead."]],"name":"A Dragon's Curse; Hoard Curse Effects","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Breaking a Hoard Curse","colLabels":["d4","Rite Elements"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cast the {@spell hallow} spell"],["2","Make an offering of blood from everyone who participated in killing the dragon (or those creatures' nearest kin)"],["3","Bathe or sprinkle the treasure in the dragon's blood"],["4","Make a sacrifice to Bahamut, Tiamat, or both"]],"name":"A Dragon's Curse; Breaking a Hoard Curse","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic","colLabels":["d6","Magical Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a permanent protective ward covering a city-state or small kingdom"],["2","Destroy a large magical ward protecting a region"],["3","Create a dead magic zone where spells and magic items won't function"],["4","Repair the fabric of magic in a dead magic zone"],["5","Reassert the dominance of the Material Plane in a region, banishing influence that has been seeping in from another plane of existence"],["6","Open a portal to another plane of existence or another world of the Material Plane"]],"name":"Competition for a Hoard; Hoard Magic","page":69,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coin Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Equivalent value in {@book trade goods|PHB|5|Trade Goods} (see the {@book Player's Handbook|PHB}) rather than coins"],["2–3","Coins from an ancient culture local to this region, ancestral to the people who live here now"],["4–5","Coins from an ancient culture in a distant region"],["6–7","Coins from a nearby contemporary culture"],["8–9","Coins from a local contemporary culture"],["10","Coins from another world"]],"name":"Coins; Coin Origins","page":70,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Mundane Items","colLabels":["d100","Mundane Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","A painting by an artist long forgotten by everyone except the dragon"],["05–08","A hogshead (large cask) containing 65 gallons of clean drinking water"],["09–12","Several embroidered throw pillows depicting wyrmling dragons"],["13–16","A funerary urn containing remains the dragon can't identify"],["17–20","A set of seven candlesticks bearing a god's holy symbol"],["21–24","A tarnished brazier with pleasant-smelling ash"],["25–28","A drum for use in religious rites, with a foreboding echo to its beat"],["29–32","A stuffed Monstrosity appropriate to the local terrain"],["33–36","The skull of a Fiend or Celestial"],["37–40","A spinning wheel"],["41–44","An hourglass filled with sparkling sand"],["45–48","A crude flute with a pleasing sound"],["49–52","Hundreds or thousands of fake coins interspersed with the real treasure"],["53–56","A treatise on alchemy etched on steel cylinders"],["57–60","The battle standard of one of the dragon's ancient foes"],["61–64","A sketchbook from another world of the Material Plane, depicting unfamiliar creatures and one very familiar dragon"],["65–68","A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)"],["69–72","A map showing the dragon's lair in relation to villages and other long-gone landmarks"],["73–76","A kneeling bench, which anyone addressing the dragon is required to use"],["77–80","A scroll containing a long epic poem in praise of the dragon"],["81–84","A star chart showing Bahamut and a one-headed Tiamat as constellations, with \"Elegy for the First World\" written between the stars"],["85–88","A large, noisy wind chime"],["89–92","A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon's minions"],["93–96","A jar with a dead illithid tadpole floating in preserving chemicals"],["97–00","An extensive historical record in the form of carefully knotted strings"]],"name":"Creating a Hoard; Hoard Mundane Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Gems","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Gem Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–43","01–51","01–18","01–14","10 gp"],["44–99","52–75","19–36","15–28","50 gp"],["00","76–99","37–54","29–42","100 gp"],["—","00","55–77","43–58","500 gp"],["—","—","78–99","59–93","1,000 gp"],["—","—","00","94–00","5,000 gp"]],"name":"Creating a Hoard; Hoard Gems","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Art Objects","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Art Object Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–95","01–53","01–49","01–22","25 gp"],["96–00","54–99","50–75","23–42","250 gp"],["—","00","76–99","43–58","750 gp"],["—","—","00","59–93","2,500 gp"],["—","—","—","94–00","7,500 gp"]],"name":"Creating a Hoard; Hoard Art Objects","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic Items","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Magic Items"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–34","01–21","01–06","—","Common minor item ({@table Magic Item Table A}*)"],["35–61","22–49","07–18","—","Uncommon minor item ({@table Magic Item Table B}*)"],["62–77","50–64","19–41","01–12","Rare minor item ({@table Magic Item Table C}*)"],["—","65–72","42–64","13–56","Very rare minor item ({@table Magic Item Table D}*)"],["—","—","65–69","57–67","Legendary minor item ({@table Magic Item Table E}*)"],["78–96","73–91","70–72","—","Uncommon major item ({@table Magic Item Table F}*)"],["97–00","92–97","73–80","68–73","Rare major item ({@table Magic Item Table G}*)"],["—","98–00","81–91","74–82","Very rare major item ({@table Magic Item Table H}*)"],["—","—","92–00","83–00","Legendary major item ({@table Magic Item Table I}*)"]],"footnotes":["*See the {@book Dungeon Master's Guide|DMG}."],"name":"Creating a Hoard; Hoard Magic Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amethyst Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am never so content as when contemplating the beauty and wonders of the multiverse."],["2","I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise."],["3","What use is vast knowledge or insight if it is not shared with those who can appreciate it?"],["4","Although some are fascinated by words, I think numbers are the true foundations of creation."],["5","To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge."],["6","I see a far more kaleidoscopic reality than you do... or than any of your selves do, really."],["7","It is not my place to interfere. I merely seek to observe, learn, and understand."],["8","With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one."]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Personality Traits","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)"],["2","Knowledge. We are the whole of creation, seeking to understand itself. (Any)"],["3","Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)"],["4","Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)"],["5","Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)"],["6","Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)"]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Ideals","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan."],["2","A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard."],["3","An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction."],["4","An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back."],["5","A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon."],["6","An {@creature amethyst dragon wyrmling|FTD} is actually the temporally displaced form of an {@creature ancient amethyst dragon|FTD} who already exists in the same time line."],["7","An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment."],["8","An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior."]],"name":"Amethyst Dragon Adventures; Amethyst Dragon Adventure Hooks","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature amethyst dragon wyrmling|FTD} is in the care of a cloistered religious order of scribes."],["2","A half-amethyst dragon cares for an {@creature amethyst dragon wyrmling|FTD} sibling after the disappearance of their dragon parent."],["3","A {@creature Faerie Dragon (Violet)||violet faerie dragon} is the playmate and guardian of an {@creature amethyst dragon wyrmling|FTD}."],["4","An {@creature amethyst dragon wyrmling|FTD} lives alone in a lair, cared for by a cadre of animated objects."],["5","A cloister of {@creature Flumph||flumphs} protects an {@creature amethyst dragon wyrmling|FTD} while feeding on the wyrmling's excess psionic energy."],["6","A circle of druids looks after an {@creature amethyst dragon wyrmling|FTD} lairing in the circle's mountain tarn."]],"name":"Connected Creatures; Amethyst Dragon Wyrmling Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Amethyst Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A myconid community dwells in tunnels near a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time."],["2","A {@creature young amethyst dragon|FTD} and a {@creature githzerai zerth} travel together, learning about the multiverse."],["3","A {@creature young amethyst dragon|FTD} wants to take over the cavern lair of a {@creature hydra}."],["4","A deep pool in a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair leads to the underground domain of an {@creature aboleth} the dragon has been seeking to eliminate."],["5","A {@creature young amethyst dragon|FTD} and a {@creature cloud giant} regularly host each other to play strategy games."],["6","{@creature Pegasus||Pegasi} nesting in the mountain heights are under the protection of a {@creature young amethyst dragon|FTD}."]],"name":"Connected Creatures; Young Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Amethyst Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Merfolk} dwelling near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair are under threat from {@creature sahuagin} raiders."],["2","Clusters of {@creature Shrieker||shriekers} serve as a warning system in the tunnels of an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair."],["3","The Enlightened Dragon Master of an isolated monastery is, in fact, an {@creature adult amethyst dragon|FTD}."],["4","An {@creature adult amethyst dragon|FTD} is at war with a {@creature beholder} that has moved into the dragon's domain."],["5","{@creature Xorn} serve as lookouts and spies for an {@creature adult amethyst dragon|FTD} who rewards them with gems."],["6","To repay a favor long owed to a monastery of githzerai warrior-monks, an {@creature adult amethyst dragon|FTD} sends them aid against a {@creature mind flayer} colony."],["7","An apostate community of githyanki follows the tutelage of an {@creature adult amethyst dragon|FTD}, who safeguards their creche on the Material Plane."],["8","The crystal-infused clay near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair is ideal for the creation of {@creature Clay Golem||clay golems}, and the dragon can perceive everything those golems do."]],"name":"Connected Creatures; Adult Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Amethyst Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yuan-ti cult known as the Serpents of the Dreaming City draws power from an {@creature ancient amethyst dragon|FTD}, which the cultists keep in eternal slumber with braziers of enchanted smoke."],["2","A rogue {@creature purple worm} swallowed a large portion of an amethyst dragon's hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm's movement."],["3","An {@creature ancient amethyst dragon|FTD} is able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon's students."],["4","After centuries guarding the world against incursions from the Far Realm, an {@creature ancient amethyst dragon|FTD} has been corrupted by aberrant influences and now leads a cult the dragon once opposed."]],"name":"Connected Creatures; Ancient Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A complex orrery of the planes of existence made of engraved movable plates of precious metals and set with gemstones"],["2","A two-foot-long rod of pale crystal that gives off eerie sounds when touched, with the tone varying up and down the length of the rod"],["3","A life-sized human skull carved from a single piece of crystal, including a hollow interior"],["4","A beautifully engraved gong, 3 feet in diameter, suspended from an ornate, inlaid frame"],["5","A crystal singing bowl etched with mantras in Gith, accompanied by an inlaid wooden mallet"],["6","A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems"],["7","An etched crystal that projects a star map showing an unfamiliar star field and constellations when set on top of a light source"],["8","A ring in the shape of a coiling dragon, with tiny gemstones for eyes"]],"name":"Amethyst Dragon Treasures; Amethyst Dragon Art Objects","page":79,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I demonstrate my brilliance through the cruel subtlety of my actions."],["2","Watching the works of lesser beings crumble and fall into ruin fills me with joy."],["3","I never confront a threat directly when deceit and skulduggery are available options."],["4","Subjugating others is preferable to destroying them. Thralls make life so much more pleasant."],["5","I will go to great lengths to obtain deadly new magical knowledge."],["6","Nothing lasts forever. But I promise to outlast you."],["7","I have witnessed the rise and fall of civilizations. What consideration does a creature as pitiful and short-lived as you deserve?"],["8","Collecting antiquities and learning why lost cultures vanished are my reasons for existing. If you can help me in that, I'll let you live."]],"name":"Creating a Black Dragon; Black Dragon Personality Traits","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Envy. If the achievements of others cannot be eclipsed, they can always be torn down. (Evil)"],["2","Acquisitiveness. Possessing what others covet is immensely satisfying. (Any)"],["3","Cunning. Destroying your foes without exposing yourself to danger is an art. (Evil)"],["4","Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)"],["5","Patience. There's no need to rush a poorly constructed plan when time is on your side. (Any)"],["6","Serenity. Observing a culture sliding into oblivion along the trek of time puts life in perspective. (Any)"]],"name":"Creating a Black Dragon; Black Dragon Ideals","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Black Dragon||Young}","13","{@spell blindness/deafness}, {@spell create or destroy water}"],["{@creature Adult Black Dragon||Adult}","16","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell plant growth}"],["{@creature Ancient Black Dragon||Ancient}","19","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell insect plague}, {@spell plant growth}"]],"name":"Creating a Black Dragon; Black Dragon Spellcasting","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black dragon recently took control of a band of pirates and their backwater hideout. Emboldened, the pirates have started raiding nearby shipping lanes."],["2","A conflict-averse black dragon is secretly spraying an alchemical defoliant on local farmland to push people living in the area away from the dragon's lair. The resulting famine is devastating the countryside."],["3","Rival realms are secretly being driven to war by the machinations of a black dragon, who hopes to revel in the resulting carnage."],["4","When swamplands shrink due to a prolonged drought, two black dragons form a temporary alliance to destroy a nearby town for more living space."],["5","The acidic bile of a black dragon is the only substance able to melt the lock of a despot's vault."],["6","A potent artifact is rumored to lie in the ruins where a black dragon dwells."],["7","A group of adventurers and a black dragon are hunting the same treasure in the ruins of a partially sunken city."],["8","A black dragon with epicurean tastes is poaching game in a noble's hunting preserve at a frightening pace."]],"name":"Black Dragon Adventures; Black Dragon Adventure Hooks","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After breaking free from captivity at the hands of a cocky mage, a cunning {@creature black dragon wyrmling} claimed the mage's amulet—and the suits of {@creature animated armor} the amulet controls."],["2","A band of {@creature Troglodyte||troglodytes} is cowed into serving a {@creature black dragon wyrmling} as bodyguards."],["3","The recent appearance of a {@creature black dragon wyrmling} has altered the local ecosystem, allowing various types of blights to spread prodigiously and upset nature's balance."],["4","A {@creature black dragon wyrmling} is setting cunning traps along local roadways, hoping to injure horses and draft animals for easy butchering."],["5","Kobolds dwelling under a tropical city serve as safecrackers and tunneling burglars to amass treasure for their beloved {@creature black dragon wyrmling} master."],["6","A gnome relic hunter looting a long-abandoned city strikes up an unlikely partnership with a {@creature black dragon wyrmling} to plunder an archaeological dig."]],"name":"Connected Creatures; Black Dragon Wyrmling Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Black Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young black dragon} with a talent for alchemy has weaponized the spores of a myconid colony."],["2","A {@creature merrow} war band has negotiated an alliance with a {@creature young black dragon} to sack a nearby trading port."],["3","A pack of {@creature Ghoul||ghouls} infesting a necropolis serve as a {@creature Young Black Dragon||young black dragon's} bodyguards and enforcers."],["4","A {@creature young black dragon} has cultivated an awakened carnivorous plant (use the {@creature awakened tree} stat block) as a lair guardian and has been abducting travelers to feed the plant creature."],["5","Lizardfolk worshiping a {@creature young black dragon} have been raiding a local fishing community."],["6","A {@creature young black dragon} has struck up a mutual assistance pact with a {@creature roper} that haunts the ruins outside the dragon's lair."]],"name":"Connected Creatures; Young Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Black Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult black dragon} has learned to domesticate swamp-bred {@creature Chimera||chimeras} as guardians and has sold a few of the creatures to local warlords."],["2","A cult of assassins worships an {@creature adult black dragon} as an avatar of their deity. The dragon now uses the cult to destabilize the local sovereign's rule."],["3","Ruins rumored to hold the treasury of a lost empire are guarded by an elaborate network of ooze-based traps designed by a restless {@creature adult black dragon}."],["4","The appearance of a {@creature spirit naga} in the domain of an {@creature adult black dragon} encourages the dragon to study necromancy."],["5","An {@creature adult black dragon} has hidden a cache of gems in a dismal topiary maze filled with {@creature Shambling Mound||shambling mounds}, traps, and noxious plant life, all for the amusement of testing adventurers."],["6","An {@creature adult black dragon} has bound {@creature Water Elemental||water elementals} to the task of bringing food to the dragon's lair."],["7","A bullywug community seeks help to defeat an {@creature adult black dragon} who has been feasting on the bullywugs' domesticated {@creature Giant Frog||giant frogs}."],["8","Two nations—one led by an {@creature adult black dragon} and the other by a {@creature yuan-ti abomination}—are on the brink of joining forces to destroy a third nation. The threatened nation is recruiting adventurers to defend it."]],"name":"Connected Creatures; Adult Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Black Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient black dragon}, after studying blasphemous texts dedicated to alien gods, issues a warning that a corrupted {@creature planetar} will soon fall to earth like a meteor in the fens outside a great city's walls."],["2","An illithid community has spent nearly a millennium raising and preparing a black dragon to become an {@creature elder brain dragon|FTD} (described in {@book chapter 6|FTD|6|Elder Brain Dragon}), so the {@creature elder brain|VGM} can wreak ruin upon its rivals."],["3","The decades-long machinations of an {@creature ancient black dragon} and an evil {@creature archmage} are nearing fruition. If their pact succeeds, they will unleash devastation on a continental scale."],["4","An {@creature ancient black dragon} rules a vast, decadent city built on artificial islands within a polluted lake. The site is threatened with destruction by an enraged {@creature archdruid|VGM}—but destroying the city means thousands of innocents will die."]],"name":"Connected Creatures; Ancient Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elegant necklace owned by a beloved noble who disappeared years ago"],["2","Stone carvings representing a pantheon of deities that passed from common knowledge long ago"],["3","The lost secret to forging an alloy imbued with arcane potential, etched on twelve metal disks the size of dinner plates"],["4","A sealed platinum flask containing the last known aqua vitae created by a master dwarf distiller"],["5","A ceremonial longsword with an embossed silver hilt and a blade of amber"],["6","A lavishly illustrated genealogy kept in a magically sealed container that disputes a current monarch's right to the throne"],["7","Heretical religious symbols carved on a trio of gemstones the size of apples"],["8","An elaborately carved mask representing a god of harvest and fertility"],["9","Metal horn caps inset with gems, made for the dragon by loyal cultists"],["10","A beautifully enameled urn holding the desiccated heart of the dragon's former green dragon rival"]],"name":"Black Dragon Treasures; Black Dragon Art Objects","page":84,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enforce order and social hierarchies because I believe this is how strong societies are built."],["2","Why waste time and energy murdering weaker creatures when I can make them entertain me instead?"],["3","My children, whether born to me or chosen by me, are treasures."],["4","Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand."],["5","I have standards for my hoard. Not just any gem or trinket will do."],["6","I'm so pleased with myself and my own good fortune that I can't stop laughing or chuckling."],["7","I would rather destroy my lair and lose my hoard than allow anyone to steal from me."],["8","I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance."]],"name":"Creating a Blue Dragon; Blue Dragon Personality Traits","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)"],["2","Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)"],["3","Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any)"],["4","Family. Blood ties are irrevocable, and even if one doesn't particularly like one's family members, they come before anyone else. (Lawful)"],["5","Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)"],["6","Loyalty. I don't form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good)"]],"name":"Creating a Blue Dragon; Blue Dragon Ideals","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Blue Dragon||Young}","15","{@spell create or destroy water}, {@spell major image}"],["{@creature Adult Blue Dragon||Adult}","17","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}"],["{@creature Ancient Blue Dragon||Ancient}","20","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}, {@spell project image}"]],"name":"Creating a Blue Dragon; Blue Dragon Spellcasting","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A blue dragon family demands tribute from desert communities in exchange for protection."],["2","Enraged at the loss of a wyrmling, a blue dragon is causing lightning storms to destroy coastal settlements and refuses to stop until someone delivers the adventurer responsible."],["3","A prosperous-looking city appears among the desert dunes, drawing explorers and treasure hunters aplenty, but it's an illusion created by a blue dragon."],["4","A blue dragon promises great wealth to anyone who offers worthy treasures—but eats anyone who misses the mark."],["5","A blue dragon recently acquired trunks full of dress clothes and costumes and is abducting people to put on a fashion show."],["6","A pair of blue dragons is hiring adventurers to find their missing egg, which appears to have been stolen by another blue dragon related to them."],["7","Rock slides have closed a mountain pass, and the only other road through the area wends through the territory of a blue dragon notorious for playing illusory tricks on travelers."],["8","{@creature Blue Dragon Wyrmling||Blue dragon wyrmlings} are playing deadly pranks on the people in their territory, and those people are afraid to ask the wyrmlings' parents to stop them."]],"name":"Blue Dragon Adventures; Blue Dragon Adventure Hooks","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A recently hatched brood of {@creature Blue Dragon Wyrmling||blue dragon wyrmlings} has adopted a wounded {@creature pseudodragon} as a sibling."],["2","A {@creature blue dragon wyrmling} frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty."],["3","A clan of druids has taken in an orphaned {@creature blue dragon wyrmling}, and its members are trying to teach the creature the value of compassion."],["4","A family of gnolls is holding a {@creature blue dragon wyrmling} hostage in an attempt to force the wyrmling's parents to leave the gnolls' hunting grounds."],["5","Because of the friendship between a bandit leader's child and a {@creature blue dragon wyrmling}, the wyrmling's parents are considering allowing the bandits to move into the dragons' territory."],["6","The accidental death of a {@creature blue dragon wyrmling} has caused a sibling to seek revenge."]],"name":"Connected Creatures; Blue Dragon Wyrmling Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Blue Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Young Blue Dragon||young blue dragon's} family was killed, and the dragon is building a whole realm as a base for exterminating those responsible."],["2","A {@creature young blue dragon} claims the rule of a fast-growing city to impress the dragon's family."],["3","A {@creature young blue dragon} running a protection racket has run afoul of an {@creature efreeti}, who has decided the area would be better off without dragons."],["4","A tough but fair {@creature young blue dragon} leads a fanatically loyal mercenary squad."],["5","A {@creature young blue dragon} schemes to take over a {@creature Guardian Naga||guardian naga's} ancient temple."],["6","A {@creature mummy lord} keeps a {@creature young blue dragon} bodyguard as a sign of power."]],"name":"Connected Creatures; Young Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Blue Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult blue dragon} rules a city and applies exacting standards of aesthetic perfection to everything and everyone in it, swiftly disposing of anyone who fails to meet those standards."],["2","An {@creature adult blue dragon} and an {@creature efreeti} have formed a friendship over the decades. They now share a territory and assist one another in protecting it."],["3","Feeling unappreciated and disrespected in one family, an {@creature adult blue dragon} offers allegiance to a rival dragon family, setting off a blood feud."],["4","A pair of {@creature Adult Blue Dragon||adult blue dragons} has decided to take over a thriving, wealthy city, whose governor is desperate to buy them off."],["5","Decades ago, a {@creature gynosphinx} insulted an {@creature adult blue dragon}, earning the lasting enmity of a whole dragon family."],["6","An {@creature adult blue dragon} has adopted a half-blue dragon as an heir and is setting this heir up to be a puppet ruler."],["7","An {@creature adult blue dragon} plans to present a loyal bandit clan to a bronze dragon as a courting gift."],["8","An {@creature adult blue dragon} is obsessed with getting at the treasure guarded by a {@creature medusa}."]],"name":"Connected Creatures; Adult Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Blue Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient blue dragon} is worried that no members of the younger generation are strong enough to inherit the ancient dragon's territory, and this elder is trying to start a war to test the younger dragons and determine which, if any, might be a worthy heir."],["2","An {@creature ancient blue dragon} without offspring has adopted wyrmlings of various colors—including a number stolen from the wyrmlings' parents."],["3","An {@creature ancient blue dragon} is training an {@creature androsphinx} as heir to the region the dragon rules and searching for magic items that will allow the sphinx to control the weather as the dragon does."],["4","Under the pretense of helping an {@creature ancient blue dragon} become a dracolich, an {@creature archmage} is actually hoping to claim the dragon's vast hoard."]],"name":"Connected Creatures; Ancient Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An intricately carved seal from a civilization that worshiped the dragon's ancestors as gods"],["2","An extensive collection of elaborate jewelry, including a tiara, tail rings, and claw covers, which the dragon wears when meeting with supplicants"],["3","A set of sculptures depicting the dragon's deceased relatives, all adorned with ground-up jewels"],["4","A jeweled mosaic map of the dragon's territory"],["5","A glass bell that creates the sound of rainstorms and thunder for 1 hour when struck"],["6","An ornately tooled tome recording the lineages of all the blue dragon families in the area"],["7","A massive geode that contains spectacular blue, purple, and black crystals"],["8","A blue silk fan painted with ground gems that creates a briny breeze when hung from the ceiling"]],"name":"Blue Dragon Treasures; Blue Dragon Art Objects","page":88,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I don't ask for much in a conversation partner—just smile, occasionally nod, and stay awake!"],["2","I'm skilled at making others feel that I'm interested in the details of their tiny, meaningless lives."],["3","Every word I say is worth hearing, so I speak loudly and eloquently to make sure I get my point across."],["4","I don't care about the opinions of creatures that are less intelligent than I am. But I'm fascinated by creatures that are significantly more intelligent."],["5","Hoarding knowledge is no fun. It's best when you can trade knowledge away for treasure."],["6","I'm fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like."],["7","I love hearing stories and songs and sharing them with others to bring comfort and calm."],["8","I have no patience for people who imagine their lives are the least bit important."]],"name":"Creating a Brass Dragon; Brass Dragon Personality Traits","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. The best way to show you value others is to learn as much as you can about them. (Good)"],["2","Perspective. Everyone sees things differently, so if you want to know about the world, gather as many different points of view as you can. (Any)"],["3","Knowledge. What's the point of living for centuries if you don't learn all there is to know? (Any)"],["4","Self-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic)"],["5","Compassion. Sharing each other's pain and loss brings us all closer to peace and unity. (Good)"],["6","Cruelty. The most hilarious thing about lesser creatures who think they're important is how outraged they get when I hurt them. (Evil)"]],"name":"Creating a Brass Dragon; Brass Dragon Ideals","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Brass Dragon||Young}","13","{@spell create or destroy water}, {@spell speak with animals}"],["{@creature Adult Brass Dragon||Adult}","16","{@spell create or destroy water}, {@spell speak with animals}, {@spell suggestion}"],["{@creature Ancient Brass Dragon||Ancient}","18","{@spell create or destroy water}, {@spell locate creature}, {@spell speak with animals}, {@spell suggestion}"]],"name":"Creating a Brass Dragon; Brass Dragon Spellcasting","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A brass dragon has discovered an unfamiliar settlement and is determined to learn everything about the site's inhabitants, drastically disrupting the inhabitants' lives."],["2","A brass dragon is the secret power behind the throne in an aggressively colonizing realm, using this position to learn about neighboring realms without regard for the consequences."],["3","A brass dragon is the most likely source of crucial information about how to stop an extraplanar incursion that coincides with a certain comet's arrival."],["4","A caravan is being held captive by a brass dragon who is delighted to have such wonderfully diverse conversation partners."],["5","Offended by the sudden departure of a rude guest, a brass dragon rampages through a nearby settlement—and demands the return of a treasure the guest stole."],["6","An intelligent magic item in a brass dragon's hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose."],["7","A windstorm uncovers part of a brass dragon's hoard, and various people and creatures carry off parts of it. The dragon wants every scattered coin and trinket back."],["8","A brass dragon, tired of the increasing traffic, starts leading caravans away from safe water sources and stranding them in the desert."]],"name":"Brass Dragon Adventures; Brass Dragon Adventure Hooks","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Captured by a band of gnolls, a {@creature brass dragon wyrmling} is patiently trying to teach the gnolls to speak Draconic."],["2","Grieved by the fate of a former friend, a {@creature brass dragon wyrmling} guards a tomb haunted by a {@creature wight}."],["3","Yuan-ti have captured a {@creature brass dragon wyrmling} and are picking up the dragon's twisted sense of humor."],["4","A party of {@creature Bandit||bandits} stole a brass dragon egg, and now the hatched wyrmling is manipulating the bandits to do the dragon's whimsical bidding."],["5","A lost {@creature brass dragon wyrmling} was raised by {@creature Hyena||hyenas} and now leads the pack."],["6","A {@creature druid} who tends a desert oasis has been keeping watch over several {@creature Brass Dragon Wyrmling||brass dragon wyrmlings} since adventurers killed the wyrmlings' parents."]],"name":"Connected Creatures; Brass Dragon Wyrmling Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Brass Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young brass dragon} and a {@creature young blue dragon} fight over territory."],["2","A {@creature young brass dragon} frequently visits a {@creature couatl} who is charged with guarding an ancient temple, sharing stories to help the couatl pass the years."],["3","A {@creature lamia} and a {@creature young brass dragon} lair in the same desert ruin, mostly leaving each other alone—but the lamia hopes to corrupt the dragon."],["4","A {@creature Young Brass Dragon||young brass dragon's} lair occasionally spawns {@creature Air Elemental||air elementals} that roam around the area for a while, causing havoc before eventually dissipating."],["5","A {@creature young brass dragon} and a {@creature weretiger} have become close friends as they try to keep a region safe from a growing horde of malicious gnolls."],["6","A {@creature young brass dragon} allowed a group of {@creature Cyclops||cyclopes} to shelter in the dragon's lair when they were harassed by a blue dragon. Now the cyclopes won't leave, so the dragon is trying to educate them."]],"name":"Connected Creatures; Young Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Brass Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult brass dragon} enjoys trading riddles with a {@creature gynosphinx}."],["2","Long ago, an {@creature adult brass dragon} swore service to a human priest, expecting to outlive the priest. But now the priest is a {@creature mummy lord}, and the dragon remains bound to serve."],["3","An {@creature efreeti} wants to claim an {@creature Adult Brass Dragon||adult brass dragon's} palatial lair and fabulous hoard."],["4","A pair of {@creature Roc||rocs} have nested too close to an {@creature Adult Brass Dragon||adult brass dragon's} lair, and they harass the dragon whenever they can."],["5","A {@creature guardian naga} charged with protecting an ancient artifact has decided that the artifact—as well as the naga—would be safer in an {@creature Adult Brass Dragon||adult brass dragon's} hoard than left alone in some crumbling ruin."],["6","A half-brass dragon {@creature yuan-ti abomination} leads other yuan-ti in worshiping an {@creature adult brass dragon} as a serpent god, much to the dragon's amusement."],["7","Two {@creature Adult Brass Dragon||adult brass dragons} are rearing a clutch of wyrmlings together, and they allow the infant dragons to wreak innocent havoc on nearby settlements."],["8","A solitary {@creature adult brass dragon} has adopted a {@creature blue dragon wyrmling} found starving in the desert."]],"name":"Connected Creatures; Adult Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Brass Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient brass dragon} once ruled a temple-state through a puppet sovereign, who is now a {@creature mummy lord} ruling a city of {@creature Ghoul||ghouls} that owe the dragon fealty."],["2","An {@creature ancient brass dragon} believes that a local {@creature androsphinx} is an insufferable know-it-all with no sense of humor and enjoys playing pranks on the sphinx."],["3","An {@creature ancient brass dragon} and an {@creature ancient blue dragon} have a centuries-old rivalry, and each dragon manipulates adventurers into harassing the other."],["4","An {@creature ancient brass dragon} rules a mighty city whose folk have erected massive stone monuments to honor the dragon over the centuries."]],"name":"Connected Creatures; Ancient Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A finely carved bust of a long-dead human ruler, which the dragon has named Cornelius and argues with incessantly"],["2","An elegant locket holding a watercolor portrait of a dragonborn the dragon fondly calls Lux"],["3","A polished platter engraved with an elaborate scene showing a person talking to a sphinx; the dragon likes to imagine being in the scene, dominating the conversation"],["4","A sculpture depicting a pod of dolphins leaping among stone waves, all of which the dragon has named and imagines as pets"],["5","A cameo pendant depicting a human woman the dragon calls \"Bruno\" and imagines to be a brilliant philosopher"],["6","A statuette of an important deity, which the dragon calls by a diminutive version of the god's name and baby-talks to"],["7","A large tapestry depicting a party of elves riding stags through the woods; the dragon has named all the stags and offers condolences on their being saddled and mounted"],["8","A sculpted bird in an ornate cage; the dragon calls the bird Fweep and sings to it"],["9","A large mirror in a frame studded with gemstones; the dragon likes to gaze in the mirror and imagine having a mate"],["10","An idol of an obscure minor divinity; the dragon addresses it reverently as \"O mighty Froglet\" (its shape is only vaguely frog-like)"]],"name":"Brass Dragon Treasures; Brass Dragon Art Objects","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weakest creatures sometimes display the greatest courage. I respect all beings who risk their lives in defense of something greater than themselves."],["2","My payment is a matter of principle. Requiring even a small fee for my service allows those I help to preserve their dignity. It's really for your benefit."],["3","I have no time for chitchat or insinuation. I get to the point and expect others to do the same."],["4","I respect law and order, but it's no excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders."],["5","I strive to treat foes honorably, but not at the expense of strategy. A quick death in combat is its own kind of courtesy."],["6","I trust my gut. I'd rather act on incomplete information than be hamstrung by indecision."],["7","I'm fascinated by other species' military technology, especially magic armaments and siege engines—the bigger, the better!"],["8","Conflict drives evolution. By sparking wars between nations, I contribute to the advancement of their civilizations. (And they pay me for it, too!)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Personality Traits","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Action. Passivity is shameful. We owe it to the world and ourselves to try to improve things, even if we can't guarantee success. (Any)"],["2","Analysis. When possible, dig into the root of a conflict before committing to end it, to ensure you aren't fighting for the wrong side. (Any)"],["3","Honor. I never lie outright, though I choose my words carefully. I will fight to the death rather than break my word or abandon a comrade. (Lawful)"],["4","Discipline. Disorganization breeds defeat. I demand self-control from both myself and those who fight beside me. (Lawful)"],["5","Guardianship. It's the duty of the strong to protect the weak. (Good)"],["6","Dominance. Anyone who opposes my will is either an underling to be punished or an enemy to be vanquished. (Evil)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Ideals","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Bronze Dragon||Young}","14","{@spell beast sense}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Adult Bronze Dragon||Adult}","17","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Ancient Bronze Dragon||Ancient}","20","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell heroes' feast},* {@spell speak with animals}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Bronze Dragon; Bronze Dragon Spellcasting","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Attempts to salvage a sunken merchant ship are being thwarted by a bronze dragon who claims \"finder's rights.\""],["2","Betrayed by corrupt city officials, a bronze dragon is punishing the city by preventing ships from entering its harbor, but the citizens are suffering."],["3","A bronze dragon gathers crusaders to rescue a hero imprisoned in the Abyss—a mission that will mean almost certain death for the rank-and-file troops."],["4","A bronze dragon has conscripted a local militia into an ongoing conflict with a black dragon who lives in the waterlogged ruins of a magical academy."],["5","The bronze dragon who protects a coastal nation is stricken by a curse, and the cure lies in a sunken temple the dragon destroyed generations ago."],["6","Believing that the winner of a city's democratic election is unworthy of the job, a bronze dragon is now supporting an authoritarian leader instead."],["7","A bronze dragon has been approached by both sides in a war and needs agents to get close to both leaders to discover which has the worthier claim."],["8","A bronze dragon fears that a remote library-fortress is no longer the best place to safeguard an infamous tome called the Antitheorem Codex—and has decided to prove it by attacking the site."]],"name":"Bronze Dragon Adventures; Bronze Dragon Adventure Hooks","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flight of {@creature Pseudodragon||pseudodragons} has raised an orphaned {@creature bronze dragon wyrmling}, who is quickly growing too large for the group's usual activities."],["2","A {@creature knight} rescued a {@creature bronze dragon wyrmling} from sacrifice at the hands of a cult, and the two now travel together in search of wrongs to right."],["3","A {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} murdered tutor rose as a {@creature revenant}, and the dragon seeks anyone who can help obtain justice."],["4","A {@creature bronze dragon wyrmling} has chosen a lair filled with {@creature Poisonous Snake||poisonous snakes}, admiring the elegance with which they slither through the flooded tunnels."],["5","A {@creature bronze dragon wyrmling} has been captured by {@creature sahuagin} raiders and manipulated into serving as the band's icon and war leader."],["6","A group of {@creature merrow} stole a {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} hoard, and the wyrmling is training a {@creature plesiosaurus} to help attack the merrow's stronghold."]],"name":"Connected Creatures; Bronze Dragon Wyrmling Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Bronze Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature guardian naga} and a {@creature young bronze dragon} each defend half of an artifact called the Sundered Crown."],["2","A {@creature young bronze dragon} and a {@creature medusa} have been enemies for so long that they've developed mutual respect, communicating by way of a magical book that teleports back and forth between them."],["3","A {@creature young bronze dragon} seeks to turn a band of {@creature Cyclops||cyclopes} into a disciplined army, with little success."],["4","A {@creature young bronze dragon} has been magically bound to the service of a {@creature marid}, and the dragon is unable to take direct action to get free of the genie."],["5","A {@creature young bronze dragon} runs a prestigious military academy, training paladins of smaller species to fight for justice beneath the dragon's banner."],["6","Dragonborn pirates bribe a {@creature young bronze dragon} into helping them steal ship cargoes for a sizable cut of the profits."]],"name":"Connected Creatures; Young Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Bronze Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature rakshasa} disguised as a pirate lord seeks revenge on the {@creature adult bronze dragon} who has killed the Fiend three times so far."],["2","An {@creature adult bronze dragon} regularly consults a {@creature storm giant} whose prophecies give hints as to which conflicts the dragon should seek out and engage in."],["3","An {@creature adult bronze dragon} keeps a {@creature roc} as a beloved pet and views the creature's predations on local settlements as simply part of the natural order."],["4","An {@creature adult bronze dragon} swore an oath to a comrade who later became a {@creature vampire}. The dragon reluctantly continues to protect the vampire, all the while searching for a way to reverse the transformation."],["5","An {@creature adult bronze dragon} sends regular tributes of treasure to an {@creature adult topaz dragon|FTD}, not wanting the topaz dragon's enmity to become a threat to coastal communities under the bronze dragon's protection."],["6","An {@creature archmage} and an {@creature adult bronze dragon} who have been friends since they fought together in the mage's youth often visit each other to share stories."],["7","An {@creature adult bronze dragon} attempting to raise a clutch of wyrmlings alone is in desperate need of tutors and babysitters who can survive the assignment."],["8","An obsessed shadow dragon plots to trap an {@creature adult bronze dragon} in the Shadowfell until the bronze dragon too is transformed."]],"name":"Connected Creatures; Adult Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Bronze Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient bronze dragon} is locked in a centuries-old conflict with a {@creature kraken} that destroyed a settlement under the bronze dragon's protection."],["2","Two ancient dragons, one {@creature Ancient Bronze Dragon||bronze} and one {@creature Ancient Silver Dragon||silver}, support different nations locked in a war, each believing that their side has the moral high ground."],["3","An {@creature ancient bronze dragon} controls a network of privateers who prey on pirates and accept government commissions if the dragon deems a cause worthy."],["4","An {@creature ancient bronze dragon} guards a {@creature merfolk} monastery that's risen mysteriously from the depths, prompting attacks by greedy coastal nations even as the monks warn of a coming apocalypse."]],"name":"Connected Creatures; Ancient Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A painting of the bronze dragon alongside a human woman wearing an outdated military uniform"],["2","An ornate, mostly complete collection of Oristene's multi-volume Military History of the Outer Planes"],["3","A heavy cloak of shimmering blue scales, with an attached half-mask"],["4","An oversized key of living wood, with seemingly natural whorls in the bark that form the words, \"For service not forgotten\""],["5","A dragon-sized drinking vessel crafted from a behir horn"],["6","Framed blueprints of a siege engine called the Moonhammer"],["7","An aquatic howdah made of sharkskin and bearing an emblem of a lonely black tower perched high atop a sea stack"],["8","A statue of a dishonored elf general, which is surrounded by historical treatises recounting the general's disgrace and notes that suggest the dragon has vowed to redeem this former hero"],["9","An idol of an insectile devil, with a blindfold tied carefully around its compound eyes"],["10","An elaborate clockwork zoetrope that, when activated, displays a moving picture of a bronze dragon fighting a red dragon over a burning city"]],"name":"Bronze Dragon Treasures; Bronze Dragon Art Objects","page":98,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am generous with my time, my words, and my considerable wisdom—but my treasure is mine."],["2","I love music. It is truly the universal language, able to express ideas far better than mere words alone."],["3","I find the notion of trade and barter fascinating, and sometimes even find ways to participate in them."],["4","There is no sound I love more than laughter, a powerful balm for hearts and minds."],["5","I enjoy games of all kinds, especially challenges of wit and intellect—and those I can decisively win."],["6","I admire how brightly short-lived creatures shine before their lights go out."],["7","Nothing is more satisfying than deflating the egos of the high-and-mighty with a well-placed jibe."],["8","When I'm bored, stirring up a settlement and watching its people scurry about amuses me."]],"name":"Creating a Copper Dragon; Copper Dragon Personality Traits","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beauty. The ability to create, appreciate, and sustain beauty is the true measure of a creature or civilization. (Good)"],["2","Curiosity. The world holds so much to experience. I value different perspectives and insights. (Any)"],["3","Creativity. Our purpose is to create something new and clever, and I admire those who do so. (Any)"],["4","Change. The only constant is change, and we must change with the world. (Chaotic)"],["5","Fairness. Life is often unfair, and it is up to us to rebalance its scales from time to time. (Good)"],["6","Cruelty. Existence is a cruel joke. You can either be in on the joke, or be made a fool by it. (Evil)"]],"name":"Creating a Copper Dragon; Copper Dragon Ideals","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Copper Dragon||Young}","13","{@spell lesser restoration}, {@spell phantasmal force}"],["{@creature Adult Copper Dragon||Adult}","16","{@spell lesser restoration}, {@spell phantasmal force}, {@spell stone shape}"],["{@creature Ancient Copper Dragon||Ancient}","19","{@spell lesser restoration}, {@spell move earth}, {@spell phantasmal force}, {@spell stone shape}"]],"name":"Creating a Copper Dragon; Copper Dragon Spellcasting","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A copper dragon holds an annual competition of poetry and music. The winner dwells with and entertains the dragon for a year—providing a perfect opportunity to access the dragon's lair and hoard."],["2","An area of reputedly haunted hills is the domain of a copper dragon, who takes advantage of local legend and trickery for amusement and to deter intruders."],["3","A copper dragon is found half buried in a rock slide, badly injured and unable to recall what happened—or the location of the dragon's lair."],["4","A reclusive, eccentric noble who sometimes employs adventurers turns out to be a copper dragon working through various intermediaries."],["5","An {@creature adult copper dragon} wants {@creature Griffon||griffons} nesting near the dragon's lair gone but hopes to have the griffons—and their eggs—relocated rather than killed."],["6","A message found in the Underdark was meant for a copper dragon, who has believed for generations that the message's original bearer betrayed them."],["7","A copper dragon has been trying to engineer peace for two nearby domains by facilitating a romance between the heirs of those lands' rulers."],["8","A {@creature hobgoblin warlord} scarred by a copper dragon in youth has raised an army to slay the dragon and plunder the dragon's hoard."]],"name":"Copper Dragon Adventures; Copper Dragon Adventure Hooks","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature aarakocra} shelters a {@creature copper dragon wyrmling} from {@creature Gargoyle||gargoyles} hunting in the mountains."],["2","A {@creature copper dragon wyrmling} guards a hidden pass that leads into a sylvan valley populated by {@creature Centaur||centaurs}, {@creature Pixie||pixies}, and {@creature Satyr||satyrs}."],["3","A {@creature copper dragon wyrmling} has killed a number of domestic animals. A group of {@creature Druid||druids} wants the wyrmling captured and relocated, rather than killed."],["4","A ruined manor house being reclaimed by a newly titled noble is the lair of a {@creature copper dragon wyrmling}."],["5","A {@creature copper dragon wyrmling} follows a wizard everywhere, fascinated by {@spell prestidigitation} tricks."],["6","An {@creature ettin} is trying to keep a captured {@creature copper dragon wyrmling} as a pet."]],"name":"Connected Creatures; Copper Dragon Wyrmling Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Copper Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young copper dragon} has enticed a band of {@creature Kobold||kobolds} to undertake activities for the dragon's amusement—and to rein in the band's more chaotic tendencies."],["2","The head of a local thieves' guild is a {@creature young copper dragon} who delights in tales of daring thefts and skims the best stolen art objects as tribute."],["3","A {@creature young copper dragon} needs aid to root out a {@creature behir} that has claimed the dragon's lair."],["4","A band of raiders tithes treasure and tales to a {@creature young copper dragon}, in exchange for using the canyons around the dragon's lair as a haven."],["5","A {@creature dryad} dwelling in the woods near a {@creature Young Copper Dragon||young copper dragon's} lair helps to ward off intruders."],["6","A child's imaginary friend is a very real {@creature young copper dragon} who can cast {@spell invisibility}."]],"name":"Connected Creatures; Young Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Copper Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult copper dragon} befriended a {@creature djinni} after granting the genie freedom. Now the two meet yearly to talk and exchange news."],["2","{@creature Centaur} communities in the foothills surrounding an {@creature Adult Copper Dragon||adult copper dragon's} lair gather yearly to offer tribute to the dragon, who settles disputes and dispenses advice for them."],["3","A {@creature galeb duhr} acts as the guardian of an {@creature Adult Copper Dragon||adult copper dragon's} hoard."],["4","An {@creature adult copper dragon} regularly visits the {@creature Treant||treants} of the nearby forest to help protect their woods from encroachment."],["5","A band of {@creature Fomorian||fomorians} believe they have allied with a red dragon to burn a Feywild grove, but an {@creature adult copper dragon} has deceived them."],["6","An {@creature adult copper dragon} serves as the patron of a community of gnome tinkerers, who present their best ideas to the dragon in hopes of being funded."],["7","A community of {@creature Stone Giant||stone giants} believes an {@creature adult copper dragon} is a key figure in a prophecy—and the dragon has decided to play along for fun."],["8","An {@creature adult copper dragon} sends agents into a {@creature goristro} demon's labyrinth to steal a lost soul, as part of a centuries-long game."]],"name":"Connected Creatures; Adult Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Copper Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient copper dragon} and an {@creature ancient red dragon} have been playing a complex game of strategy for centuries, using whole communities as their pawns and nations as their game board."],["2","An {@creature ancient copper dragon} guards the sealed entrance to a ruined temple filled with devils."],["3","A renowned gnome trickster, now deceased, so impressed an {@creature ancient copper dragon} that the dragon assumes the gnome's form from time to time to help keep their legend alive."],["4","The {@creature ancient copper dragon} progenitor of a lineage of dragon-blooded sorcerers likes to check in on these descendants from time to time."]],"name":"Connected Creatures; Ancient Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A jeweled cloak pin bearing the symbol of an ancient secret society"],["2","A smooth piece of amber with what appears to be a tiny sprite frozen inside it"],["3","A metal egg that unfolds into a lotus-like flower"],["4","A harp that plays by itself on command"],["5","A six-foot-tall mirror of silvered glass in a precious frame carved with the shapes of coiling dragons"],["6","A complex puzzle box made of rare woods and inlaid with stone"],["7","The figurehead of a ship, carved in rare woods and set with gemstones—and bearing the likeness of the copper dragon's head"],["8","A complex astrological clock, with tiny gemstones marking out stars and constellations"]],"name":"Copper Dragon Treasures; Copper Dragon Art Objects","page":102,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you're not a thief or a frost giant, let's talk!"],["2","Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?"],["3","Jokes are as valuable as any gemstone and more fun to share."],["4","My empathy is a bottomless well. I can't help but lose myself in the emotions of others."],["5","The stars have much to tell us, and folk need me to interpret what the stars say."],["6","All play and no work—those are the words I live by."],["7","I am always the first to offer a compliment."],["8","Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!"]],"name":"Creating a Crystal Dragon; Crystal Dragon Personality Traits","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exploration. Yesterday is already known. Today is for something new. (Chaotic)"],["2","Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)"],["3","Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)"],["4","Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)"],["5","Fun and Games. Play is learning, but without the boredom. (Chaotic)"],["6","Control. Everyone is welcome, as long as they follow my rules. (Lawful)"]],"name":"Creating a Crystal Dragon; Crystal Dragon Ideals","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A towering palace of ice and quartz that was once the abode of an {@creature ancient crystal dragon|FTD} is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it."],["2","Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible."],["3","A crystal dragon invites the greatest bards and philosophers to partake in \"the Great Dialogue\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun."],["4","A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew."],["5","A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return."],["6","A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others."],["7","A crystal dragon seeks bold adventurers to steal an egg from an {@creature ancient white dragon} who is infamous for abject cruelty and utter remorselessness."],["8","A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands."]],"name":"Crystal Dragon Adventures; Crystal Dragon Adventure Hooks","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature crystal dragon wyrmling|FTD} rides a sled pulled by a trained pack of {@creature Wolf||wolves} and frets about outgrowing this favorite pastime."],["2","A {@creature crystal dragon wyrmling|FTD} has foreseen an untimely end for the {@creature Bandit||bandits} who raided the wyrmling's lair and follows the bandits to keep them safe."],["3","A {@creature crystal dragon wyrmling|FTD} has befriended a {@creature white dragon wyrmling}. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern."],["4","A {@creature crystal dragon wyrmling|FTD} encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon."],["5","A {@creature crystal dragon wyrmling|FTD} finds {@creature Ice Mephit||ice mephits} to be the perfect household servants—if only they would stop trying to kill the dragon's guests."],["6","A {@creature crystal dragon wyrmling|FTD} is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks."]],"name":"Connected Creatures; Crystal Dragon Wyrmling Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Crystal Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young crystal dragon|FTD} tries to protect a local population of rare {@creature Snowy Owlbear|IDRotF|snowy owlbears} from poachers and hunters."],["2","A {@creature young crystal dragon|FTD} has adopted a group of {@creature Kobold||kobolds} and is trying to teach them the value of a good practical joke."],["3","A {@creature young crystal dragon|FTD} has captured a pack of {@creature Winter Wolf||winter wolves} loyal to a {@creature frost giant}, intent on convincing the wolves to change their evil ways."],["4","A lonely {@creature werebear} enjoys long conversations with a {@creature young crystal dragon|FTD} but doesn't always appreciate the dragon's sense of humor."],["5","A {@creature young crystal dragon|FTD} finds some {@creature Manticore||manticores'} bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature."],["6","A {@creature young crystal dragon|FTD} uses {@spell dancing lights} and {@spell hypnotic pattern} to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients."]],"name":"Connected Creatures; Young Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Crystal Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult crystal dragon|FTD} convinces a {@creature druid} to cast the {@spell awaken} spell on creatures around the dragon's lair, so the dragon will never want for conversation."],["2","A family of {@creature Yeti||yetis} seized an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair and hoard, and the dragon seeks help to drive the yetis out."],["3","An {@creature adult crystal dragon|FTD} and an elf {@creature archmage} have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is grieving as the elf approaches the end of life."],["4","A pair of {@creature Adult Crystal Dragon|FTD|adult crystal dragons} lairing on neighboring mountaintops have enjoyed a decades-long snowball war, but their antics sometimes cause avalanches that threaten nearby villages."],["5","An {@creature adult crystal dragon|FTD} enjoys shaping the ice and snow near a den of {@creature Troll||trolls} into a labyrinth and watching the trolls try to make their way through it."],["6","{@creature Remorhaz||Remorhazes} infest the glacier beneath an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair, posing an imminent threat to the dragon's home and hoard."],["7","A {@creature revenant} persuades an {@creature adult crystal dragon|FTD} to help get revenge on the {@creature Frost Giant||frost giants} who murdered her."],["8","An {@creature adult crystal dragon|FTD} teaches astronomy to students of a renowned university, but the students must travel to the dragon's mountain lair for class."]],"name":"Connected Creatures; Adult Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Crystal Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A clan of dwarves has discovered a self-renewing vein of quartz near an {@creature Ancient Crystal Dragon|FTD|ancient crystal dragon's} lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future."],["2","An {@creature ancient crystal dragon|FTD} is stalked by a villainous ranger who has already claimed a dozen draconic trophies."],["3","An {@creature ancient crystal dragon|FTD} follows a pod of whales from one sea to another, having grown fond of the valuable ambergris they leave in their wake. Now whalers are scheming to kill the dragon."],["4","A community of seal hunters reveres an {@creature ancient crystal dragon|FTD} as the spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful."]],"name":"Connected Creatures; Ancient Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An armillary sphere revealing the positions of several unknown worlds in the Material Plane (relative to the one the dragon is on)"],["2","A set of handmade {@deck Tarokka Deck|CoS|tarokka cards} depicting the various wizard clans of a magocracy called Glantri"],["3","A dazzling array of crystals carved to refract any light passing through them into star-like patterns"],["4","An oversized monocle custom-made for the crystal dragon, who thinks it looks stylish"],["5","A children's coin bank shaped like an owlbear, with beautiful blue gemstone eyes"],["6","An ancient water clock that tells the time with perfect accuracy"],["7","A star chart reproducing the night sky of some other Material Plane world"],["8","A magnificent fresco depicting a noble court in the Feywild"],["9","Alabaster panels etched with unusual glyphs, designed to be hung in windows to catch the light"],["10","Astrological birth charts for every year since the dragon was born"],["11","A vast number of colored glass bottles collected from dozens of cultures and historical periods"],["12","A fine divan set with gemstone buttons and stitched with silver thread"]],"name":"Crystal Dragon Treasures; Crystal Dragon Art Objects","page":106,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead."],["2","It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts."],["3","I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict."],["4","I have no interest in going to the surface world. It's where one sends one's servants."],["5","While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or {@creature aboleth} flesh."],["6","I might be willing to exert myself to take out a {@creature mind flayer}. Those disgusting creatures must be stopped."],["7","I dream of seeing the deepest places in the ocean."],["8","I find I rather enjoy the company of people—as long as they remain unaware of my true nature."]],"name":"Creating a Deep Dragon; Deep Dragon Personality Traits","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)"],["2","Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)"],["3","Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)"],["4","Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)"],["5","Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)"],["6","Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)"]],"name":"Creating a Deep Dragon; Deep Dragon Ideals","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Deep Dragon|FTD|Young}","14","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}"],["{@creature Adult Deep Dragon|FTD|Adult}","16","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell water breathing}"],["{@creature Ancient Deep Dragon|FTD|Ancient}","19","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell passwall}, {@spell water breathing}"]],"name":"Creating a Deep Dragon; Deep Dragon Spellcasting","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve."],["2","Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor."],["3","A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business."],["4","A talented young ranger is kidnapped by a deep dragon who wants a hunting partner."],["5","A friendly {@creature young copper dragon} seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust."],["6","A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate."],["7","Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility."],["8","A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city."]],"name":"Deep Dragon Adventures; Deep Dragon Adventure Hooks","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ogre} has acquired a {@creature deep dragon wyrmling|FTD} as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large."],["2","An inquisitive {@creature deep dragon wyrmling|FTD} has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers."],["3","A {@creature deep dragon wyrmling|FTD} whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves."],["4","An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch."],["5","A {@creature deep dragon wyrmling|FTD} with an experimental bent has created a \"garden\" of {@creature Gray Ooze||gray oozes}."],["6","An orphaned {@creature deep dragon wyrmling|FTD} is cared for by a {@creature giant constrictor snake} that is the recipient of a druid's {@spell awaken} spell."]],"name":"Connected Creatures; Deep Dragon Wyrmling Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Deep Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young deep dragon|FTD} has captured a number of {@creature kuo-toa} and has decided to try them out as servants instead of eating them."],["2","A {@creature young deep dragon|FTD} maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers."],["3","A rather snooty {@creature Bone Naga (Spirit)||bone naga} serves as a {@creature Young Deep Dragon|FTD|young deep dragon's} loyal butler, as it did for the dragon's parent."],["4","A {@creature young deep dragon|FTD} has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit."],["5","A {@creature doppelganger} mimics a {@creature Young Deep Dragon|FTD|young deep dragon's} Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon."],["6","Despite repeated {@creature mind flayer} attacks, a {@creature young deep dragon|FTD} refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a {@creature ghost}."]],"name":"Connected Creatures; Young Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Deep Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult deep dragon|FTD} has played chess with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors' long struggle for domination in the Underdark."],["2","A {@creature fire giant} who accidentally insulted a deep dragon is tormented by the dragon's servants in ways that can't be tied to the dragon conclusively."],["3","A group of {@creature Cyclops||cyclopes} wants a deep dragon to protect them from {@creature Mind Flayer||mind flayers}, but the dragon is uninterested in meeting with them despite their repeated petitions."],["4","A nest of {@creature Vampire||vampires} has developed a taste for deep dragon blood."],["5","An {@creature adult deep dragon|FTD} craves the knowledge stored in an {@creature Aboleth||aboleth's} nearby lair."],["6","A {@creature spirit naga} desperately wants to claim the key to a mysterious underground door from the hoard of an {@creature adult deep dragon|FTD}."],["7","An {@creature adult deep dragon|FTD} has ended up rearing a {@creature young brass dragon} and is running out of patience for the young dragon's mischief."],["8","An {@creature adult deep dragon|FTD} takes pride in breeding {@creature Hell Hound||hell hounds} but can't control them."]],"name":"Connected Creatures; Adult Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Deep Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient deep dragon|FTD} has taken on a {@creature young red shadow dragon} as a protégé."],["2","Two ancient dragon lovers—one {@creature Ancient Deep Dragon|FTD|deep} and one {@creature Ancient White Dragon||white}—see each other only once every hundred years, when they choose targets for a deadly hunting spree."],["3","Two {@creature Ancient Deep Dragon|FTD|ancient deep dragons} fight over territory. Unwilling to move against each other directly, they use local settlements—and any competent visitors—as pawns in their struggle."],["4","An {@creature ancient deep dragon|FTD} has put the folk of a city to work building the dragon a metropolis to rule in the center of a vast underground salt lake."]],"name":"Connected Creatures; Ancient Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of an unknown winged antelope-like creature carved from a single massive opal"],["2","A preserved juvenile purple worm on an ebony stand set with amethysts"],["3","A cunningly worked metal automaton of a sphinx that, when addressed directly, answers every question with a question referencing forgotten civilizations"],["4","A set of filigreed gold claw covers set with gems that change color according to the wearer's mood"],["5","A silver pelt that belonged to a long-extinct species of bear and sheds snowflakes when touched"],["6","A painting of a caldera island with unique fauna that shows how to access the interior by swimming through an underwater cave"],["7","A magic chandelier that projects images of the most inaccessible places in the world on the wall, changing the images each time the chandelier is relit"],["8","A magical goblet activated when the creature holding it speaks the name of a country, whereupon the goblet fills with the finest wine from that land's vineyards"],["9","A set of exquisite miniature dragons made of precious metals, jewels, and stone, with one representing each kind of chromatic, metallic, and gem dragon"],["10","The jewel-encrusted skull of an ancient dragon, which the deep dragon always keeps close at hand and talks to when lonely"],["11","A magnificent set of drums painted with scenes from the folklore of an isolated mountain community"],["12","A beautifully worked statue of the deep dragon in a favorite Humanoid form, made by an artist the dragon knew centuries ago"]],"name":"Deep Dragon Treasures; Deep Dragon Art Objects","page":109,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]],"name":"Creating a Dragon Turtle; Dragon Turtle Personality Traits","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]],"name":"Creating a Dragon Turtle; Dragon Turtle Ideals","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Dragon Turtle|FTD|Young}","13","{@spell fog cloud}"],["{@creature Dragon Turtle||Adult}","15","{@spell control water}, {@spell fog cloud}"],["{@creature Ancient Dragon Turtle|FTD|Ancient}","17","{@spell control water}, {@spell control weather},* {@spell fog cloud}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Dragon Turtle; Dragon Turtle Spellcasting","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]],"name":"Dragon Turtle Adventures; Dragon Turtle Adventure Hooks","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature sea hag} has promised treasure to a {@creature dragon turtle wyrmling|FTD} if the wyrmling brings the hag \"visitors\" by capsizing fishing boats."],["2","A school of {@creature Hunter Shark||hunter sharks} try to drive a {@creature dragon turtle wyrmling|FTD} out of their waters."],["3","A {@creature dragon turtle wyrmling|FTD} shares food with a {@creature giant octopus} in exchange for the octopus pilfering baubles from passing ships."],["4","A {@creature dragon turtle wyrmling|FTD} lairs in a geyser inhabited by {@creature Steam Mephit||steam mephits}, believing the creatures to be dragon turtle spirits."],["5","A {@creature dragon turtle wyrmling|FTD} is blamed for attacks on sea traffic being made by a {@creature plesiosaurus}."],["6","A {@creature dragon turtle wyrmling|FTD} plays with a pod of {@creature Killer Whale||killer whales}, leaping into the air and blowing clouds of steam each time the whales breach."]],"name":"Connected Creatures; Dragon Turtle Wyrmling Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Dragon Turtle Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young dragon turtle|FTD} serves as a mount for a {@creature sahuagin baron} in exchange for plunder."],["2","A {@creature young blue dragon} is teaching a {@creature young dragon turtle|FTD} to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold."],["3","A {@creature young dragon turtle|FTD} serves as a mobile rookery for a flock of {@creature Pteranodon||pteranodons} and eats fish they drop."],["4","A {@creature young dragon turtle|FTD} has been enslaved by an {@creature aboleth} and forced to guard the creature's lair."],["5","A clan of gnomes pays a {@creature young dragon turtle|FTD} to serve as a mobile refueling platform for their fleet of steamboats."],["6","A {@creature young dragon turtle|FTD} likes to feast on {@creature Giant Crocodile||giant crocodiles'} eggs."]],"name":"Connected Creatures; Young Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Dragon Turtle Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult bronze dragon} has befriended an {@creature Dragon Turtle||adult dragon turtle} and is trying to convince the dragon turtle to help fight off an invading navy."],["2","A {@creature marid} and an {@creature Dragon Turtle||adult dragon turtle} are traveling companions, touring oceans across the multiverse."],["3","{@creature Shambling Mound||Shambling mounds} grow like an infestation on an {@creature Dragon Turtle||adult dragon turtle's} shell and spread wherever the dragon turtle travels."],["4","An {@creature archmage} is helping an {@creature Dragon Turtle||adult dragon turtle} write a definitive history of the deep."],["5","An {@creature Dragon Turtle||adult dragon turtle} serves as a mount for the {@creature storm giant} who saved the dragon turtle's life."],["6","An {@creature Dragon Turtle||adult dragon turtle} hunts an aquatic {@creature purple worm} that has been hollowing out the reef where the dragon turtle dwells."],["7","An {@creature Dragon Turtle||adult dragon turtle} has awoken from a decades-long nap to discover that halflings have unwittingly built a seaside tavern upon the dragon turtle's back."],["8","An {@creature ultroloth} works with an {@creature Dragon Turtle||adult dragon turtle} living in the River Styx, using magic to protect the dragon turtle from the river's effects and charging travelers for safe passage to the other side."]],"name":"Connected Creatures; Adult Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Dragon Turtle Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient dragon turtle|FTD} and an {@creature ancient gold dragon} meet once a year to trade moves in a game of dragonchess that has been going on for centuries."],["2","An {@creature ancient dragon turtle|FTD} serves as counsel to an {@creature empyrean} court, tempering the Celestials' passions with the dragon turtle's endless patience."],["3","A {@spell geas} spell forces an {@creature ancient dragon turtle|FTD} to carry a {@creature Lich||lich's} tower."],["4","An {@creature ancient dragon turtle|FTD} is responsible for ensuring that a {@creature kraken} is never woken from its slumber."]],"name":"Connected Creatures; Ancient Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elven coronet, which the dragon turtle wears as an earring"],["2","A pipe organ that the dragon turtle refers to as \"Bubbles,\" which works underwater"],["3","Cast-metal masks painted with the faces of rulers whose names the dragon turtle constantly misremembers"],["4","A zither fashioned from a conch shell, which the dragon turtle insists visitors play before granting them an audience"],["5","A painted egg decorated with glittering jewels"],["6","An ornate underwater carriage fashioned from coral and seashells, which the dragon turtle pushes back and forth like a toy"],["7","A sculpture depicting a knight on griffonback, whose lance the dragon turtle uses to scrape off barnacles"],["8","An urn engraved with a scowling dwarf's face, whose expression the dragon turtle mimics comically"],["9","A scepter fashioned to resemble a skeletal arm, which unnerves the dragon turtle for some inexplicable reason"],["10","An elegant candelabra that the dragon turtle thinks is lost, but that is actually wedged into a crack in their shell"]],"name":"Dragon Turtle Treasures; Dragon Turtle Art Objects","page":113,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I repeat what others have said back to them to make sure I have remembered it correctly."],["2","I might not like you, but I will endeavor to treat you with respect, if not kindness."],["3","I like to impress visitors by reciting epic poetry."],["4","The only people I'm interested in are those who know history and those who make history."],["5","I like to adopt the personas of characters from legend."],["6","I studiously mimic the mannerisms of my guests."],["7","I prefer to get others talking, then fade into the background. Sometimes literally."],["8","I seek out audiences and like to be the center of attention."]],"name":"Creating an Emerald Dragon; Emerald Dragon Personality Traits","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)"],["2","Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)"],["3","Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)"],["4","Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)"],["5","Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)"],["6","Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)"]],"name":"Creating an Emerald Dragon; Emerald Dragon Ideals","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An emerald dragon is the only witness to a murder but doesn't want to be found or identified."],["2","An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders."],["3","An emerald dragon's assault on a {@creature fire giant} has attracted the attention of the giant's clan, and now the dragon seeks aid."],["4","Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair."],["5","{@creature Giant Lizard||Giant lizards} drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon."],["6","An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college."],["7","An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond."],["8","An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers."]],"name":"Emerald Dragon Adventures; Emerald Dragon Adventure Hooks","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Blood Hawk||Blood hawks} routinely accost an {@creature emerald dragon wyrmling|FTD} who lairs near the hawks' nest."],["2","An {@creature emerald dragon wyrmling|FTD} is being hunted by a {@creature Fire Giant||fire giant's} pet {@creature hell hound}."],["3","An {@creature emerald dragon wyrmling|FTD} follows a {@creature berserker} to observe the berserker's life. The berserker believes the dragon is a spirit companion."],["4","A flattering {@creature orog} plies an {@creature emerald dragon wyrmling|FTD} with gems in exchange for information about a settlement the wyrmling has been observing."],["5","An {@creature emerald dragon wyrmling|FTD} keeps trying to play with a pair of newly hatched {@creature Fire Snake||fire snakes}."],["6","An {@creature emerald dragon wyrmling|FTD} has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair."]],"name":"Connected Creatures; Emerald Dragon Wyrmling Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Emerald Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young emerald dragon|FTD} has befriended a {@creature stone giant}, who is teaching the dragon giant folklore."],["2","A {@creature young emerald dragon|FTD} lairs in abandoned bandit caverns also occupied by a friendly {@creature earth elemental}, which hunts for buried coins for the dragon's hoard."],["3","A {@creature galeb duhr} acts as a door guard to a {@creature Young Emerald Dragon|FTD|young emerald dragon's} lair."],["4","A {@creature young emerald dragon|FTD} invites repeated visits from a {@creature drow mage} who corrects what the dragon has learned about the history of the elven schism."],["5","A {@creature young emerald dragon|FTD} attempts to drive off a clan of {@creature Cyclops||cyclopes} who have taken up residence in a nearby cave, attacking the clan's herd of {@creature Giant Goat||giant goats}."],["6","An {@creature assassin} and a {@creature young emerald dragon|FTD} train together to master the art of stealth."]],"name":"Connected Creatures; Young Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Emerald Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult emerald dragon|FTD} wages a constant battle against deep gnome miners, who scour the tunnels of the dragon's lair in search of emeralds."],["2","An {@creature adult silver dragon} tries to befriend and draw out a reclusive {@creature adult emerald dragon|FTD}."],["3","An {@creature adult emerald dragon|FTD} unwillingly serves a {@creature fire giant} tribe holding the dragon's egg hostage."],["4","An {@creature adult emerald dragon|FTD} is fascinated by the intrigues of a {@creature rakshasa} disguised as a human merchant prince."],["5","An {@creature adult emerald dragon|FTD} shows an {@creature emerald dragon wyrmling|FTD} how to safely observe Humanoids without being detected."],["6","An {@creature adult emerald dragon|FTD} keeps a wary eye on the {@creature Efreeti||efreet} who have built a tower near the dragon's lair, and indirectly aids any who oppose the efreet."],["7","An {@creature iron golem} ferries visitors across the lava moat surrounding an {@creature Adult Emerald Dragon|FTD|adult emerald dragon's} lair."],["8","An {@creature adult emerald dragon|FTD} spies on the {@creature adult red dragon} who killed the emerald dragon's mate, looking for weaknesses."]],"name":"Connected Creatures; Adult Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Emerald Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient emerald dragon|FTD} bargains with a {@creature pit fiend} to buy back the soul of a legendary hero."],["2","A group of {@creature Adult Red Dragon||adult red} and {@creature Adult Silver Dragon||silver} dragons set aside their differences to learn wisdom from an {@creature ancient emerald dragon|FTD}."],["3","Two {@creature Balor||balors} act as jailers for an {@creature ancient emerald dragon|FTD} imprisoned by a long-dead enemy."],["4","An {@creature ancient emerald dragon|FTD} works to summon a {@creature solar} to get a firsthand account for a history of the gods the dragon is compiling."]],"name":"Connected Creatures; Ancient Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A traveling cloak worn by an elf apostate named Huwellah Starshine to the trial where she was convicted and executed"],["2","A nonmagical crystal ball used by Firendelbip, a deep gnome seer who predicted the overthrow of a thousand-year-old fomorian empire"],["3","Spurs worn by the famous human cavalier Roganvald, who challenged the dragon Arathimax the Red (Roganvald's armor now lies in Arathimax's hoard)"],["4","The ornate badge of office of the lich Zakir, nine-time governor of the city of Durn"],["5","A gravy ladle belonging to Lara Rumpledeep, a famed halfling gourmand"],["6","A sextant used by the renowned dwarf explorer Thavrik Rustbeard"],["7","A jeweled hairnet worn by the cloud giant Ultania, who slew her own mother to claim her throne"],["8","A phoenix-shaped brooch passed down to each of the forty-seven recorded incarnations of Gaz, a githzerai monk"],["9","A trophy cup engraved with a pumpkin, awarded each year at the harvest festival of Riksdell before that settlement fell to a plague"],["10","Rusty chains used to bind the orc master thief Korjus before she escaped and conquered half the lands of the south"]],"name":"Emerald Dragon Treasures; Emerald Dragon Art Objects","page":117,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Some people say I have a short attention span, and that I'm easily distractable, but they don't... oh wow, is that a lute?"],["2","I do not constantly steal food. If you can't keep track of your rations, that's really a personal failing."],["3","I'm much smarter than I look, and if you can't say the same, this is going to be a short conversation."],["4","Elf, dwarf, horse—you non-dragons all look the same to me. No offense."],["5","When I narrate what I'm doing in song, it makes everything feel more epic, don't you think?"],["6","The world is a product of my imagination. The fact that you think you exist when I'm not thinking about you is adorable."],["7","I'm quick to make friends and love winning over grumpy and stoic types. If they don't yet appreciate my help, that just means they need more of it!"],["8","I like to earn people's trust, then lead them into dangerous situations and make off with their treasure while they're distracted."]],"name":"Creating a Faerie Dragon; Faerie Dragon Personality Traits","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Benevolence. Jokes are one thing, but I won't abide cruelty. My mischief brings joy to the downtrodden and ridicule to oppressors. (Good)"],["2","Variety. How can anyone stand to do the same things over and over? I take any opportunity to shake things up by trying something new. (Chaotic)"],["3","Fun. What's the point of living if you're not going to enjoy yourself? (Any)"],["4","Humor. My jokes make life more interesting for everyone. Or at least for me. (Any)"],["5","Energy. Boredom is worse than death. I'm not much for plans, but you can always count on me to make something happen! (Chaotic)"],["6","Selfishness. Other creatures exist for my amusement. If tormenting them were wrong, why would I enjoy it so much? (Evil)"]],"name":"Creating a Faerie Dragon; Faerie Dragon Ideals","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help."],["2","A faerie dragon seeks revenge on the monsters that killed the dragon's ranger companion."],["3","A faerie dragon needs help ending a curse that has begun corrupting local plants and animals in the dragon's forest."],["4","A faerie dragon has been harassing local miners who are disturbing the dragon's territory."],["5","A faerie dragon has discovered the entrance to an ancient ruin and is eager to tag along while an adventuring party explores it."],["6","A faerie dragon has stolen a dangerous magic item from a wizard's workshop, without any idea of what it actually does."],["7","A faerie dragon has stumbled upon the recently dead corpse of a centaur messenger bearing a crucial warning for the centaur's community."],["8","A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion."]],"name":"Faerie Dragon Adventures; Faerie Dragon Adventure Hooks","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Connections","colLabels":["d10","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An entrepreneurial gnome uses a {@creature Faerie Dragon (Violet)||faerie dragon's} Euphoria Breath to open a novel relaxation spa; the dragon appreciates the steady stream of treats and baubles they receive in exchange for their labor."],["2","A {@creature Faerie Dragon (Violet)||faerie dragon} is in love with a member of a {@creature pixie} royal court and is constantly searching for some grand deed capable of impressing their beloved."],["3","A {@creature Faerie Dragon (Violet)||faerie dragon} uses magic to aid in the rambling revels of a band of {@creature Satyr||satyrs}."],["4","A {@creature Faerie Dragon (Violet)||faerie dragon} and a {@creature quasit} are sworn enemies, and their invisible battles and the elaborate traps they lay for each other cause havoc in the area where they both live."],["5","A mercenary band keeps a {@creature Faerie Dragon (Violet)||faerie dragon} captive in a cage, forcing the dragon to act as a jester."],["6","A {@creature Faerie Dragon (Violet)||faerie dragon} nests in the branches of a tree that recently received the benefit of a {@creature Druid||druid's} {@spell awaken} spell and promises to teach the {@creature awakened tree} in exchange for shelter and companionship."],["7","A {@creature Faerie Dragon (Violet)||faerie dragon} rules a pack of {@creature Blink Dog||blink dogs}, leading them on a grand quest against evil that the dragon is making up along the way."],["8","A {@creature green dragon wyrmling} has recruited a {@creature Faerie Dragon (Violet)||faerie dragon} as a spy, though the faerie dragon's bizarre means of carrying out orders leaves the green dragon wondering if it's worth the effort."],["9","A {@creature Faerie Dragon (Violet)||faerie dragon} constantly tries to impress a gruff dwarf priest by proselytizing to everyone they meet as they travel together, but the dragon's interpretation of their \"shared faith\" is extremely eccentric."],["10","A {@creature Faerie Dragon (Violet)||faerie dragon} has intimidated a gang of {@creature Goblin||goblins} and now forces the goblins to follow an increasingly bizarre set of rules."]],"name":"Connected Creatures; Faerie Dragon Connections","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fist-sized puzzle box that the dragon hasn't been able to open, and that holds a tiny clay tablet marked with a mysterious string of numbers"],["2","An illustrated tome titled Hrgold's Bestiary, which falls open to an oft-read entry on faerie dragons"],["3","A majestic military jacket featuring a dazzling array of medals and five different secret pockets"],["4","A gold-rimmed monocle sized for a cyclops, complete with a gold chain"],["5","A gilded pseudodragon skull that the faerie dragon likes to wear as a mask while pretending to be a different dragon called \"Regnus the Unspeakable\""],["6","A cask of wine stamped with the seal of a noble's private collection"],["7","A framed painting of a red dragon destroying an army, with a hole chewed through the dragon's face so the faerie dragon can stick their head through it"],["8","A tiny scale model of a castle that opens like a dollhouse to reveal the chambers and secret passages within"]],"name":"Faerie Dragon Treasures; Faerie Dragon Art Objects","page":120,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I prefer to parley before combat. If villains can be reformed without violence, all the better."],["2","Shorter-lived species often have difficulty perceiving the full scope of time's tapestry and lack the patience for my appropriately thorough explanations."],["3","Others might find me cold and dispassionate, but such is the price of perspective. Few creatures enjoy confronting the relative smallness of their lives."],["4","Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I'm proud of my acting ability and never break character."],["5","The future is writ large in the patterns of history. I enjoy conversing with others who think critically about history and society."],["6","I enjoy gifts but find attempts to hire or bribe me deeply offensive."],["7","My reclusiveness is a filter. If someone lacks the motivation to overcome my barriers, then their matter is unworthy of my attention."],["8","On a long enough timescale, all actions are meaningless. So why should I deny myself anything?"]],"name":"Creating a Gold Dragon; Gold Dragon Personality Traits","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)"],["2","Restraint. I cannot right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any)"],["3","Stewardship. I do not serve individuals, but rather history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)"],["4","Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what's fair or necessary. (Lawful)"],["5","Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any)"],["6","Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil)"]],"name":"Creating a Gold Dragon; Gold Dragon Ideals","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Gold Dragon||Young}","17","{@spell bless}, {@spell cure wounds}, {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Adult Gold Dragon||Adult}","21","{@spell bless}, {@spell commune}, {@spell cure wounds}, {@spell geas},* {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Ancient Gold Dragon||Ancient}","24","{@spell bless}, {@spell commune},* {@spell cure wounds}, {@spell geas},* {@spell plane shift} (+16 to hit), {@spell slow}, {@spell suggestion}, {@spell word of recall}, {@spell zone of truth}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Gold Dragon; Gold Dragon Spellcasting","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When two cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute."],["2","A scholar has learned a secret so dangerous that a gold dragon is set on magically wiping the scholar's mind. The dragon is recruiting trackers to locate the scholar, while the scholar tries to hire bodyguards."],["3","A gold dragon seeks to vanquish evil by conquering and uniting all nations under a totalitarian government that will enforce the dragon's benevolent laws."],["4","A gold dragon has been attacking travelers in an effort to drive them away from the dragon's territory, which holds a deadly artifact at its center."],["5","A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion's spread."],["6","A gold dragon needs agents to infiltrate a magical prison complex and liberate the dragon's monk companion, who has been unjustly sentenced."],["7","A gold dragon demands reparations from a city whose rulers sent adventurers to steal from the dragon's hoard."],["8","A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world-shaking prophecy held within."]],"name":"Gold Dragon Adventures; Gold Dragon Adventure Hooks","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature gold dragon wyrmling} bonded with a {@creature xorn} over their shared love of gems and seeks to help the creature back to the Elemental Plane of Earth."],["2","A {@creature gold dragon wyrmling} yearns to imitate a {@creature couatl} mentor and is searching for a magical location worth guarding."],["3","A {@creature gold dragon wyrmling} is venerated by a tribe of lizardfolk—much to the consternation of the priest who used to rule the tribe."],["4","A band of {@creature Centaur||centaurs} makes pilgrimages to a {@creature Gold Dragon Wyrmling||gold dragon wyrmling's} lair, bringing gifts of gems and knowledge."],["5","A {@creature gold dragon wyrmling} is fascinated by modrons' clockwork determinism and has tracked down and befriended a rogue {@creature pentadrone}."],["6","A {@creature gold dragon wyrmling} has befriended a group of {@creature Githzerai Monk||githzerai monks} and visits them regularly to conduct elaborate thought experiments."]],"name":"Connected Creatures; Gold Dragon Wyrmling Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Gold Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young gold dragon} enjoys the company of {@creature Treant||treants}, who share the dragon's long view of history and methodical conversational style."],["2","A {@creature young gold dragon} lives in a cluster of stone spires and has secured the service of the {@creature galeb duhr} who watch over the site."],["3","An {@creature arcanaloth} has secured a contract requiring a {@creature young gold dragon} to serve the Fiend once every five years. It can't make the dragon do evil acts, but the jobs often have unforeseen consequences."],["4","A {@creature young gold dragon} maintains a lair in a flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games."],["5","A {@creature young gold dragon} and an {@creature archmage} are uneasy companions, bound to defend each other by the dying wish of a heroic warrior they both loved."],["6","After a {@creature young gold dragon} freed a {@creature djinni} from servitude, the djinni installed a portal linking the dragon's lair to the djinni's citadel on the Elemental Plane of Air."]],"name":"Connected Creatures; Young Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Gold Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult gold dragon} has sworn to destroy the {@creature balor} who killed the dragon's mate."],["2","An {@creature adult gold dragon} feels responsible for a paladin's fall from grace and sends minions across the world in search of the paladin—now a {@creature death knight}—so they both might be redeemed."],["3","An {@creature adult green dragon} and an {@creature adult gold dragon} skirmish over control of the vine-choked ruins of a floating mausoleum and its library of talking skulls."],["4","An {@creature adult gold dragon} enjoys playing strategy games with an {@creature androsphinx}, one of the few creatures able to successfully bluff the dragon."],["5","An {@creature adult gold dragon} living in a desert temple helps some elf oracles interpret visions bestowed by an artifact called the Siren's Lens."],["6","An imprisoned {@creature mummy lord} has convinced its {@creature adult gold dragon} jailer that the mummy's plans for domination will be for the best in the long run."],["7","An {@creature adult gold dragon} crafted an {@creature iron golem} to defend the dragon's lair and talks to it as if it were a person."],["8","An {@creature adult gold dragon} hunts the {@creature adult blue dracolich} who stole the legendary Crown of Endings from the gold dragon's hoard."]],"name":"Connected Creatures; Adult Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Gold Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature solar} who admires an {@creature ancient gold dragon} campaigns to recruit the dragon into the service of the solar's god."],["2","An {@creature ancient gold dragon} is infatuated with an oblivious {@creature empyrean}, drawn in by the empyrean's carefree nature and larger-than-life emotions."],["3","An {@creature ancient gold dragon} and a {@creature lich} have vied to bend history to their respective wills. The two have reluctantly come to understand and empathize with each other."],["4","An {@creature ancient gold dragon} takes little interest in the day-to-day governance of a powerful empire. But the dragon expects to be obeyed completely when deigning to address the populace."]],"name":"Connected Creatures; Ancient Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fine tapestry depicting the intermingled family trees of several royal bloodlines going back multiple generations—and containing surprising revelations"],["2","An orrery showing the world's place in the solar system—with one gemstone planet too many"],["3","A scroll covered with surrealist imagery, entitled Voyage through the Land of Dreams"],["4","A black dragon skull with a crack down the middle and gems fixed in its eye sockets; a plaque along the bottom reads, \"So too shall ye be\""],["5","A metal wheel with various holy symbols affixed to its edges; thin arms at the center of the wheel are made to hold a spherical object that is missing"],["6","A series of nesting metal cylinders, each inscribed with a different proverb or paradox; the central cylinder contains a single gold dragon scale"],["7","An elaborate atlas bound in wyvern hide, with several remote regions circled and labeled in code"],["8","A clever clockwork music box that, when cranked, recites a prophecy in Modron"],["9","An elaborately decorated tea set, each of its cups themed after a different plane of existence"],["10","An elaborate calendar clock with one face burned and cracked and two others that are counting down to unspecified future events, including one less than a month away"]],"name":"Gold Dragon Treasures; Gold Dragon Art Objects","page":124,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're either with me or you're against me. Just kidding—you're lunch either way!"],["2","I hate how much people think they matter in a world that was old before their kind even learned the idea of names."],["3","The more the merrier as far as I'm concerned: more to control, more to torture, more to feast upon when I'm finally bored."],["4","Bipedal life is too ugly and ignorant to merit even a scrap of compassion."],["5","I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out."],["6","The wilds are mine and mine alone, and anyone who thinks they can enter my territory had best hope I have other distractions that day."],["7","I allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return."],["8","I harbor no animosity toward anyone. Let me grow ancient with my forest, and I'll leave you in peace."]],"name":"Creating a Green Dragon; Green Dragon Personality Traits","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Isolation. Territories can be properly established only when all parties respect the borders of their neighbors. (Lawful)"],["2","Control. All lesser beings should bare their throats to their betters. (Evil)"],["3","Respect. Fear is amusing, but reverence is delicious. (Any)"],["4","Intrigue. The world is so much more entertaining when no one trusts anyone. (Evil)"],["5","Imagination. Nothing is more gauche than repeating the same activities day after day. (Any)"],["6","Tolerance. The impermanence of intelligent life is bittersweet and should be honored as such. (Good)"]],"name":"Creating a Green Dragon; Green Dragon Ideals","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Green Dragon||Young}","13","{@spell invisibility}, {@spell speak with animals}"],["{@creature Adult Green Dragon||Adult}","16","{@spell invisibility}, {@spell plant growth}, {@spell speak with animals}"],["{@creature Ancient Green Dragon||Ancient}","19","{@spell invisibility}, {@spell mass suggestion}, {@spell plant growth}, {@spell speak with animals}"]],"name":"Creating a Green Dragon; Green Dragon Spellcasting","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A green dragon is terrorizing a forest settlement, murdering and eating someone each night before depositing the grisly remains in the village square."],["2","{@creature Troll||Trolls} are attacking trade caravans, stealing and killing whatever they can—all to placate a green dragon living in their territory."],["3","A cult is capturing travelers to feed a newly hatched pair of green dragons."],["4","A convicted murderer begs for clemency, claiming to have been under the control of a green dragon while on a killing spree."],["5","The misty forest at the border of a coastal realm is beginning to grow alarmingly, and sages suspect it might be the work of a green dragon."],["6","A green dragon stirs from a long underground slumber to discover that a city has been built where the dragon's forest lair once stood."],["7","{@creature Hill giant} raiders promise to stop their pillaging in exchange for a clutch of {@creature Green Dragon Wyrmling||green dragon wyrmlings} to raise."],["8","A green dragon stalks a well-known trade route, interrogating all passersby on what they know about a dead gold dragon's lost hoard."]],"name":"Green Dragon Adventures; Green Dragon Adventure Hooks","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature green dragon wyrmling} is the centerpiece of a traveling circus but might not be a prisoner after all."],["2","A {@creature green dragon wyrmling} was raised by a cluster of {@creature Pseudodragon||pseudodragons}, whom the wyrmling now protects."],["3","Hobgoblin raiders have captured several {@creature Green Dragon Wyrmling||green dragon wyrmlings}, hoping to use them as the vanguards of their war parties."],["4","A {@creature green dragon wyrmling} exacerbates the chaotic tendencies of a group of {@creature Satyr||satyrs}, driving them to greater acts of mischief with the promise of rich rewards."],["5","A {@creature green dragon wyrmling} tricks a village of lizardfolk into believing the dragon is an incarnation of a lizardfolk god."],["6","An ancient {@creature couatl} attempts to shape the moral outlook of a {@creature green dragon wyrmling}, so the dragon might inherit the duty of guarding the couatl's treasures."]],"name":"Connected Creatures; Green Dragon Wyrmling Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Green Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young green dragon} and a {@creature treant} vie for influence over a woodland region."],["2","A {@creature young green dragon} forces a group of {@creature Dryad||dryads} to collect treasures for the dragon's hoard, threatening to destroy their trees if they refuse."],["3","An infestation of {@creature Twig Blight||twig blights} has taken over the lair of a {@creature young green dragon}, and the dragon will do anything to reclaim it."],["4","{@creature Green Hag||Green hags} compete to gain an alliance with a {@creature young green dragon}, turning a village into a staging ground for their games of deceit."],["5","A {@creature young green dragon} directs a conclave of yuan-ti under the command of a {@creature yuan-ti abomination}, ordering the serpentfolk to search the forgotten tunnels of a city for the ancient treasures buried there."],["6","An {@creature oni} and a {@creature young green dragon} work together to terrorize a village, taking a victim every night and leaving the rest too frightened to flee."]],"name":"Connected Creatures; Young Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Green Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruler controlled by an {@creature adult green dragon} plunders the realm's populace to fill the dragon's hoard."],["2","Several {@creature Adult Green Dragon||adult green dragons} fight to claim a treasure hoard hidden under a woodland city."],["3","An {@creature adult green dragon} is bound to the service of a {@creature guardian naga} and baits other creatures to kill the dragon's naga captor."],["4","{@creature Giant Ape||Giant apes} raised from birth by an {@creature adult green dragon} now serve as the dragon's hunting party."],["5","Mind-controlled clerics lead unsuspecting worshipers to the lair of an {@creature adult green dragon}."],["6","An {@creature adult green dragon} works to corrupt a {@creature young gold dragon} trapped in the green dragon's woods."],["7","Wood elves flagellate themselves to earn the favor of a god suddenly turned cruel, not knowing they've been misled by an {@creature adult green dragon}."],["8","An {@creature adult green dragon} turns {@creature Treant||treants} against the druids who once guarded the treants' grove."]],"name":"Connected Creatures; Adult Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Green Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient green dragon} returns to the same sylvan forest every year to feed upon a herd of {@creature Unicorn||unicorns}."],["2","An {@creature ancient green dragon} prevents would-be rescuers from reaching a cursed realm whose people are magically asleep and hidden behind a forest of thorns."],["3","A once-peaceful land has become warlike, thanks to the {@creature ancient green dragon} controlling its elf monarchs."],["4","An {@creature ancient green dragon} is the guardian of a {@creature Lich||lich's} phylactery and extorts favors from the lich."]],"name":"Connected Creatures; Ancient Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The polished skull of a unicorn, latticed with luminescent blooms"],["2","An elaborate necklace of yuan-ti origin, set with gleaming gems and dripping with strands of pearls"],["3","A harp, its pillar carved to resemble a beautiful elf who weeps loudly and inconsolably"],["4","A marble statue that once showed a knight vanquishing a dragon, but due to strategic damage, now looks like a knight tumbling into massive jaws"],["5","The baby teeth of a Humanoid, preserved in amber furred with a golden fungus that smells like gingerbread"],["6","A giant-sized hunting horn scrimshawed with elaborate patterns, the pewter only slightly tarnished"],["7","A stained glass window still set within a fragment of wall depicting the many deaths of an elf monarch"],["8","A triptych of silver mirrors, set in an ornate brambled iron frame sculpted to depict figures in a grotesque bacchanal"],["9","Quartz terrariums carried on the backs of tourmaline jaguars, overgrown with misshapen cacti"],["10","A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones"]],"name":"Green Dragon Treasures; Green Dragon Art Objects","page":129,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often lose track of whether I'm in the Feywild or on the Material Plane."],["2","I have been known to throw caution to the wind when in pursuit of new items for my hoard."],["3","No matter how old I get, I always delight in harmless pranks and tricks."],["4","I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey."],["5","I look down upon any being who resorts to violence to solve a problem."],["6","Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?"],["7","I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams."],["8","I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting."]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Personality Traits","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)"],["2","Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)"],["3","Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)"],["4","Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)"],["5","Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)"],["6","Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)"]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Ideals","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon."],["2","A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own."],["3","A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it."],["4","A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry."],["5","A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair."],["6","A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility."],["7","A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes."],["8","A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild."]],"name":"Moonstone Dragon Adventures; Moonstone Dragon Adventure Hooks","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned {@creature moonstone dragon wyrmling|FTD} is being raised by a family of {@creature Faerie Dragon (Violet)||faerie dragons}, who eagerly encourage the wyrmling's mischievous habits."],["2","A {@creature moonstone dragon wyrmling|FTD} searches for whoever made the dragon's friend—a suit of {@creature animated armor} able to make witty, if limited, conversation."],["3","A {@creature moonstone dragon wyrmling|FTD} has convinced a lost {@creature white dragon wyrmling} that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \"curse.\""],["4","{@creature Ettercap||Ettercaps} captured a {@creature moonstone dragon wyrmling|FTD}, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs."],["5","A {@creature moonstone dragon wyrmling|FTD} torments a group of lost modrons by tricking them into performing chaotic acts."],["6","A {@creature moonstone dragon wyrmling|FTD} has volunteered to be a spy in a conflict between a group of {@creature Pixie||pixies} and a group of {@creature Quickling|VGM|quicklings}. Both sides believe the wyrmling is working exclusively for them."]],"name":"Connected Creatures; Moonstone Dragon Wyrmling Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Moonstone Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young moonstone dragon|FTD} on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a {@creature deva} to temper the dragon's mischievous spirit."],["2","A {@creature young moonstone dragon|FTD} fell victim to a {@creature Fomorian||fomorian's} curse and has elected to stay with the Giant rather than reveal this magical affliction."],["3","A {@creature treant} and a {@creature young moonstone dragon|FTD} love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life."],["4","A {@creature young moonstone dragon|FTD} has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild."],["5","A {@creature young moonstone dragon|FTD} has joined a pack of {@creature Blink Dog||blink dogs} for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires."],["6","A {@creature young moonstone dragon|FTD} and a {@creature night hag} repeatedly encounter each other in the dream realm, but they have never met in the flesh."]],"name":"Connected Creatures; Young Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Moonstone Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Fey noble has sent an {@creature archmage} advisor to parley with an {@creature adult moonstone dragon|FTD} whose lair is in the noble's territory, and it isn't going well."],["2","Fascinated by the dreams of a {@creature myconid sovereign}, an {@creature adult moonstone dragon|FTD} has befriended the whole myconid colony."],["3","In the midst of a {@creature werewolf} invasion, someone suggests that a nearby {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} hoard could be a good source of silver."],["4","An {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} burgeoning hoard attracts the attention of an {@creature arcanaloth} seeking a powerful Feywild artifact."],["5","An {@creature adult moonstone dragon|FTD} attempts to help a {@creature beholder} worried that its dreams will soon give birth to a rival beholder."],["6","Members of a {@creature Night Hag||night hag coven} are determined to prevent an {@creature adult moonstone dragon|FTD} from contacting creatures in the dream realm, and the dragon has no idea why."],["7","An {@creature adult moonstone dragon|FTD} is called upon to discipline a group of {@creature Moonstone Dragon Wyrmling|FTD|moonstone dragon wyrmlings} that rampaged through a Fey noble's territory."],["8","An {@creature adult moonstone dragon|FTD} has amassed a menagerie of {@item Figurine of Wondrous Power||figurines of wondrous power} and activates the items regularly to liven up the lair."]],"name":"Connected Creatures; Adult Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Moonstone Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient moonstone dragon|FTD} and an {@creature ancient green dragon} vie for supremacy in a primeval forest."],["2","An {@creature ancient moonstone dragon|FTD} has partnered with an {@creature androsphinx} to guard a precious treasure, taking the place of the sphinx's slain {@creature gynosphinx} partner."],["3","An {@creature ancient moonstone dragon|FTD} is summoned to mediate a centuries-old conflict between fey courts."],["4","An {@creature Ancient Moonstone Dragon|FTD|ancient moonstone dragon's} sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow dragon."]],"name":"Connected Creatures; Ancient Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of a beautiful Fey who appears to be laughing, crying, or scowling, depending on the viewer's mood; the dragon requires all who visit to describe the face and sends away anyone who sees an angry visage"],["2","A string of leaves collected from the rarest trees in the Feywild and then dipped in silver"],["3","A small mithral ball that shows significant scuffing, as the dragon plays with it constantly"],["4","A mobile from which hang six figurines of pixies and sprites; the dragon insists that Fey allies address any questions and concerns to the figurines"],["5","A painting of a beautiful Feywild vista; the dragon studies the painting every day for clues about the vista's whereabouts"],["6","An ornate silver chest that holds a mountain of gold coins; the dragon refuses to open the chest, claiming it can still smell the stink of the \"noxious metal\""],["7","A collection of gem-encrusted pitchers, decanters, and goblets; the dragon will not consume faerie nectar unless it is served in one of these items"],["8","A vast bookshelf full of dream journals written by creatures the dragon has befriended over the years; the dragon has each entry illustrated by a different celebrated artist, making the library one of the largest art collections in the world"]],"name":"Moonstone Dragon Treasures; Moonstone Dragon Art Objects","page":132,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The thrill of the hunt and of battle makes my blood burn and stokes the fire in my heart. A pity there are so few foes and so little prey worthy of me."],["2","The worship of smaller creatures pleases me, though their weakness is pathetic—how can they do other than adore me?"],["3","Nothing is better than to sleep and dream upon my hoard with the warmth of a full belly. Let those who would disturb me beware!"],["4","Ah, if these foolish creatures only knew they were but pawns in the games I play to amuse myself."],["5","I know that others seek to steal my treasures, my beautiful baubles, won through strength and cunning. But they are mine. Mine!"],["6","All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power."],["7","Although my power and life span are vast, they have merely whetted my appetite for immortality."],["8","Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh."]],"name":"Creating a Red Dragon; Red Dragon Personality Traits","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cruelty. Pain and fear are the most powerful tools. With them, any creature's will can be broken. (Evil)"],["2","Might. Only the strongest survive and prosper, so I must be the strongest of all. (Any)"],["3","Greed. If I desire a thing, then it must be mine and mine alone. (Evil)"],["4","Respect. All that I have achieved must be acknowledged and treated with the utmost respect. (Any)"],["5","No Limits. I do whatever I please, whenever it pleases me to do so. (Chaotic)"],["6","Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful)"]],"name":"Creating a Red Dragon; Red Dragon Ideals","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Red Dragon||Young}","16","{@spell bane}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Adult Red Dragon||Adult}","19","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Ancient Red Dragon||Ancient}","21","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell power word stun}, {@spell suggestion}"]],"name":"Creating a Red Dragon; Red Dragon Spellcasting","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A red dragon has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from."],["2","A red dragon's fiery breath is the only means of completing an important magic item or of destroying a baleful artifact."],["3","A red dragon is the cause of raging wildfires, making the hunt for the dragon even more dangerous."],["4","A red dragon is unusually willing to entertain a peace envoy representing the various peoples dwelling in the valley below the dragon's mountain lair."],["5","A dwarf wants to recover a family heirloom rumored to be in the hoard of a red dragon."],["6","Evil cultists plan to meet with a red dragon and persuade it to become a dracolich."],["7","A red dragon has been held in an enchanted slumber for generations, but signs suggest the enchantment is beginning to fail."],["8","A region has survived for generations by annually tithing victims and treasures to a red dragon."]],"name":"Red Dragon Adventures; Red Dragon Adventure Hooks","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature fire giant} lord has captured a {@creature red dragon wyrmling} and is looking to train the willful creature as a pet."],["2","A {@creature red dragon wyrmling} adopted a nest of {@creature Fire Snake||fire snakes}, which have now grown into {@creature Salamander||salamanders} who protect the wyrmling."],["3","A band of {@creature Kobold||kobolds} was driven out of its warren by a {@creature red dragon wyrmling}; they now raid to survive—and to gather offerings to propitiate \"the winged god.\""],["4","A tiefling child has secretly hidden and raised a {@creature red dragon wyrmling} from an egg. The wyrmling is bonded to the child, but dangerous to anyone else."],["5","A bound {@creature fire elemental} serves as the guardian of an orphaned {@creature red dragon wyrmling}."],["6","A band of {@creature Hobgoblin||hobgoblins} is thrown into chaos when a {@creature red dragon wyrmling} supports a coup by an ambitious war leader, in exchange for tribute."]],"name":"Connected Creatures; Red Dragon Wyrmling Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Red Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature specter} is bound as the guardian of a {@creature Young Red Dragon||young red dragon's} treasure hoard."],["2","A {@creature Young Red Dragon||young red dragon's} new lair spawns {@creature Magma Mephit||magma mephits} and {@creature Smoke Mephit||smoke mephits}, which escape into the surrounding countryside and cause mischief."],["3","A {@creature young red dragon} serves as the guardian of a githyanki creche, hoping to eventually earn the allegiance of the young githyanki raised there."],["4","{@creature Ogre||Ogres} and {@creature Ettin||ettins} cowed by a {@creature young red dragon} wander the foothills near the dragon's lair, helping to drive away intruders."],["5","A colony of {@creature Mind Flayer||mind flayers} has captured and controlled a {@creature young red dragon}, which now guards the passages to the illithids' underground lair."],["6","A parent of a {@creature young red dragon} has become a dracolich, and the dragon wishes to see the Undead abomination destroyed."]],"name":"Connected Creatures; Young Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Red Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature Gargoyle||gargoyles} dwell near an {@creature Adult Red Dragon||adult red dragon's} lair, serving as lookouts and guardians."],["2","{@creature Azer} artisans are bound in service to an {@creature adult red dragon}, for whom they make sculptures and art objects from precious metals and gems."],["3","An {@creature adult red dragon} rules over a hidden valley filled with dinosaurs."],["4","A {@creature shadow demon} serves as an {@creature Adult Red Dragon||adult red dragon's} spy and messenger."],["5","Cultists worshiping an {@creature adult red dragon} act as the dragon's agents throughout the region."],["6","A mysterious masked knight relentlessly hunting an {@creature adult red dragon} is, in fact, the dragon's half-dragon offspring bent on vengeance."],["7","An {@creature adult red dragon} owes a debt of service to an elderly {@creature druid}, enforced by a magical oath."],["8","An {@creature adult red dragon} has seized an outpost of an {@creature efreeti} pasha's domain as a lair, and the noble genie wants to evict the intruder."]],"name":"Connected Creatures; Adult Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Red Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient red dragon} controls a vast intelligence network that has infiltrated nearly every nation."],["2","An {@creature ancient red dragon} warlord has united a number of formerly squabbling nations, creating a massive army ready to conquer the known world."],["3","A cult in service to an {@creature ancient red dragon} is gathering resources to summon a consort of Tiamat, so the cult's master can defeat the consort in single combat and claim a place at Tiamat's side."],["4","A {@creature balor} demon hopes an {@creature Ancient Red Dragon||ancient red dragon's} dragonsight can help the demon coordinate a multidimensional play for power in the Abyss."]],"name":"Connected Creatures; Ancient Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hammered metal brazier elaborately etched and set with polished obsidian, which sits atop a stand holding rare incense blends"],["2","A beautifully inlaid mosaic map of the region within a 100-mile radius of the dragon's lair"],["3","A life-sized basalt statue of a fierce knight, weapon raised to strike, which might be the preserved form of an actual knight turned to stone"],["4","The blackened skull of a young dragon that has been etched with designs and decorated with gems"],["5","A tiered fountain filled with liquid gold that is cool to the touch, but immediately hardens if removed from the fountain"],["6","A statue of the red dragon with gemstones for eyes"],["7","A detailed, life-sized elf skull cast in precious metal"],["8","A game board and a complete set of pieces, all carved and inlaid with precious and semiprecious stones (the dragon is fond of playing the game but has few worthy opponents)"],["9","A fist-sized gemstone carved into a likeness of the dragon's head"],["10","A set of precious metal tablets containing ancient lore"],["11","A beautifully wrought crown set with fiery gemstones, possibly the legacy of a lost empire"],["12","A beautiful polished sphere of rainbow obsidian, set on a wrought-gold stand"]],"name":"Red Dragon Treasures; Red Dragon Art Objects","page":137,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Personality Traits","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Ideals","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the {@creature Mind Flayer||mind flayers} that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of {@creature Giant Spider||giant spiders} drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]],"name":"Sapphire Dragon Adventures; Sapphire Dragon Adventure Hooks","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After being robbed by gnomes who had pledged to protect the hoard, a {@creature sapphire dragon wyrmling|FTD} installs new guardians that have no interest in material riches: {@creature Gelatinous Cube||gelatinous cubes} and {@creature Ochre Jelly||ochre jellies}."],["2","A band of {@creature Minotaur||minotaurs} in service to Baphomet has captured a {@creature sapphire dragon wyrmling|FTD} to learn from the wyrmling's strategies."],["3","Two {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmlings} vie for the same territory. Their primary battle tactic involves luring {@creature Grell||grells} into each other's lairs."],["4","A group of Lolth-worshiping {@creature Drow Elite Warrior||drow warriors} were sent to kill a {@creature sapphire dragon wyrmling|FTD} who has been making meals of their goddess's holy spiders."],["5","A {@creature sapphire dragon wyrmling|FTD} is on the verge of starvation after incorrectly identifying a nearby {@creature phase spider} nest as an easy food source."],["6","A {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmling's} hoard contains a cursed item, which has attracted {@creature Specter||specters} and {@creature Wraith||wraiths} to the area around the dragon's lair."]],"name":"Connected Creatures; Sapphire Dragon Wyrmling Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Sapphire Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young sapphire dragon|FTD} practices martial skills by regularly using a {@item horn of Valhalla} to summon {@creature Berserker||berserker spirits} to fight."],["2","A {@creature young sapphire dragon|FTD} has found a collection of long-forgotten {@creature Clay Golem||clay golems} and is trying to teach them military tactics."],["3","A {@creature druid} summoned {@creature galeb duhr} to guard a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} hoard in exchange for the dragon controlling the {@creature giant spider} population, but the galeb duhr are causing trouble for local miners."],["4","Two Lolth {@creature Cultist||cultists} seek a magical relic that attracts {@creature Giant Spider||giant spiders}, but the relic's resting place has become a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} feeding ground."],["5","A {@creature young sapphire dragon|FTD} and a {@creature hobgoblin warlord} have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon."],["6","A {@creature kuo-toa archpriest} believes a {@creature young sapphire dragon|FTD} is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon."]],"name":"Connected Creatures; Young Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Sapphire Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult sapphire dragon|FTD} lives adjacent to active {@creature purple worm} tunnels, hoping the threat of the worm will deter treasure hunters."],["2","An {@creature adult sapphire dragon|FTD} employs a {@creature dao} to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there."],["3","An {@creature adult sapphire dragon|FTD} regularly confers with a plane-hopping {@creature archmage} regarding the dragon's ongoing dreams of other worlds and other lives."],["4","A {@creature drow priestess of Lolth} and several {@creature yochlol} demons have been ordered by their goddess to deal with the {@creature adult sapphire dragon|FTD} who has been hunting her holy spiders."],["5","A forgetful and nearsighted {@creature adult sapphire dragon|FTD} believes a {@creature blue dragon wyrmling} is actually the {@creature Sapphire Dragon Wyrmling|FTD|sapphire wyrmling} who left home months before."],["6","An {@creature adult sapphire dragon|FTD} and a squadron of githyanki have joined forces to locate and destroy a {@creature mind flayer} colony."],["7","A group of {@creature Stone Giant||stone giants} believes a {@creature young sapphire dragon|FTD} to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint."],["8","An {@creature adult sapphire dragon|FTD} and an {@creature aboleth} psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways."]],"name":"Connected Creatures; Adult Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Sapphire Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient sapphire dragon|FTD} has called a conclave of ancient gem dragons to discuss how they might reunite and restore Sardior, the Ruby Dragon."],["2","A horde of {@creature Revenant||revenants} led by a {@creature death knight} has one goal—destroying the {@creature ancient sapphire dragon|FTD} who defeated their army in battle centuries ago."],["3","An {@creature ancient sapphire dragon|FTD} guards the phylactery of a {@creature lich} who helped the dragon establish a lair centuries before becoming Undead."],["4","Lolth the Spider Queen has declared war on an {@creature ancient sapphire dragon|FTD} who has annexed the heart of her cult's Underdark territory."]],"name":"Connected Creatures; Ancient Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Art Objects","colLabels":["d6","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battle standard showing the coat of arms of an ancient realm the dragon failed to protect"],["2","A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for the god to make the first move"],["3","A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner"],["4","A music box that plays a haunting song; the dragon claims the music is very popular on another world"],["5","A necklace made from discarded sapphire dragon horn tips and tail barbs; the dragon refuses to say whether the pieces were donated willingly"],["6","A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds"]],"name":"Sapphire Dragon Treasures; Sapphire Dragon Art Objects","page":140,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am a creature of endless consumption, always looking for the next thing to possess or devour."],["2","I am rarely satisfied with what I have. I envy others' lives and belongings."],["3","I'm constantly calculating my next move. If I'm not at least one step ahead of foes, I'm a step behind."],["4","I loathe my existence, and the only thing that pleases me is sharing my misery."],["5","It isn't that I'm unsympathetic to others' needs; I just don't let sympathy get in the way."],["6","Everything is a transaction. I don't do anything before I know what's in it for me."],["7","It's nearly impossible for me to conceal my contempt for others."],["8","I truly regret the things I have done and will do whatever I can to atone."]],"name":"Creating a Shadow Dragon; Shadow Dragon Personality Traits","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merciless. Life doesn't offer second chances, and neither do I. (Lawful)"],["2","Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)"],["3","Cruelty. The only release for my pain is to visit it upon others. (Evil)"],["4","Aspiration. I will one day find an escape from this condemnation. (Any)"],["5","Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to occupy my attention. (Neutral)"],["6","Compassion. My existence is misery, and no one else should have to suffer such torment. (Good)"]],"name":"Creating a Shadow Dragon; Shadow Dragon Ideals","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shadow dragon hunts the descendants of the miners who, centuries ago, uncovered the Shadowfell portal that caused the dragon's corruption."],["2","A magical catastrophe has transported a town into the Underdark. The only path back to the surface goes directly through a shadow dragon's lair."],["3","A young woman seeks heroes to retrieve a family heirloom stolen from her. The woman is actually a {@creature night hag}, the heirloom is her heartstone, and the thief is a shadow dragon in Humanoid guise."],["4","As war brews in a Material Plane world, a shrewd shadow dragon exploits a convergence with the Shadowfell to establish a cross-planar arms trade."],["5","A hundred years ago, a savvy ruler bargained with a dragon to ensure the safety of the populace. The treaty is about to expire and must be renegotiated, but in the intervening century, the dragon has fallen to shadow."],["6","A group of shadar-kai (elves native to the Shadowfell) arrive at a city's gates, seeking refuge. They are fleeing the despotic rule of a shadow dragon—but fail to mention that the dragon pursues them."],["7","A shadow dragon has seized control of a city's criminal underworld. Those who want to depose the dragon face an army of assassins and Undead shadows."],["8","Night after night, innocent folk are drained of their life's energy and rise as {@creature Shadow||shadows}. A shadow dragon living in the area is suspected of the foul murders, but the real culprit is something else."]],"name":"Shadow Dragon Adventures; Shadow Dragon Adventure Hooks","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature bard|VGM} befriends a shadow dragon wyrmling and teaches the dragon about the Shadowfell."],["2","A group of wicked duergar has discovered that dragon eggs hatched in a certain part of the Underdark produce shadow dragon wyrmlings. They believe (wrongly) that they can raise these wyrmlings to serve them."],["3","A shadow dragon wyrmling is training a colony of {@creature Darkmantle||darkmantles} to guard the lair the creatures all share."],["4","A shadow dragon wyrmling and a {@creature shadow demon} have become unlikely companions as they compare and contrast their parallel evolutions."],["5","Two shadow dragon wyrmlings of different dragon kinds blame each other for their transformation."],["6","A family of deep gnomes adopts a shadow dragon wyrmling, hoping to show the dragon a noble path through gloom and despair."]],"name":"Connected Creatures; Shadow Dragon Wyrmling Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Shadow Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young shadow dragon demands tribute from a group of myconids in exchange for shielding the myconids from other creatures of the Underdark."],["2","A young shadow dragon kidnaps a cleric to help stave off despair. The cleric is torn between attempting escape or trying to earn their freedom by helping the dragon."],["3","A coterie of dragon cultists has fallen under the sway of a young shadow dragon, and their obeisance borders on fanaticism."],["4","A young shadow dragon shares a lair with a {@creature cloaker}; the cloaker leaves the dragon alone but hunts other creatures in the lair."],["5","A young shadow dragon is attended by the {@creature Shadow||shadows} formed from the dragon's breath, even though the dragon despises these Undead."],["6","A young shadow dragon has been summoned from the Shadowfell and forced to stand guard over a wizard's sanctum."]],"name":"Connected Creatures; Young Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Shadow Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adult red dragon continues to serve as the steed for a {@creature githyanki knight} even after transforming into a shadow dragon."],["2","An adult shadow dragon and an evil {@creature lich} vie for control of a crumbling empire, whose thousand-year history chronicles their struggle."],["3","An adult shadow dragon and a {@creature death knight} are both hunted by adventurers. In their previous lives, the two were sworn enemies, but now they join together against their common foes."],["4","An adult shadow dragon and a {@creature beholder} share a precarious bond, allied against an {@creature ancient sapphire dragon|FTD} neither can defeat alone."],["5","An adult shadow dragon is gathering a {@creature fomorian} army for some mysterious purpose."],["6","A recently transformed adult shadow dragon uses the new power of shadow to terrorize the {@creature adult silver dragon} who has been a rival for centuries."],["7","An adult shadow dragon hired a {@creature vampire} to convert the dragon's lizardfolk servants to immortal Undead minions, but the dragon now vies with the vampire for the Undead lizardfolk's loyalty."],["8","Two mated adult metallic dragons try to rebuild their lives after one becomes a shadow dragon."]],"name":"Connected Creatures; Adult Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Shadow Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A warlock hopes to make a pact with an ancient shadow dragon by way of an eldritch ritual. If the ritual succeeds, the dragon will be elevated to a status akin to that of a Great Old One."],["2","An ancient shadow dragon is harried by a {@creature solar}. Once the two were friends, and the solar hopes to cleanse the shadow from the dragon."],["3","Hidden away in an ancient shadow dragon's lair lurks a {@creature demilich}, its jeweled skull almost indistinguishable from the dragon's other grim baubles."],["4","An ancient shadow dragon courts Tiamat, enacting the Dragon Queen's every demand in hopes of gaining her affection—and becoming her first shadow dragon consort."]],"name":"Connected Creatures; Ancient Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate scepter marred by soot and grime"],["2","A priceless painting badly in need of restoration"],["3","A lump of melted precious metal that was once a splendid necklace and holds gemstones inside it"],["4","A series of fine charcoal drawings depicting the royal lineage of a prominent drow house"],["5","A seemingly plain gray tapestry; close inspection reveals a tableau in shades of dove, ash, and slate"],["6","A pair of stonework gargoyles rendered in a grotesquely baroque and terrifying style"],["7","A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard"],["8","An exquisitely crafted mirror that drains all color from the reflections of those who look into it"],["9","A ventriloquist's dummy made to resemble the vampire Strahd von Zarovich"],["10","A peculiar dragonchess set entirely crafted from onyx, making it extremely difficult to tell one side's pieces from the other"]],"name":"Shadow Dragon Treasures; Shadow Dragon Art Objects","page":144,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People are so wonderfully varied, and I do so love experiencing life with them."],["2","I'm an epicurean, and I live to eat all the delightful foods people concoct."],["3","It's my duty as a member of an elder species to protect and guide other peoples."],["4","I like coming up with new disguises to use among small folk. It makes me feel clever!"],["5","Violence is the provenance of uncouth beings, and I will do my best to avoid its use."],["6","I don't understand why anyone would fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions."],["7","I owe the short-lived mortals I become friends with the responsibility of watching over their progeny."],["8","People must earn my respect—and they're failing badly."]],"name":"Creating a Silver Dragon; Silver Dragon Personality Traits","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sensualism. I savor the world and consume its myriad delights with appropriate gratitude. (Any)"],["2","Altruism. We are surrounded by a malignant and unfeeling cosmos. Ultimately, all we have is each other. (Good)"],["3","Camaraderie. The true treasure is the friends we make along the way. (Good)"],["4","Leadership. These younger species will do great things—but need some subtle support. (Good)"],["5","Guile. All the world is a stage, and it is both my purpose and my pleasure to give an excellent performance. (Any)"],["6","Ownership. This town, these families, this world—I've spent centuries watching over them, and they belong to me. (Evil)"]],"name":"Creating a Silver Dragon; Silver Dragon Ideals","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Silver Dragon||Young}","16","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell zone of truth}"],["{@creature Adult Silver Dragon||Adult}","18","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell zone of truth}"],["{@creature Ancient Silver Dragon||Ancient}","21","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell teleport}, {@spell zone of truth}"]],"name":"Creating a Silver Dragon; Silver Dragon Spellcasting","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","For centuries, a silver dragon has posed as a sage dwelling on a mountaintop. Now it's time to retire this persona without alarming the people who have grown reliant on the sage's advice."],["2","An adventurer's funeral takes a surprising turn when a silver dragon arrives to pay respects."],["3","A disgraced knight tries to escape the attention of the silver dragon whose kindness the knight once took advantage of."],["4","As a city comes under siege, a silver dragon must decide between solitude and saving the place where the dragon has lived so many lives."],["5","In memory of a long friendship with a late sovereign, a silver dragon vows to assist the sovereign's newly crowned child."],["6","Portraits have been vanishing from a silver dragon's hoard, and the people depicted in the portraits have begun committing crimes."],["7","An enraged silver dragon causes a blizzard in an oft-traveled mountain route and will not stop until stolen treasures are returned."],["8","A silver dragon is kidnapping children from a village, and no one knows why."]],"name":"Silver Dragon Adventures; Silver Dragon Adventure Hooks","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature silver dragon wyrmling} is raised by {@creature Giant Eagle||giant eagles} who have lost their own clutch of eggs."],["2","A {@creature silver dragon wyrmling} becomes the mascot and would-be protector of a group of refugee {@creature aarakocra}."],["3","A {@creature silver dragon wyrmling} practices precocious shape-shifting abilities among a colony of {@creature Kobold||kobolds}."],["4","A {@creature hell hound} watches over a {@creature silver dragon wyrmling} in the name of its master—a {@creature lich} hoping to corrupt the dragon when the dragon is older."],["5","A {@creature silver dragon wyrmling} besieges a pack of {@creature Pseudodragon||pseudodragons}, intent on teaching them poetry."],["6","{@creature Ogre||Ogres} keep a young {@creature silver dragon wyrmling} as a pet, and the dragon has become dedicated to changing the ogres' nefarious ways."]],"name":"Connected Creatures; Silver Dragon Wyrmling Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Silver Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young silver dragon} allows a {@creature stone giant} to take refuge in the dragon's lair."],["2","A {@creature young silver dragon} in Humanoid form tries to keep an unsuspecting royal heir away from an attractive stranger the dragon knows to be a {@creature succubus} or {@creature incubus} in disguise."],["3","A herd of {@creature Hippogriff||hippogriffs} has taken over a {@creature Young Silver Dragon||young silver dragon's} lair, and the dragon seeks to get rid of the interlopers without violence."],["4","Two silver dragons compete to see who is better at playing the part of a young noble."],["5","A {@creature young silver dragon} rules over a group of yuan-ti, claiming to be an ancient yuan-ti leader reborn."],["6","A {@creature young silver dragon} performs nightly to entertain a village of {@creature Cloud Giant||cloud giants}, hoping to earn their help in securing a new lair."]],"name":"Connected Creatures; Young Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Silver Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult silver dragon} watches over a flock of rare {@creature Goat||goats}, but a group of {@creature Storm Giant||storm giants} covet their wool."],["2","An {@creature adult silver dragon} and a {@creature vampire} write books of philosophy arguing with each other's works."],["3","An {@creature adult red dragon} killed a group of adventurers that an {@creature adult silver dragon} had befriended, and the silver dragon now seeks revenge."],["4","In making a new lair, an {@creature adult silver dragon} destroyed the home of some {@creature galeb duhr}, and the dragon now seeks help to restore the site for them."],["5","A number of {@creature Adult Silver Dragon||adult silver dragons} all pretend to be painters and vie for the commission to paint the ceiling of a huge cathedral."],["6","An {@creature adult silver dragon} leads a group of warriors, changing identities every generation."],["7","Having lost their own offspring, two {@creature Adult Silver Dragon||adult silver dragons} raise a clutch of {@creature Wyvern||wyverns}."],["8","A solitary {@creature adult silver dragon} domesticates {@creature Roc||rocs} as an amusement."]],"name":"Connected Creatures; Adult Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Silver Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient silver dragon} helps a group of spellcasters keep the {@creature tarrasque} asleep."],["2","An {@creature ancient silver dragon} is secretly the age-old blacksmith who creates magical weapons for a kingdom's heroes."],["3","Bound by an oath, an {@creature ancient silver dragon} rules a dead city in place of its original monarchs."],["4","An {@creature ancient silver dragon} has become the figurehead and protector of a clan of {@creature Frost Giant||frost giants}."]],"name":"Connected Creatures; Ancient Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group portrait of nobles set in a faded mahogany frame, one corner of which is etched with signatures"],["2","An ancient shortsword with a pommel in the shape of a goblin's face, its blade notched with heavy use"],["3","The shattered helm of a dwarf monarch, mended with brazed gold"],["4","A full suit of ancient armor, its breastplate scrimshawed with draconic faces"],["5","A pearl-handled switchblade, its blade eaten away by salt water and its handle emblazoned with a crest"],["6","An elaborate elven crown made to resemble a dragon's head"],["7","A triptych of tapestries depicting the end of a war, the restoration work that followed, and the sunset flight of a silver dragon leaving the renewed realm"],["8","A cape studded with gemstones and featuring epaulets of egret feathers, set on the shoulders of a battered tailor's mannequin"],["9","A dramatic portrait of a human noble rendered mostly as shadow and glinting light that reveals the dragon-shaped pendant the figure wears"],["10","A series of detailed obsidian sculptures depicting a human transitioning from childhood to old age"]],"name":"Silver Dragon Treasures; Silver Dragon Art Objects","page":148,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I seek no company other than my own, for no one else can compete with me."],["2","If my offspring can't care for themselves, I'm not sure they're worthy of my attention."],["3","The sea is beautiful and I love gazing upon it, but I abhor being wet."],["4","Why should I risk damaging my splendid physique when I can fight with the power of my mind?"],["5","I am predictable only in my unpredictability."],["6","It takes true artistry to maintain a warm, desert-like dwelling under the water."],["7","I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures."],["8","I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses."]],"name":"Creating a Topaz Dragon; Topaz Dragon Personality Traits","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)"],["2","Change. Consistency is stagnation. (Chaotic)"],["3","Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)"],["4","Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)"],["5","Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)"],["6","Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)"]],"name":"Creating a Topaz Dragon; Topaz Dragon Ideals","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck."],["2","A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath."],["3","A fishery that specializes in a type of eel favored by a local topaz dragon is \"haunted,\" and shipments of the eel vanish every time the ghost appears."],["4","Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon."],["5","A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home."],["6","A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches."],["7","A topaz dragon has developed a taste for {@creature merfolk}, and the merfolk community near the dragon's lair is desperate for help."],["8","A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath."]],"name":"Topaz Dragon Adventures; Topaz Dragon Adventure Hooks","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Moved by pity, a {@creature giant eagle} continues bringing food to an abandoned {@creature topaz dragon wyrmling|FTD}, despite the wyrmling's attempts to eat the eagle."],["2","A {@creature pseudodragon} who is fanatical about the kinship of all dragonkind is trying to win a {@creature Topaz Dragon Wyrmling|FTD|topaz dragon wyrmling's} friendship."],["3","A {@creature topaz dragon wyrmling|FTD} has developed a taste for crab meat and persistently hunts a {@creature giant crab} that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)"],["4","A mated pair of {@creature Griffon||griffons} found a topaz dragon egg, and they care for it as if it were their own."],["5","A {@creature sea hag} is on the hunt for a {@creature topaz dragon wyrmling|FTD}, to be used as a component in a fell ritual."],["6","A pirate crew keeps a curmudgeonly {@creature topaz dragon wyrmling|FTD} as a beloved mascot."]],"name":"Connected Creatures; Topaz Dragon Wyrmling Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Topaz Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young topaz dragon|FTD} engages in repeated aerial battles with a young {@creature gynosphinx} to determine territory. Both of them are secretly starting to enjoy the bouts."],["2","A {@creature young topaz dragon|FTD} found and ate a dead {@creature sahuagin} on the beach, unwittingly incurring the wrath of the sahuagin's community."],["3","A flock of {@creature Harpy||harpies} enjoy taunting a {@creature young topaz dragon|FTD} who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain."],["4","A curious {@creature water elemental} supplies a {@creature young topaz dragon|FTD} with aquatic delicacies so as to learn more about the dragon."],["5","A {@creature young topaz dragon|FTD} continually attempts to steal eggs from a {@creature roc} nest, despite having nearly been killed by the roc parents multiple times."],["6","A clan of {@creature Winged Kobold||winged kobolds} consider a {@creature young topaz dragon|FTD} their monarch, despite the dragon's complete lack of interest and growing annoyance toward them."]],"name":"Connected Creatures; Young Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Topaz Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult topaz dragon|FTD} vies with a {@creature storm giant} over territory. The giant keeps live seafood in a tide pool, and the dragon keeps drying out the pool in an effort to drive the giant away."],["2","An {@creature adult topaz dragon|FTD} and an {@creature adult bronze dragon} are finding their centuries-old enmity turning into a more romantic passion."],["3","A {@creature djinni} hopes to convince a topaz dragon to tolerate the djinni's presence by driving off a clan of {@creature Cyclops||cyclopes} harassing the dragon."],["4","Reunited after years apart, an {@creature adult topaz dragon|FTD} parent and young dragon child realize they enjoy hunting together."],["5","A tempestuous {@creature marid} continually floods the carefully dried-out lair of a topaz dragon."],["6","A {@creature sahuagin baron} attempts to gain the support of other sahuagin for driving away a topaz dragon attempting to claim the sea devils' territory."],["7","A pirate captain tells stories of an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} legendary hoard while attempting to gather a crew to raid the dragon's lair."],["8","A ship wrecks near an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} lair. The dragon claims what's left of the cargo and tries to ransom the survivors (including the dragonborn ship captain) back to the city they came from."]],"name":"Connected Creatures; Adult Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Topaz Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient topaz dragon|FTD} has decided to set local {@creature ogre} and bandit clans against one another, hoping they wipe each other out."],["2","An {@creature adult bronze dragon} has ignored the petitions of townsfolk to deal with an {@creature ancient topaz dragon|FTD} killing livestock and farmers alike. But now the topaz dragon has killed the bronze dragon's child."],["3","An {@creature Ancient Topaz Dragon|FTD|ancient topaz dragon's} lair contains a portal to the Elemental Chaos."],["4","An {@creature ancient bronze dragon} and an {@creature ancient topaz dragon|FTD} are locked in an ongoing conflict that threatens shipping and caravans around a major city."]],"name":"Connected Creatures; Ancient Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed"],["2","A set of seven levered brass mirrors that can be adjusted to direct light in different directions"],["3","A stained glass window depicting a golden city whose buildings are decorated with statues of dragons and other winged creatures"],["4","A gold scrying bowl that shows random, constantly shifting views of the Elemental Chaos"],["5","A 10-foot-tall statue of the dragon, carved out of a single massive yellow crystal (the dragon thinks it's flattering, except for the tail)"],["6","A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command words creates waves and whirlpools in the bowl"],["7","A large spherical gold chandelier that gives off sunlight and is surrounded by an intricate and interlocking set of glass bands engraved in an unknown language"],["8","A set of topaz-inlaid gold claw rings engraved with the names of bronze dragons the topaz dragon has killed"]],"name":"Topaz Dragon Treasures; Topaz Dragon Art Objects","page":152,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Talkative people are usually the most dangerous. I like to eat them first."],["2","I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies."],["3","I can recall many tidbits of lore picked up over the centuries but have no sense of their import."],["4","I don't like the taste of warm blood and always rinse my mouth out with snow after a fight."],["5","Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies."],["6","I have named the wind that blows through my lair and speak to it often. It is my sole companion."],["7","I meet any challenge to my territory with aggression, even if I can't win outright."],["8","I feel protective of smaller, weaker creatures that are tormented by larger monsters."]],"name":"Creating a White Dragon; White Dragon Personality Traits","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)"],["2","Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any)"],["3","Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)"],["4","Isolation. All creatures are either prey or rivals. What do you mean by \"company?\" (Any)"],["5","Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil)"],["6","Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful)"]],"name":"Creating a White Dragon; White Dragon Ideals","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young White Dragon||Young}","12","{@spell gust of wind}"],["{@creature Adult White Dragon||Adult}","14","{@spell gust of wind}"],["{@creature Ancient White Dragon||Ancient}","16","{@spell gust of wind}, {@spell ice storm}"]],"name":"Creating a White Dragon; White Dragon Spellcasting","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A white dragon has been starving out a fortified settlement by decimating the local caribou herds."],["2","The words of a ritual to propitiate a vengeful spirit are tattooed on the flesh of a frost giant druid—who is entombed in the ice of a white dragon's lair."],["3","{@creature Aarakocra} have become a nuisance in the lowlands ever since they were driven out of their mountain aerie by the arrival of a white dragon."],["4","An item stolen from a white dragon's hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back."],["5","After driving away a white dragon, a group of adventurers discovered a mighty demon trapped in the ice in the dragon's lair. Now the ice is melting and the demon will soon awaken—so the dragon must be lured back."],["6","A white dragon has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine."],["7","A white dragon has been exacting vengeance on a rival silver dragon by killing off the silver dragon's Humanoid companions."],["8","A {@creature frost giant} wants to subdue a white dragon, hoping to overthrow the current frost giant jarl with the dragon's aid. In exchange for assistance from adventurers, the giant promises peace between the giant clan and nearby settlements."]],"name":"White Dragon Adventures; White Dragon Adventure Hooks","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of {@creature Ice Mephit||ice mephits} delight in chasing townsfolk into a {@creature White Dragon Wyrmling||white dragon wyrmling's} lair to be eaten."],["2","A brooding {@creature griffon} found a dragon egg and cared for it along with her own brood. Though the {@creature white dragon wyrmling} ate the griffon's other hatchlings, the griffon treats the wyrmling as her offspring and protects the creature fiercely."],["3","A clan of warriors has adopted a {@creature white dragon wyrmling} as the clan's sacred guardian and brings the wyrmling captured foes as offerings."],["4","{@creature Yeti||Yetis} keep a {@creature white dragon wyrmling} chained near the entrance of their lair to discourage scavengers."],["5","A well-meaning {@creature druid} is trying to rear a {@creature white dragon wyrmling} as a guardian of nature, training the dragon to hunt only Monstrosities. But the wyrmling keeps attacking other creatures."],["6","A band of {@creature Ogre||ogres} keeps a {@creature white dragon wyrmling} caged near their larder, as they have discovered that the dragon's cold breath keeps their meat fresh."]],"name":"Connected Creatures; White Dragon Wyrmling Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young White Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young white dragon} and a {@creature young remorhaz} are vying for control of the same territory, and their altercations endanger the other creatures in the area."],["2","A {@creature young white dragon} has gained control of an {@creature invisible stalker} and sends it out to steal treasure."],["3","A {@creature young white dragon} allows a clan of deep gnomes to mine the dragon's mountain home in exchange for a healthy portion of the gemstones they extract."],["4","A {@creature frost giant} hunter has raised a {@creature young white dragon} since the dragon hatched, and the two are now inseparable."],["5","A {@creature young white dragon} is pestered by a {@creature flameskull} bound to guard a magic item the dragon recently acquired."],["6","A {@creature young white dragon} has been stalking a herd of {@creature Mammoth||mammoths} for days, trying to pick off the herd's newborn calves."]],"name":"Connected Creatures; Young White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult White Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate captain uses the pervasive fog near an {@creature Adult White Dragon||adult white dragon's} lair to elude capture and propitiates the dragon with a share of the crew's booty."],["2","A {@creature djinni} has pledged to serve an {@creature adult white dragon} for a year and a day in exchange for sparing the genie's previous master's life."],["3","An {@creature arcanaloth} has been trying to tease information out of an {@creature adult white dragon}, hoping the dragon can lead it to a lost font of magical power."],["4","An {@creature adult white dragon}, captured by devils decades ago, now serves as a mount for an {@creature ice devil}."],["5","A {@creature beholder} manipulates an {@creature adult white dragon} into eliminating its enemies by inventing ways in which these foes have supposedly offended the dragon."],["6","A {@creature storm giant} and an {@creature adult white dragon} are engaged in a deadly game of cat-and-mouse, leaving a trail of destruction behind them."],["7","An {@creature adult white dragon} periodically brings a mouthful of gems to the {@creature ancient crystal dragon|FTD} who raised them, and who is now too old and tired to seek out new mineral veins for sustenance."],["8","A clan of {@creature Winged Kobold||winged kobolds} treat the air currents and ice slides of an {@creature Adult White Dragon||adult white dragon's} lair as an obstacle course. The dragon enjoys devising increasingly hazardous routes for the kobolds to tackle."]],"name":"Connected Creatures; Adult White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient White Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature death knight} and an {@creature ancient white dragon} swap tales of old foes and unanswered grievances, nursing the hunger for vengeance that sustains them."],["2","An {@creature ancient white dragon} makes intermittent assaults against a mated pair of {@creature Adult Silver Dragon||adult silver dragons} who lair nearby."],["3","An {@creature ancient white dragon} guards a {@creature Lich||lich's} phylactery, keeping it sealed in a tomb of ice. The lich visits periodically, bearing fabulous treasures as payment."],["4","A community of orcs believe an {@creature ancient white dragon} to be the reincarnation of a legendary leader. They've been venerating the dragon so long that the dragon now believes the story and speaks proudly in Orc about the orcs' triumphs."]],"name":"Connected Creatures; Ancient White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A war horn carved to resemble a dragon's head with a wide-open maw, which the dragon calls \"Little Toot\""],["2","A statue depicting an elf paladin with the face turned upward; the body has been defaced by the dragon's claws"],["3","A mammoth tusk engraved with images depicting the history of a nomadic tribe; the dragon uses the tusk to mark the spot where it has buried its pile of gold"],["4","A giant-sized cloak decorated with silver braiding that the dragon uses as a nest lining for its egg"],["5","A wooden throne heaped with furs; any visitors must sit on the throne while the dragon recounts the grisly death of the seat's previous owner"],["6","A huge wooden door carved and painted to depict a monarch enthroned with sword and scepter; the dragon occasionally raps the door with its knuckles, pauses, and then chortles, \"Nobody home\""],["7","A frost giant jarl's crown with broken horns; the dragon enjoys perching the crown on an icy stalagmite and then knocking it off with its tail"],["8","The prow of a ship carved to look like a pouncing lion; the dragon occasionally roars at the lion"],["9","A gilded shield emblazoned with the holy symbol of a forgotten god; the dragon enjoys flicking the shield with a claw to hear the sound it makes"],["10","A ceremonial anvil of dwarven make; gazing at the anvil, the dragon fondly recounts, \"Seven at one blow!\""],["11","A long, embroidered linen tapestry showing the history of an ancient realm's civil war; the dragon \"reads\" the tapestry when it has trouble sleeping."],["12","A bell engraved with images of an angelic host, still attached to its splintered belfry; the dragon tolls the bell with its tail, growling the name of one of its defeated foes with each ring"]],"name":"White Dragon Treasures; White Dragon Art Objects","page":157,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Hoard scarab|FTD}"],["1/4","{@creature Metallic warbler|FTD}"],["1/2","{@creature Draconian foot soldier|FTD}"],["1","{@creature Deep dragon wyrmling|FTD}"],["2","{@creature Crystal dragon wyrmling|FTD}"],["2","{@creature Draconian mage|FTD}"],["2","{@creature Dragonnel|FTD}"],["2","{@creature Dragon speaker|FTD}"],["2","{@creature Egg hunter hatchling|FTD}"],["2","{@creature Emerald dragon wyrmling|FTD}"],["2","{@creature Moonstone dragon wyrmling|FTD}"],["2","{@creature Swarm of hoard scarabs|FTD}"],["2","{@creature Topaz dragon wyrmling|FTD}"],["3","{@creature Draconian infiltrator|FTD}"],["3","{@creature Dragon chosen|FTD}"],["3","{@creature Dragonflesh grafter|FTD}"],["3","{@creature Sapphire dragon wyrmling|FTD}"],["4","{@creature Amethyst dragon wyrmling|FTD}"],["4","{@creature Draconian dreadnought|FTD}"],["4","{@creature Dragon turtle wyrmling|FTD}"],["4","{@creature Metallic peacekeeper|FTD}"],["5","{@creature Dragon blessed|FTD}"],["5","{@creature Dragonblood ooze|FTD}"],["5","{@creature Egg hunter adult|FTD}"],["5","{@creature Gem stalker|FTD}"],["5","{@creature Young crystal dragon|FTD}"],["5","{@creature Young deep dragon|FTD}"],["6","{@creature Animated breath|FTD}"],["6","{@creature Draconian mastermind|FTD}"],["6","{@creature Dragonborn of Sardior|FTD}"],["6","{@creature Dragonflesh abomination|FTD}"],["7","{@creature Dragonborn of Tiamat|FTD}"],["7","{@creature Liondrake|FTD}"],["7","{@creature Young topaz dragon|FTD}"],["8","{@creature Dragonborn of Bahamut|FTD}"],["8","{@creature Eyedrake|FTD}"],["8","{@creature Hoard mimic|FTD}"],["8","{@creature Young emerald dragon|FTD}"],["8","{@creature Young moonstone dragon|FTD}"],["8","{@creature Young sea serpent|FTD}"],["9","{@creature Young amethyst dragon|FTD}"],["9","{@creature Young sapphire dragon|FTD}"],["10","{@creature Young dragon turtle|FTD}"],["11","{@creature Adult deep dragon|FTD}"],["11","{@creature Dracohydra|FTD}"],["11","{@creature Dragonbone golem|FTD}"],["12","{@creature Adult crystal dragon|FTD}"],["13","{@creature Adult topaz dragon|FTD}"],["14","{@creature Adult emerald dragon|FTD}"],["14","{@creature Ancient sea serpent|FTD}"],["15","{@creature Adult moonstone dragon|FTD}"],["15","{@creature Adult sapphire dragon|FTD}"],["16","{@creature Adult amethyst dragon|FTD}"],["17","{@creature Draconic shard|FTD}"],["17","{@creature Ghost dragon|FTD}"],["18","{@creature Ancient deep dragon|FTD}"],["18","{@creature Hollow dragon|FTD}"],["19","{@creature Ancient crystal dragon|FTD}"],["20","{@creature Ancient topaz dragon|FTD}"],["21","{@creature Ancient emerald dragon|FTD}"],["21","{@creature Ancient moonstone dragon|FTD}"],["22","{@creature Ancient sapphire dragon|FTD}"],["22","{@creature Elder brain dragon|FTD}"],["23","{@creature Ancient amethyst dragon|FTD}"],["24","{@creature Ancient dragon turtle|FTD}"],["26","Gem greatwyrm"],["27","Chromatic greatwyrm"],["28","Metallic greatwyrm"],["30","{@creature Aspect of Bahamut|FTD}"],["30","{@creature Aspect of Tiamat|FTD}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":224,"source":"FTD","chapter":{"name":"Creature Lists","index":7}},{"caption":"Colleges of Strixhaven","colLabels":["College","Description"],"colStyles":["col-1","col-11"],"rows":[["Lorehold","Explores the past and preserves its lessons for future generations. Also called the College of Archaeomancy."],["Prismari","Uses the elements to practice the arts. Also called the College of Elemental Arts."],["Quandrix","Focuses on the mathematics of nature. Also called the College of Numeromancy."],["Silverquill","Teaches the magic of rhetoric, poetry, oration, and writing. Also called the College of Eloquence."],["Witherbloom","Harnesses the forces of life and death. Also called the College of Essence Studies."]],"name":"Welcome to Strixhaven; Colleges of Strixhaven","page":4,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Founder Dragons","colLabels":["College","Founder"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Velomachus Lorehold|SCC}"],["Prismari","{@creature Galazeth Prismari|SCC}"],["Quandrix","{@creature Tanazir Quandrix|SCC}"],["Silverquill","{@creature Shadrix Silverquill|SCC}"],["Witherbloom","{@creature Beledros Witherbloom|SCC}"]],"name":"Founder Dragons","page":6,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Strixhaven Mascots","colLabels":["College","Mascot"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Spirit Statue Mascot|SCC}"],["Prismari","{@creature Art Elemental Mascot|SCC}"],["Quandrix","{@creature Fractal Mascot|SCC}"],["Silverquill","{@creature Inkling Mascot|SCC}"],["Witherbloom","{@creature Pest Mascot|SCC}"]],"name":"Strixhaven Mascots","page":10,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Lorehold Scholars","colLabels":["d10","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Archaeoscribe, chronicling historical truths for posterity","Order"],["2","Battle medium, strengthening summoned spirits for use in battles","Order"],["3","Chaos scholar, chasing down historical anecdotes as a litany of happenstance","Chaos"],["4","Conservator, preserving ancient spell knowledge and other relics of the past","Order"],["5","Dustspeaker, conversing with spirits of the past to learn their stories","Chaos"],["6","Pastraiser, binding spirits into the monuments that bear their likeness to learn about their inspiring deeds","Order"],["7","Relic reader, divining wisdom from the past from the context of ruin sites","Order"],["8","Ruin shaman, wielding magic that helps delve into ancient sites","Chaos"],["9","Tomewielder, summoning fiery magic from the words in old writings","Chaos"],["10","Warsinger, studying the magic used in ancient wars","Chaos"]],"name":"Scholars of Lorehold; Lorehold Scholars","page":13,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Prismari Scholars","colLabels":["d12","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Aesthemancer, studying abstract principles of beauty for insight into the workings of the multiverse","Perfection"],["2","Electrovisionary, wielding the forms of lightning as a paintbrush","Expression"],["3","Flamesinger, combining fire and music","Expression"],["4","Geosculptor, using earth and lava in volatile emotional displays","Expression"],["5","Heartrager, turning inner creative fire into personal strength","Expression"],["6","Ice sculptor, crafting ice and cold into immersive experiences","Perfection"],["7","Mistmage, shaping cloud, fog, and mist into lasting sculptures","Perfection"],["8","Muse channeler, projecting blasts of inspiration toward others","Expression"],["9","Opusmancer, creating magical effects on a monumental scale","Perfection"],["10","Spectacle mage, hurling stormy displays into the sky","Expression"],["11","Waterbinder, shaping water into animated elemental forms","Perfection"],["12","Zephyrist, weaving wind with dance","Perfection"]],"name":"Scholars of Prismari; Prismari Scholars","page":16,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Quandrix Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Abstractor, using magic to stretch the possibilities of space","Theory"],["2","Augmenter, making creatures and things larger","Substance"],["3","Fractalologist, creating beautiful illusory patterns","Theory"],["4","Mana scholar, studying snarls, leylines, and star arches","Substance"],["5","Metamancer, studying metaphysics to alter reality","Theory"],["6","Scale druid, manipulating the size of plants and animals","Substance"],["7","Sequence prophet, studying repeating patterns that bend the mind","Theory"],["8","Vivifier, conjuring fractal creatures based on biological life","Substance"]],"name":"Scholars of Quandrix; Quandrix Scholars","page":19,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Silverquill Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Bantermage, using incisive observation to pierce rivals' confidence","Shadow"],["2","Duskmage, conjuring inky voids of shadow magic","Shadow"],["3","Inkcaster, summoning living inklings to service","Shadow"],["4","Lumimancer, bringing light to bear on shameful situations and holding corrupt institutions to account","Radiance"],["5","Shadewing, forming weapons from darkness to slice and stab at foes","Shadow"],["6","Silvertongue, bathing others in the light of inspiring words","Radiance"],["7","Vainglory, wielding the power of a perfectly crafted compliment to enhance a person's best qualities","Radiance"],["8","Warsinger, stirring hearts through poetic performance and song","Radiance"]],"name":"Scholars of Silverquill; Silverquill Scholars","page":22,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Witherbloom Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Banelock, using concoctions of noxious ingredients for withering magic","Decay"],["2","Bleed doctor, drain the essence of living creatures to fuel sinister spells","Decay"],["3","Boon witch, brewing drafts to empower the living","Growth"],["4","Boughcaller, summoning creatures from bogs","Growth"],["5","Dreadbones, infusing dead tissue with magic to create Undead servants","Decay"],["6","Earthcroucher, connecting directly with the land to power nature magic","Growth"],["7","Leafbinder, using medicinal herbs to soothe wounds","Growth"],["8","Pestcatcher, harvesting life energy from the pests of the bayou","Decay"]],"name":"Scholars of Witherbloom; Witherbloom Scholars","page":25,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["1st","{@spell Silvery Barbs|SCC}","Enchantment","{@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Borrowed Knowledge|SCC}","Divination","{@class Bard}, {@class Cleric}, {@class Warlock}, {@class Wizard}"],["2nd","{@spell Kinetic Jaunt|SCC}","Transmutation","{@class Artificer|TCE},* {@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Vortex Warp|SCC}","Conjuration","{@class Artificer|TCE},* {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Wither and Bloom|SCC}","Necromancy","{@class Druid}, {@class Sorcerer}, {@class Wizard}"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":37,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items for Sale","colLabels":["Item","Rarity","Cost"],"colStyles":["col-9","col-2 text-center","col-1 text-right"],"rows":[["{@item Bottle of Boundless Coffee|SCC}","Common","100 gp"],["{@item Cuddly Strixhaven Mascot|SCC}","Common","100 gp"],["{@item Lorehold Primer|SCC}","Uncommon","300 gp"],["{@item Prismari Primer|SCC}","Uncommon","300 gp"],["{@item Quandrix Primer|SCC}","Uncommon","300 gp"],["{@item Silverquill Primer|SCC}","Uncommon","300 gp"],["{@item Spell Scroll (1st Level)||Spell Scroll} (1st-Level Spell; {@book DMG|DMG})","Common","50 gp"],["{@item Strixhaven Pennant|SCC}","Common","100 gp"],["{@item +1 Weapon||Weapon, +1} ({@book DMG|DMG})","Uncommon","300 gp"],["{@item Witherbloom Primer|SCC}","Uncommon","300 gp"]],"name":"Magic Items for Sale","page":38,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Adventure Levels","colLabels":["Adventure","Starting Level","Chapter"],"colStyles":["col-6","col-4 text-center","col-2 text-center"],"rows":[["Campus Kerfuffle","1st","{@adventure 3|SCC-CK|0}"],["Hunt for Mage Tower","4th","{@adventure 4|SCC-HfMT|0}"],["The Magister's Masquerade","6th","{@adventure 5|SCC-TMM|0}"],["A Reckoning in Ruins","8th","{@adventure 6|SCC-ARiR|0}"]],"name":"Standalone Adventures; Adventure Levels","page":41,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Starting Relationship Points","colLabels":["Person","Relationship Points"],"colStyles":["col-3 text-center","col-3 text-center"],"rows":[["Friend","2"],["Beloved","3"],["Rival","−2"]],"name":"Relationships; Starting Relationship Points","page":42,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Student NPC Stat Blocks","colLabels":["Year","Stat Block"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["First","{@creature First-Year Student|SCC}"],["Second","[College] Apprentice"],["Third or Later","[College] Pledgemage"]],"name":"Student NPC Stat Blocks","page":50,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strixhaven Creatures","colLabels":["Creature","Creature Type","CR"],"colStyles":["col-8","col-3 text-center","col-1 text-center"],"rows":[["{@creature Archaic|SCC}","Celestial","18"],["{@creature Art Elemental Mascot|SCC}","Elemental","1/4"],["{@creature Beledros Witherbloom|SCC}","Dragon","24"],["{@creature Brackish Trudge|SCC}","Plant","3"],["{@creature Cogwork Archivist|SCC}","Construct","4"],["{@creature Daemogoth|SCC}","Fiend","10"],["{@creature Daemogoth Titan|SCC}","Fiend","16"],["{@creature First-Year Student|SCC}","Humanoid","1/2"],["{@creature Fractal Mascot|SCC}","Construct","1/4"],["{@creature Galazeth Prismari|SCC}","Dragon","23"],["{@creature Groff|SCC}","Plant","4"],["{@creature Inkling Mascot|SCC}","Ooze","1/4"],["{@creature Lorehold Apprentice|SCC}","Humanoid","2"],["{@creature Lorehold Pledgemage|SCC}","Humanoid","4"],["{@creature Lorehold Professor of Chaos|SCC}","Humanoid","7"],["{@creature Lorehold Professor of Order|SCC}","Humanoid","7"],["{@creature Mage Hunter|SCC}","Monstrosity","5"],["{@creature Oracle of Strixhaven|SCC}","Humanoid","15"],["{@creature Oriq Blood Mage|SCC}","Humanoid","9"],["{@creature Oriq Recruiter|SCC}","Humanoid","4"],["{@creature Pest Mascot|SCC}","Monstrosity","1/4"],["{@creature Prismari Apprentice|SCC}","Humanoid","2"],["{@creature Prismari Pledgemage|SCC}","Humanoid","4"],["{@creature Prismari Professor of Expression|SCC}","Humanoid","7"],["{@creature Prismari Professor of Perfection|SCC}","Humanoid","7"],["{@creature Quandrix Apprentice|SCC}","Humanoid","2"],["{@creature Quandrix Pledgemage|SCC}","Humanoid","4"],["{@creature Quandrix Professor of Substance|SCC}","Humanoid","7"],["{@creature Quandrix Professor of Theory|SCC}","Humanoid","7"],["{@creature Relic Sloth|SCC}","Beast","2"],["{@creature Ruin Grinder|SCC}","Construct","5"],["{@creature Shadrix Silverquill|SCC}","Dragon","22"],["{@creature Silverquill Apprentice|SCC}","Humanoid","2"],["{@creature Silverquill Pledgemage|SCC}","Humanoid","4"],["{@creature Silverquill Professor of Radiance|SCC}","Humanoid","7"],["{@creature Silverquill Professor of Shadow|SCC}","Humanoid","7"],["{@creature Spirit Statue Mascot|SCC}","Construct","1/4"],["{@creature Strixhaven Campus Guide|SCC}","Construct","1"],["{@creature Tanazir Quandrix|SCC}","Dragon","24"],["{@creature Velomachus Lorehold|SCC}","Dragon","25"],["{@creature Witherbloom Apprentice|SCC}","Humanoid","2"],["{@creature Witherbloom Pledgemage|SCC}","Humanoid","4"],["{@creature Witherbloom Professor of Decay|SCC}","Humanoid","7"],["{@creature Witherbloom Professor of Growth|SCC}","Humanoid","7"]],"name":"Friends and Foes; Strixhaven Creatures","page":183,"source":"SCC","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":7},"index":8}},{"caption":"Exandrian Calendar","colLabels":["Month","Day","Holidays"],"colStyles":["col-4","col-3 text-center","col-5"],"rows":[["Horisal","29",{"type":"entries","entries":["New Dawn (1st)","Hillsgold (27th)"],"id":"012"}],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30",{"type":"entries","entries":["Renewal Festival (13th)","Wild's Grandeur (20th)"],"id":"013"}],["Thunsheer","31",{"type":"entries","entries":["Harvest's Rise (11th)","Merryfrond's Day (31st)"],"id":"014"}],["Unndilar","28",{"type":"entries","entries":["Deep Solace (8th)","Zenith (26th)"],"id":"015"}],["Brussendar","31",{"type":"entries","entries":["Artisan's Faire (15th)","Elvendawn or Midsummer (20th)"],"id":"016"}],["Sydenstar","32",{"type":"entries","entries":["Highsummer (7th)","Morn of Largesse (14th)"],"id":"017"}],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27",{"type":"entries","entries":["The Hazel Festival (10th)","Civilization's Dawn (22nd)"],"id":"018"}],["Cuersaar","29",{"type":"entries","entries":["Night of Ascension (13th)","Zan's Cup (21st)"],"id":"019"}],["Duscar","32",{"type":"entries","entries":["Barren Eve (2nd)","Embertide (5th)","Winter's Crest (20th)"],"id":"01a"}]],"name":"Exandrian Calendar","page":9,"source":"TDCSR","chapter":{"name":"Welcome to Tal'Dorei","ordinal":{"identifier":1,"type":"chapter"},"index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Changebringer|Exandria|TDCSR|Changebringer}","Chaotic good","Change, freedom, luck"],["{@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon}","Lawful good","Honor, justice"],["{@deity The Arch Heart|Exandria|TDCSR|Arch Heart}","Chaotic good","Art, beauty, {@book elves|TDCSR|4|elves}"],["{@deity The Lawbearer|Exandria|TDCSR|Lawbearer}","Lawful neutral","Civilization, law, peace"],["{@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}","Neutral","Knowledge, learning, teaching"],["{@deity The Stormlord|Exandria|TDCSR|Stormlord}","Chaotic neutral","Battle, competition, storms"],["{@deity The Wildmother|Exandria|TDCSR|Wildmother}","Neutral","Seas, wilderness"],["{@deity The All-Hammer|Exandria|TDCSR|All-Hammer}","Lawful good","Craft, creation"],["{@deity The Dawnfather|Exandria|TDCSR|Dawnfather}","Neutral good","Healing, sun"],["{@deity The Everlight|Exandria|TDCSR|Everlight}","Neutral good","Atonement, compassion"],["{@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens}","Lawful neutral","Death, fate, winter"],["{@deity The Moonweaver|Exandria|TDCSR|Moonweaver}","Chaotic good","Illusion, moonlight, night"]],"name":"Prime Deities","page":27,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells}","Lawful evil","God of devils and the Hells"],["{@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}","Lawful evil","Conquest, tyranny"],["{@deity The Ruiner|Exandria|TDCSR}","Chaotic evil","Slaughter, warfare"],["{@deity The Spider Queen|Exandria|TDCSR|Spider Queen}","Chaotic evil","Deceit, spiders"],["{@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion}","Chaotic evil","Darkness, destruction"],["{@deity The Scaled Tyrant|Exandria|TDCSR|Scaled Tyrant}","Lawful evil","Dragon god of evil"],["{@deity The Crawling King|Exandria|TDCSR|Crawling King}","Neutral evil","Enslavement, torture"],["{@deity The Whispered One|Exandria|TDCSR|Whispered One}","Neutral evil","Necromancy, secrets"],["{@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}","Chaotic evil","Assassins, poison, snakes"]],"name":"Betrayer Gods","page":34,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity Azgrah|Exandria|TDCSR}","Lawful neutral","Undying"],["{@deity Galdric|Exandria|TDCSR}","Lawful good","Celestial, Undying"],["{@deity Graz'tchar|Exandria|TDCSR}","Chaotic evil","Fiend, Hexblade"],["{@deity Khedive Xundi|Exandria|TDCSR}","Chaotic neutral","Genie"],["{@deity The Lost Beacon of Unknown Light|Exandria|TDCSR|Lost Beacon}","Neutral","Celestial"],["{@deity The Observer|Exandria|TDCSR}","Neutral good","Archfey, Celestial"],["{@deity The Sightless|Exandria|TDCSR}","Chaotic evil","Great Old One"],["{@deity The Traveler|Exandria|TDCSR}","Chaotic neutral","Archfey"],["{@deity Vesh|Exandria|TDCSR}","Neutral evil","Archfey, Undying"]],"name":"Lesser Idols","page":39,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cracksackle Wares","colLabels":["Item","Cost","Description"],"colStyles":["col-3","col-2","col-7"],"rows":[["{@item Dynamite|TDCSR}","100gp","This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one."],["{@item Gluebomb|TDCSR}","50gp","This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success."],["{@item Stink bomb|TDCSR}","25gp","This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success."]],"name":"Cracksackle Guildhall (Middle Slab); Cracksackle Wares","page":100,"source":"TDCSR","chapter":{"name":"Tal'Dorei Gazetteer","ordinal":{"identifier":3,"type":"chapter"},"index":3}},{"caption":"Vestiges of Divergence by Advancement","colLabels":["Item Group","Dormant","Awakened","Exalted"],"colStyles":["col-3 text-left","col-3 text-right","col-3 text-right","col-3 text-right"],"rows":[["{@item Agony|TDCSR}","{@item Agony (Dormant)|TDCSR}","{@item Agony (Awakened)|TDCSR}","{@item Agony (Exalted)|TDCSR}"],["{@item Armor of the Valiant Soul|TDCSR}","{@item Armor of the Valiant Soul (Dormant)|TDCSR}","{@item Armor of the Valiant Soul (Awakened)|TDCSR}","{@item Armor of the Valiant Soul (Exalted)|TDCSR}"],["{@item Cabal's Ruin|TDCSR}","{@item Cabal's Ruin (Dormant)|TDCSR}","{@item Cabal's Ruin (Awakened)|TDCSR}","{@item Cabal's Ruin (Exalted)|TDCSR}"],["{@item Circlet of Barbed Vision|TDCSR}","{@item Circlet of Barbed Vision (Dormant)|TDCSR}","{@item Circlet of Barbed Vision (Awakened)|TDCSR}","{@item Circlet of Barbed Vision (Exalted)|TDCSR}"],["{@item Condemner|TDCSR}","{@item Condemner (Dormant)|TDCSR}","{@item Condemner (Awakened)|TDCSR}","{@item Condemner (Exalted)|TDCSR}"],["{@item Deathwalker's Ward|TDCSR}","{@item Deathwalker's Ward (Dormant)|TDCSR}","{@item Deathwalker's Ward (Awakened)|TDCSR}","{@item Deathwalker's Ward (Exalted)|TDCSR}"],["{@item Fenthras|TDCSR}","{@item Fenthras (Dormant)|TDCSR}","{@item Fenthras (Awakened)|TDCSR}","{@item Fenthras (Exalted)|TDCSR}"],["{@item Honor's Last Stand|TDCSR}","{@item Honor's Last Stand (Dormant)|TDCSR}","{@item Honor's Last Stand (Awakened)|TDCSR}","{@item Honor's Last Stand (Exalted)|TDCSR}"],["{@item Kiss of the Changebringer|TDCSR}","{@item Kiss of the Changebringer (Dormant)|TDCSR}","{@item Kiss of the Changebringer (Awakened)|TDCSR}","{@item Kiss of the Changebringer (Exalted)|TDCSR}"],["{@item Mythcarver|TDCSR}","{@item Mythcarver (Dormant)|TDCSR}","{@item Mythcarver (Awakened)|TDCSR}","{@item Mythcarver (Exalted)|TDCSR}"],["{@item Plate of the Dawnmartyr|TDCSR}","{@item Plate of the Dawnmartyr (Dormant)|TDCSR}","{@item Plate of the Dawnmartyr (Awakened)|TDCSR}","{@item Plate of the Dawnmartyr (Exalted)|TDCSR}"],["{@item Pyremaul|TDCSR}","{@item Pyremaul (Dormant)|TDCSR}","{@item Pyremaul (Awakened)|TDCSR}","{@item Pyremaul (Exalted)|TDCSR}"],["{@item Spire of Conflux|TDCSR}","{@item Spire of Conflux (Dormant)|TDCSR}","{@item Spire of Conflux (Awakened)|TDCSR}","{@item Spire of Conflux (Exalted)|TDCSR}"],["{@item Star Razor|TDCSR}","{@item Star Razor (Dormant)|TDCSR}","{@item Star Razor (Awakened)|TDCSR}","{@item Star Razor (Exalted)|TDCSR}"],["{@item Titanstone Knuckles|TDCSR}","{@item Titanstone Knuckles (Dormant)|TDCSR}","{@item Titanstone Knuckles (Awakened)|TDCSR}","{@item Titanstone Knuckles (Exalted)|TDCSR}"],["{@item Whisper|TDCSR}","{@item Whisper (Dormant)|TDCSR}","{@item Whisper (Awakened)|TDCSR}","{@item Whisper (Exalted)|TDCSR}"],["{@item Wraps of Dyamak|TDCSR}","{@item Wraps of Dyamak (Dormant)|TDCSR}","{@item Wraps of Dyamak (Awakened)|TDCSR}","{@item Wraps of Dyamak (Exalted)|TDCSR}"]],"name":"Vestiges of Divergence by Advancement","page":200,"source":"TDCSR","chapter":{"name":"Game Master's Toolkit","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"First Adventure","colLabels":["d10","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventure begins on the Rock of Bral, where an {@creature autognome|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to find its creator, who has gone missing on the Rock."],["2","One of the characters inherits a ship equipped with a {@item spelljamming helm|AAG} and an old captain's log that hints at places to explore, treasure to find, and perils to avoid."],["3","In the wilderness on their home world, the characters find a {@item spelljamming helm|AAG} in the wreckage of a crashed {@vehicle scorpion ship|AAG} (see {@book chapter 2|AAG|2|Scorpion Ship}) and run afoul of goblins who want to plunder the wreck."],["4","A wealthy patron gives the characters a ship and a {@item spelljamming helm|AAG} to call their own and expects them to accomplish a dangerous task in return."],["5","A spelljamming ship lands on the outskirts of a village where the characters are staying. The ship's captain is looking for raw recruits to join a war in Wildspace."],["6","Villagers ask the characters to investigate a strange object in the hills, which turns out to be a crashed {@vehicle nightspider|AAG} (see {@book chapter 2|AAG|2|Nightspider}) with survivors: a {@creature neogi pirate|BAM} and a {@creature neogi hatchling swarm|BAM} (see {@book Boo's Astral Menagerie|BAM} for both)."],["7","A {@creature hadozee explorer|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to slay a white {@creature kindori|BAM} (see {@book Boo's Astral Menagerie|BAM}) that keeps attacking her {@vehicle flying fish ship|AAG} (see {@book chapter 2|AAG|2|Flying Fish Ship}). The hadozee can't tell whether the kindori is mean-spirited or amorous. Perhaps it has mistaken the ship for a rival—or a mate!"],["8","The characters were passengers aboard a spelljamming ship that crash-landed on a strange world after the {@item spelljamming helm|AAG} malfunctioned. The characters must fend off alien monsters until they are rescued."],["9","The characters are hired by a trading company to protect a valuable cargo that's being delivered to a distant world. The characters become crew members aboard the {@vehicle squid ship|AAG} (see {@book chapter 2|AAG|2|Squid Ship}) that is transporting the precious cargo."],["10","The adventure begins on the Rock of Bral, where one or more characters have earned the enmity of a {@creature plasmoid boss|BAM} (see {@book Boo's Astral Menagerie|BAM}). The heroes must either flee Bral to save themselves or contend with the boss's underlings."]],"name":"Astral Campaigns; First Adventure","page":4,"source":"AAG","chapter":{"name":"Introduction: Vast Oceans of Adventure","index":0}},{"caption":"Air Envelopes of Creatures","colLabels":["Creature's Size","Air Envelope"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Tiny","2½-foot cube"],["Small or Medium","5-foot cube"],["Large","10-foot cube"],["Huge","15-foot cube"],["Gargantuan","20-foot cube"]],"name":"Air Envelopes of Creatures","page":17,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fishing","colLabels":["d10","Catch"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Tiny, inedible fish (a creature that consumes it is {@condition poisoned} for 1 hour)"],["3–5","Tiny, edible fish (feeds one person)"],["6–8","Small, edible fish (feeds up to four people)"],["9","Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)"],["10","Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing"]],"name":"Astral Fishing; Fishing","page":21,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-3","col-2","col-5"],"rows":[["2nd","{@spell Air Bubble|AAG}","Conjuration","Artificer, Druid, Ranger, Sorcerer, Wizard"],["5th","{@spell Create Spelljamming Helm|AAG}","Transmutation","Artificer, Wizard"]],"name":"Spells","page":22,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Helpful Spells","colLabels":["Spell","Donation"],"colStyles":["col-6","col-6"],"rows":[["{@spell Commune}","1,000 gp"],["{@spell Legend lore}","1,500 gp"],["{@spell Lesser restoration}","150 gp"],["{@spell Raise dead}","2,000 gp"],["{@spell Remove curse}","250 gp"],["{@spell Scrying}","1,000 gp"]],"name":"Temple District; Helpful Spells","page":61,"source":"AAG","chapter":{"name":"The Rock of Bral","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block Name","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Chwinga astronaut|BAM}","Elemental"],["0","{@creature Dohwar|BAM}","Fey"],["0","{@creature Space guppy|BAM}","Beast"],["0","{@creature Space mollymawk|BAM}","Beast"],["1/8","{@creature Hadozee shipmate|BAM}","Humanoid"],["1/4","{@creature Giant space hamster|BAM}","Beast"],["1/4","{@creature Gray scavver|BAM}","Monstrosity"],["1/4","{@creature Plasmoid explorer|BAM}","Ooze"],["1/4","{@creature Space hamster|BAM}","Monstrosity"],["1/4","{@creature Space swine|BAM}","Beast"],["1/2","{@creature Hadozee warrior|BAM}","Humanoid"],["1/2","{@creature Space eel|BAM}","Beast"],["1/2","{@creature Ssurran poisoner|BAM}","Monstrosity"],["1","{@creature Jammer leech|BAM}","Plant"],["1","{@creature Psurlon ringer|BAM}","Aberration"],["2","{@creature Aartuk starhorror|BAM}","Plant"],["2","{@creature Aartuk weedling|BAM}","Plant"],["2","{@creature Autognome|BAM}","Construct"],["2","{@creature Hadozee explorer|BAM}","Humanoid"],["2","{@creature Lunar dragon wyrmling|BAM}","Dragon"],["2","{@creature Psurlon|BAM}","Aberration"],["2","{@creature Space clown|BAM}","Fiend"],["2","{@creature Thri-kreen hunter|BAM}","Monstrosity"],["2","{@creature Vampirate|BAM}","Undead"],["3","{@creature Aartuk elder|BAM}","Plant"],["3","{@creature Astral elf warrior|BAM}","Humanoid"],["3","{@creature Giff shipmate|BAM}","Humanoid"],["3","{@creature Githyanki buccaneer|BAM}","Humanoid"],["3","{@creature Neogi hatchling swarm|BAM}","Aberration"],["3","{@creature Neogi pirate|BAM}","Aberration"],["3","{@creature Plasmoid warrior|BAM}","Ooze"],["3","{@creature Solar dragon wyrmling|BAM}","Dragon"],["3","{@creature Ssurran defiler|BAM}","Monstrosity"],["4","{@creature Brown scavver|BAM}","Monstrosity"],["4","{@creature Gaj|BAM}","Aberration"],["4","{@creature Neh-thalggu|BAM}","Aberration"],["4","{@creature Neogi void hunter|BAM}","Aberration"],["4","{@creature Plasmoid boss|BAM}","Ooze"],["5","{@creature Astral elf honor guard|BAM}","Humanoid"],["5","{@creature Astral elf star priest|BAM}","Humanoid"],["5","{@creature Feyr|BAM}","Aberration"],["5","{@creature Mercane|BAM}","Giant"],["5","{@creature Murder comet|BAM}","Elemental"],["5","{@creature Night scavver|BAM}","Monstrosity"],["5","{@creature Starlight apparition|BAM}","Celestial"],["5","{@creature Thri-kreen mystic|BAM}","Monstrosity"],["5","{@creature Vampirate mage|BAM}","Undead"],["6","{@creature B'rohg|BAM}","Giant"],["6","{@creature Giff shock trooper|BAM}","Humanoid"],["6","{@creature Psurlon leader|BAM}","Aberration"],["6","{@creature Vampirate captain|BAM}","Undead"],["7","{@creature Astral elf commander|BAM}","Humanoid"],["7","{@creature Githyanki star seer|BAM}","Humanoid"],["7","{@creature Kindori|BAM}","Celestial"],["7","{@creature Thri-kreen gladiator|BAM}","Monstrosity"],["7","{@creature Young lunar dragon|BAM}","Dragon"],["8","{@creature Astral elf aristocrat|BAM}","Humanoid"],["8","{@creature Reigar|BAM}","Celestial"],["9","{@creature Braxat|BAM}","Giant"],["9","{@creature Githyanki xenomancer|BAM}","Humanoid"],["9","{@creature Young solar dragon|BAM}","Dragon"],["10","{@creature Eye monger|BAM}","Aberration"],["10","{@creature Giff warlord|BAM}","Humanoid"],["11","{@creature Megapede|BAM}","Monstrosity"],["11","{@creature Void scavver|BAM}","Monstrosity"],["12","{@creature Esthetic|BAM}","Aberration"],["13","{@creature Adult lunar dragon|BAM}","Dragon"],["14","{@creature Adult solar dragon|BAM}","Dragon"],["16","{@creature Zodar|BAM}","Aberration"],["18","{@creature Cosmic horror|BAM}","Aberration"],["19","{@creature Ancient lunar dragon|BAM}","Dragon"],["21","{@creature Ancient solar dragon|BAM}","Dragon"]],"name":"Using a Stat Block; Stat Blocks by Challenge Rating","page":4,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","page":6,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Setting a DC","colLabels":["Difficulty","DC","Difficulty","DC"],"colStyles":["col-5","col-1 text-center","col-5","col-1 text-center"],"rows":[["Very easy","5","Hard","20"],["Easy","10","Very hard","25"],["Moderate","15","Nearly impossible","30"]],"name":"Setting a DC","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability","Skill","Ability"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@skill Acrobatics}","Dexterity","{@skill Medicine}","Wisdom"],["{@skill Animal Handling}","Wisdom","{@skill Nature}","Intelligence"],["{@skill Arcana}","Intelligence","{@skill Perception}","Wisdom"],["{@skill Athletics}","Strength","{@skill Performance}","Charisma"],["{@skill Deception}","Charisma","{@skill Persuasion}","Charisma"],["{@skill History}","Intelligence","{@skill Religion}","Intelligence"],["{@skill Insight}","Wisdom","{@skill Sleight of Hand}","Dexterity"],["{@skill Intimidation}","Charisma","{@skill Stealth}","Dexterity"],["{@skill Investigation}","Intelligence","{@skill Survival}","Wisdom"]],"name":"Skills and Associated Abilities","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Distance","Notes"],"colStyles":["col-2","col-10"],"rows":[["250 feet","Long range for {@object ballista||ballistae}, {@object Mangonel||mangonels}, {@item shortbow|phb|shortbows}, {@item longbow|phb|longbows}, {@item light crossbow|phb|light crossbows}, and {@item heavy crossbow|phb|heavy crossbows}"],["500 feet","Long range for {@item longbow|phb|longbows} and {@object Mangonel||mangonels}; beyond the range of {@object ballista||ballistae} and crossbows"],["1,000 feet","Beyond the range of most ranged weapons"]],"name":"Ship-to-Ship Starting Distance","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Size of Creature or Object Struck","Bludgeoning Damage"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Large","{@dice 4d10}"],["Huge","{@dice 8d10}"],["Gargantuan","{@dice 16d10}"]],"name":"Crashing","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Giant Trinkets","colLabels":["d6","Giant Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant's toothpick (a {@item dagger|PHB})"],["2","A giant's handkerchief (a {@item blanket|PHB})"],["3","A giant's marble (a crystal orb)"],["4","A giant's match (a {@item torch|PHB})"],["5","A giant's letter opener (a {@item longsword|PHB})"],["6","A giant's thimble (an {@item iron pot|PHB})"]],"name":"Giant Trinkets","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Elemental Marks","colLabels":["d6","Mark"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Small, benign motes of elemental energy, like pebbles or water droplets, float around your head."],["2","Your skin harmlessly feels blazing hot or freezing cold (your choice)."],["3","You have a faint scent reminiscent of your primordial nexus home, like petrichor, ozone, or smoke."],["4","Sparks flicker in your eyes whenever you are angry or excited."],["5","Patches of your skin are veined with stone, like marble or obsidian."],["6","Your hair ripples as if moved by an unseen current."]],"name":"Elemental Marks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Underground Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You've seen few colors, instead primarily experiencing the world in shades of black and white."],["2","Your eyes lack pigment and appear translucent."],["3","You vaguely recall a phenomenon called \"rain,\" during which fresh water fell from above."],["4","Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you."],["5","The idea of a space with no ceiling terrifies you."],["6","You're desperate to touch a cloud. You don't know what it will feel like, but you hope it's fluffy."]],"name":"Underground Quirks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tall Tales","colLabels":["d6","Tall Tale Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You stumbled into a giant castle in the sky when you were younger, but no one believed your story. You aim to prove them wrong."],["2","A loved one died mysteriously at sea. You swore the culprit was a sea leviathan everyone else dismissed as a myth, and you seek vindication and revenge."],["3","Stories say you're descended from a legendary giant-killer, and you strive to uphold that legacy."],["4","A city's legends claim the neighboring landscape is the work of some ancient giant sculptor or rampaging titanic beast—or is itself a sleeping giant. You seek to discover the truth of the land's origin."],["5","A relative once returned home claiming to have found a strange island inhabited by ancient, larger-than-life creatures. Because of this, your family became the town laughingstock, and you seek to redeem your family's reputation."],["6","Your sibling says giants and other enormous creatures are stories for children. You hope to slay such a creature and bring back proof of their existence out of spite."]],"name":"Tall Tales","page":17,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Huge Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant has a pet (a {@creature panther}, a {@creature wolf}, or a {@creature giant weasel}) that sits on the giant's lap or shoulder."],["2","The giant swats at a murmuration of starlings as if it were a cloud of gnats."],["3","The giant uses a {@item dagger|PHB} as a toothpick, a {@item greatsword|PHB} as a letter opener, or a pair of {@item Javelin|PHB|javelins} as knitting needles."],["4","The giant carefully lifts Humanoids (cradling their heads to avoid injury) to see and hear them better."],["5","The giant exclaims with admiration at the fine detail and exquisite articulation of the characters' armor."],["6","The giant fidgets with the skulls of Humanoids."],["7","The giant drinks from a barrel as a human would from a waterskin."],["8","The giant takes a messy bite from a large melon held in one hand."]],"name":"Size; Huge Behaviors","page":21,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Life Spans","colLabels":["Giant Kind","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Age; Life Spans","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world \"Babylonians\")."],["2","The giant burdens conversation with irrelevant historical context."],["3","The giant is curious about minute details of fashion, slang, and popular culture among Humanoids."],["4","The giant is a hopeless procrastinator, always convinced there will be time later for any task."],["5","The giant is prone to reminiscing about friends and family members who have died."],["6","The giant is unwilling to accept any problems as truly urgent."],["7","The giant is determined to wring every possible ounce of enjoyment from each day."],["8","The giant is convinced that giants were meant to use their long lives to make a mark on the world."]],"name":"Age; Ancient Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loud Behaviors","colLabels":["d6","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant constantly (and loudly) encourages smaller creatures to speak up."],["2","The giant's thoughtful \"hmm\" causes a rumbling vibration in the ground and the pit of listeners' stomachs."],["3","The giant's exclamation of surprise or anger briefly sets listeners' ears ringing."],["4","The giant's sneeze, snore, or sigh rattles windows or blows leaves off trees."],["5","The giant's laughter feels like a small earthquake."],["6","The giant's armor or weapons clang thunderously."]],"name":"Volume; Loud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Proud Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant ignores smaller creatures unless they offer the giant obeisance and flattery."],["2","The giant refuses to bend over, sit, or kneel in the presence of smaller creatures."],["3","The giant ignores the names of smaller creatures, referring to them with generic labels (such as \"human\" or \"armor shaker\")."],["4","The giant's first reaction to smaller creatures—even when threatened or presented with a terrible problem—is laughter."],["5","The giant constantly demeans or patronizes smaller creatures, calling them \"tiny,\" \"insignificant,\" \"babies,\" \"pests,\" \"vermin,\" or similar terms."],["6","The giant won't speak any language but Giant."],["7","The giant erupts in rage at the slightest sign of insult or disrespect from a smaller creature."],["8","The giant addresses smaller creatures in a tone that drips with condescension and refuses to take them seriously."]],"name":"Pride; Proud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants' Names","colLabels":["d10","Hill","Stone","Frost","Fire","Cloud","Storm"],"colStyles":["col-1-8 text-center","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["1","Adj","Brunnar","Estia","Ashvalk","Alastrah","Adana"],["2","Bor","Delveni","Flakkar","Askavar","Cressaro","Bullrak"],["3","Cug","Frasta","Grugnur","Brasalag","Eigeron","Eblixten"],["4","Dop","Kragsten","Gurdrim","Brimskarda","Kaaltar","Mirran"],["5","Gug","Maddag","Jokalla","Glodden","Lissia","Nym"],["6","Kru","Olhuud","Kallen","Osaglod","Messet","Orlekto"],["7","Moog","Pashka","Luskig","Snurre","Mollen","Serissa"],["8","Noad","Ralden","Rimna","Svavehild","Nedimma","Shaldoor"],["9","Paff","Steyras","Storvald","Tartha","Santar","Uthor"],["10","Tig","Thonna","Thryggid","Zaltasker","Thullen","Vaasha"]],"name":"Giants' Names","page":23,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants and the Ordning","colLabels":["d10","Ranking","Status"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","High","Very protective of that high status and angling to get even higher"],["2","High","Hoping to improve but not doing much to pursue an increase in status"],["3","High","Unconcerned with maintaining that status"],["4","Medium","On the rise"],["5","Medium","Contented"],["6","Medium","In a state of decline"],["7","Low","Despairing after years of steady decline"],["8","Low","Desperate to improve"],["9","Low","Resigned to that status"],["10","Outcast","Shunned by giant society"]],"name":"Giants and the Ordning","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cloud Giant Wealth","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloud giant seeks to gain wealth by investing in an adventuring party (perhaps giving the characters magic items or other valuables) in exchange for a share of the party's rewards."],["2","A cloud giant hosts an art gala in a cloud castle to display their wealth, providing an opportunity for the characters to retrieve an important magic item from the giant's collection."],["3","Wishing to one-up rivals, a cloud giant seeks adventurers to hunt exotic monsters for a lavish banquet."],["4","With two nations on the brink of war, the characters discover cloud giants are betting on the outcome—and at least one giant is meddling behind the scenes to increase the likelihood of one side winning."],["5","A cloud giant who recently lost a large amount of money on bad bets tries to recoup those losses by plundering a royal treasury or the adventurers' stronghold."],["6","A cloud giant offers to buy the adventurers' services as an extravagant (and useful) gift for another giant."]],"name":"The Ordning; Cloud Giant Wealth","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fire Giant Skill","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fire giant demands payments from miners transporting a rare ore through a mountain pass. The miners seek adventurers to intervene."],["2","The characters acquire a broken magic weapon that only a renowned fire giant smith can repair."],["3","The characters find a giant-crafted sword—a magical masterpiece; when word of their find gets out, the artisan's descendants come looking for the sword."],["4","When the characters' enemies take refuge in a giant-built ruin, an ambitious fire giant offers to help the characters get inside in return for a share of the treasure."],["5","A fire giant captures a renowned Humanoid smith in the hope of learning a new technique, and the smith's spouse begs the adventurers to help."],["6","A fire giant offers adventurers an extravagant sum for metal ore retrieved from another plane of existence."]],"name":"The Ordning; Fire Giant Skill","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Frost Giant Might","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Planning to claim all the credit, a frost giant seeks the help of powerful adventurers to defeat a foe the giant could never handle alone."],["2","A frost giant wants help obtaining a {@item manual of gainful exercise} believed to be in a dragon's hoard."],["3","A low-ranking frost giant prefers to be surrounded with weaker creatures and so leads a band of Humanoid brigands. A merchant council asks for aid against them."],["4","A frost giant keeps a defeated foe's head as a trophy; the foe's family wants justice—and the head back—and asks adventurers for help."],["5","Two groups of frost giants meet near a mountain pass. When their wrestling matches cause avalanches, travelers who rely on the pass ask for help."],["6","A frost giant destroys works of Humanoid construction—such as bridges, barns, and walls—as a show of strength. Affected farmers beg for help."]],"name":"The Ordning; Frost Giant Might","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Stone Giant Artistry","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A stone giant has been throwing stones near a city in the mountains. The mayor seeks help to protect the city from the destructive effects of the boulders."],["2","A famous Humanoid sculptor attracts stone giants to the sculptor's town. The struggling town seeks protection from the rowdy giants, who thoughtlessly cause great damage because they believe they're in the dream world."],["3","The characters' discovery of a huge, raw onyx attracts the attention of a stone giant who wants to carve the stone."],["4","A stone giant traveler hones their skills by carving a relief into a city's walls. The city's rulers and masons beg for help."],["5","Characters traveling underground encounter feuding stone giants who accuse each other of destroying their artwork; the characters can end the feud by finding the actual vandal (perhaps a third giant, a group of duergar, or an unwitting {@creature umber hulk})."],["6","A stone giant tries to manipulate characters into killing a fierce rival."]],"name":"The Ordning; Stone Giant Artistry","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Rejecting the Ordning","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant wanders into a settlement of Humanoids looking for an opportunity to use talents the giant's kin do not value, but the giant is greeted with suspicion and hostility. The giant seeks adventurers to help negotiate peace with the settlement."],["2","Characters must find a wise giant who has pursued specialized knowledge instead of excellence within the ordning."],["3","A giant tries to use the characters as pawns in a scheme to subvert the ordning and increase the giant's status."],["4","A charismatic leader gathers giants of different kinds into a mighty war band, intending to conquer and settle lands inhabited by Humanoids who seek adventurers' protection."],["5","A {@creature storm giant} asks adventurers to kill a revolutionary before the ordning is irrevocably disrupted."],["6","A family of giants joined a cult of Elemental Evil and quickly took over the leadership, sorting its membership into a new hierarchy and creating dissension within the ranks—which the adventurers can use as they try to foil the cult's evil schemes."],["7","A giant serving a demon lord attacks a town. The town's leaders ask the characters to retaliate against the giant's kin—which is exactly what the demon cultist was hoping for."],["8","A group of giants seeks adventurers to deal with a surge of demon cult activity within the giants' community."]],"name":"Rejecting the Ordning","page":26,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gods of the Ordning","colLabels":["Name","Alignment","Suggested Cleric Domains","Symbol"],"colStyles":["col-2","col-2 text-center","col-4","col-4"],"rows":[["Annam","LN","{@class Cleric||Knowledge|Knowledge}","Two hands, wrists crossed, with fingers pointing downward"],["Diancastra","CN","{@class Cleric||Trickery|Trickery}","Journey rune"],["Grolantor","CE","{@class Cleric||War|War}","Wooden club"],["Hiatea","N","{@class Cleric||Life|Life}, {@class Cleric||Nature|Nature}","Flaming spear"],["Iallanis","NG","{@class Cleric||Light|Light}, {@class Cleric||Peace|Peace|TCE}*","Garland of flowers"],["Karontor","NE","{@class Cleric||Death|Death|DMG}, {@class Cleric||Knowledge|Knowledge}","Broken shackles"],["Memnor","N or NE","{@class Cleric||Knowledge|Knowledge}, {@class Cleric||Trickery|Trickery}","Black obelisk"],["Skoraeus","N","{@class Cleric||Knowledge|Knowledge}","Stalactite"],["Stronmaus","NG","{@class Cleric||Life|Life}, {@class Cleric||Tempest|Tempest}","Forked lightning bolt descending from a cloud partly obscuring the sun"],["Surtur","LE","{@class Cleric||Forge|Forge|XGE},** {@class Cleric||Knowledge|Knowledge}, {@class Cleric||War|War}","Flaming sword"],["Thrym","CE","{@class Cleric||War|War}","White double-bladed axe"]],"name":"Gods and Religion; Gods of the Ordning","page":27,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Annam's Children Adventures","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storm giant prophet claims a revelation from Annam and begins a campaign of unification and conquest to prepare the way for the All-Father's return. A rival asks adventurers to stop the prophet."],["2","A mysterious woman leads adventurers through a perilous dungeon to find an ancient giant queen's crown. In the end, she reveals herself to be Diancastra and either blesses or curses the adventurers, depending on how they acted."],["3","A stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor's name."],["4","A fire giant priest of Hiatea warns a city of a titanic monster wandering nearby. The city asks adventurers for aid, and the priest offers to help."],["5","A cloud giant priest of Iallanis seeks a neutral party to negotiate a truce between warring giant families whose conflict threatens a town."],["6","Adventurers investigating a series of kidnappings discover a stone giant carrying people into the Underdark as an offering to Karontor."],["7","Adventurers sent as emissaries to a cloud giant enclave find the place in chaos, sown by a devotee of Memnor in a bid to seize power."],["8","Adventurers find a stone giant community in distress because its priest of Skoraeus has not returned from a pilgrimage to the Underdark. The giants suspect the priest has been captured by mind flayers."],["9","Adventurers are shipwrecked in a mighty storm and rescued by storm giants, who believe the storm is a message from Stronmaus and are trying to discern its meaning."],["10","A metallic dragon wyrmling asks adventurers for help stopping a fire giant who is slaughtering older dragons. The giant hopes to provoke a conflict between giants and dragons that will lead to Surtur cleansing the world with fire."],["11","When winter stretches too long, food grows scarce and a priest of Thrym leads a hunting band to prey on the beleaguered people, who seek adventurers' protection."],["12","A frost giant seeks help protecting a strange baby giant whom she believes to be a child of Annam who will herald a new age for all giantkind."]],"name":"Gods and Adventures; Annam's Children Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Interloper Gods Adventures","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who worships Vaprak leads ogres and ettins in a rebellion against their steading. The leaders ask adventurers for help."],["2","Adventurers traveling underground become lost in a labyrinthine network of passages and are hunted by stone giant cultists of Baphomet."],["3","A storm giant devotee of Demogorgon begins summoning the Prince of Demons in a sea cave, but before the ritual is complete, hordes of aquatic monsters swarm the area. Local fishers seek protection."],["4","After being cast out from a steading, a frost giant devotee of Kostchtchie attacks caravans. The drivers hire adventurers as guards."],["5","The characters discover a large horde of gnolls attacking a hill giant steading, but the more gnolls the hill giants kill (and eat), the more the giants seem to change into demonic forms."],["6","The characters experience a series of small earthquakes while visiting a mountain town. Their investigation suggests Evil Earth cultists might be active nearby, practicing for a larger catastrophe. A stone giant leads the cult."],["7","Adventurers encounter a longboat crewed by frost giant cultists of Evil Water, which is plundering a busy trade route."],["8","Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames."],["9","A storm giant cultist of Evil Air unleashes an endless storm upon a thriving seaport. The locals ask for help."],["10","A fire giant opens a gateway to the Nine Hells in the heart of a volcano. Locals seek protection from the lava and marauding fiends."]],"name":"Gods and Adventures; Interloper Gods Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Recluses","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers stumble upon a giants' enclave where a deadly plague wiped out most of the inhabitants. One survivor remains, tending the site and trying to hold back the ravages of time."],["2","A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few decades as other creatures crowd too close to the giant's dwelling."],["3","Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast's owner is a giant who was forced to move recently, and the beast got lost trying to find its new home."],["4","A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of remote regions. City authorities point the giant to the adventurers."],["5","An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just searching for a new community of giants to join after fleeing a community ravaged by internal conflict. The giant agrees to leave the town in peace if the adventurers will help find a new home for the giant."],["6","Adventurers stumble across the humble abode of a reclusive giant who is hungry for company and doesn't want them to leave."]],"name":"Recluses","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Exiles","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters get entangled in the affairs of a criminal gang operating in a major city and eventually discover the gang's leader is a giant whose headquarters is a huge warehouse at the city's outskirts."],["2","Adventurers discover a secret cult conducting sinister rites in a vast mansion where a giant lives in luxury."],["3","A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city from outside threats."],["4","An adventurer receives an exclusive invitation to study a topic of interest (perhaps giants' sagas or religion), but the invitation seems suspicious—demanding secrecy, traveling to a remote place, and so on. The teacher is a giant living near a city who is trying not to attract attention."],["5","A group of adventurers—supplied with superior equipment and information by their giant patron—pursues the same goal as the characters."],["6","A giant who lives in a city asks the characters to take the giant's teenage child with them on their next adventure. (See the \"{@book Giant Children|BGG|2|Giant Children}\" sidebar for suggestions on how to represent the teenage giant with a stat block.)"]],"name":"Exiles","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bands","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of giants is spotted near a town, and the adventurers are asked to dissuade the giants from coming any closer."],["2","A raiding band of giants draws disaffected citizens of the region to join its ranks. The region's desperate despot hires adventurers to fight the giants."],["3","A giant-led cult devoted to a demon lord or Elemental Evil wreaks destruction across the countryside."],["4","A band of nature-revering giants seeks adventurers' help dealing with a corruption spreading through the local flora and turning animals into Aberrations."],["5","A band of hunting giants has driven its prey—enormous beasts—into pastureland. The local farmers seek help."],["6","Devout giants live a monastic life at a sacred site with vast magical power—power the adventurers require to deal with a cosmic threat."]],"name":"Bands","page":36,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Families","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a family of giants plunders a farming village of grain and livestock, adventurers are asked to track the raiders to their lair and prevent any further raids."],["2","After a devastating storm, a lost giant child wanders into a settlement, looking for help getting home."],["3","A giant begs adventurers for help after a family member becomes possessed by a murderous ghost."],["4","Lost or stranded in the wilderness, the adventurers stumble upon a giant family's home."],["5","Adventurers follow or track a fugitive to a giant family's home, where the villain hides from both the giants and the characters."],["6","Characters seeking a mighty magical artifact learn it was lost during a battle against giants, and magical divination reveals it's now an heirloom treasured by a family of giants."]],"name":"Family; Families","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Steadings","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young giant looks for adventurers' help turning the rest of the steading, including the young giant's family, away from the worship of a demon lord."],["2","The only possible source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil's previous appearance thousands of years ago."],["3","Giants raided a village and took several prisoners to their steading, and adventurers must free them."],["4","An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing against the conqueror. Adventurers are asked to make sure no alliance is made."],["5","A dozen people arrive in a small town after escaping from captivity in a giant steading. Their fierce habits disrupt the peace in the town while they look for heroes who can help free the remaining captives."],["6","A metallic dragon asks adventurers to help reclaim the dragon's lair, which has been occupied by giants."]],"name":"Steadings","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Settlements","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers track marauding giants to a settlement where a cult of an interloper god dominates about half the steadings. The giants who remain faithful to the gods of the Ordning are barricaded in their steadings."],["2","Adventurers are sent on a diplomatic mission to a giant sovereign to ask permission to open new mines in the giants' territory."],["3","Adventurers need to infiltrate a giants' settlement to discover who is leading its ruler on the path to war."],["4","The death of a giant monarch is an opportunity for adventurers to help a giant who has a peaceable attitude toward smaller folk to claim the throne."],["5","Characters investigating a magical catastrophe discover that it engulfed a giants' settlement, and the giants need help dealing with its effects."],["6","Adventurers are asked to deliver a ransom to a giants' settlement to secure the freedom of a very important captive, but the giants decide the adventurers would be even more valuable captives!"]],"name":"Settlements","page":38,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hidden Rune Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While exploring an ancient giant ruin, adventurers encounter an agent of the Hidden Rune who tries to drive them from the ruin."],["2","After adventurers discover an artifact made by ancient giants, an agent of the Hidden Rune approaches them and demands the item for the order's archive."],["3","A collector hires adventurers to retrieve stolen items, but the thief has already sold the items to a giant. The chase could lead all the way to the Elemental Plane of Earth."],["4","An agent of the Hidden Rune is unable to open the sealed entrance to an ancient ruin. The giant lures adventurers there, hoping they'll figure it out."],["5","A comet appears in the sky, last seen when giants ruled the world. Adventurers discover there is information about the comet in the Hidden Rune's archive, if the giants can be persuaded to share it."],["6","An agent of the Hidden Rune steals an important artifact and flees to another world, but the adventurers have a chance to follow."]],"name":"Hidden Rune Adventures","page":39,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Eternal Throne Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters arriving in a remote village are greeted by a stern giant who urges them to move along quickly, as the town is under the giant's protection."],["2","A wandering knight of the stewards asks adventurers for help closing a planar portal that is allowing demons to spill across the countryside."],["3","A Fiend or Undead hunted by a knight of the stewards poses as human and tells adventurers the giant is a dangerous marauder."],["4","A giant knight is convinced the adventurers pose a threat and must be eliminated."],["5","Following rumors of a \"dangerous giants' hideout\" in the mountains, the adventurers discover a bastion of the stewards."],["6","After defeating a terrible evil, the adventurers receive an invitation to a stronghold of the stewards, where they are welcomed warmly and offered a peaceful life in the bastion if they agree to help protect it."]],"name":"Eternal Throne Adventures","page":40,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Worldroot Circle Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Giants of the Worldroot Circle need smaller adventurers to brave the caves beneath their world tree to stop whatever is gnawing or corrupting its roots."],["2","A druid who saw the root of the world in a vision hires adventurers for protection on a pilgrimage to the site, which is guarded by the Worldroot Circle."],["3","Long ago, the Worldroot Circle helped seal portals where invaders from another plane broke through. Now one of those portals has reopened, and the characters must find giants to reseal it."],["4","Multiple oracles see visions of a great evil entering the world through a portal at its root, so adventurers are sent to find the place and ensure the portal doesn't open. They arrive to find giants of the Worldroot Circle locked in a losing battle to hold back the evil."],["5","The characters find a magic staff made from a branch of a world tree, but the staff gives its owner haunting dreams that echo the Worldroot Circle's rites."],["6","A giant of the Worldroot Circle comes to a city and insists a portal to the Far Realm has opened somewhere inside. Adventurers are tasked with helping the giant find and seal the portal."]],"name":"Worldroot Circle Adventures","page":41,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Initial Attitudes","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-2","col-10"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitudes","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giantkind Encounters","colLabels":["d8","Encounter Table"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book Cloud Giant Encounters|BGG|3|Cloud Giant Encounters}"],["2","{@book Death Giant Encounters|BGG|3|Death Giant Encounters}"],["3","{@book Fire Giant Encounters|BGG|3|Fire Giant Encounters}"],["4","{@book Fomorian Encounters|BGG|3|Fomorian Encounters}"],["5","{@book Frost Giant Encounters|BGG|3|Frost Giant Encounters}"],["6","{@book Hill Giant Encounters|BGG|3|Hill Giant Encounters}"],["7","{@book Stone Giant Encounters|BGG|3|Stone Giant Encounters}"],["8","{@book Storm Giant Encounters|BGG|3|Storm Giant Encounters}"]],"name":"Giantkind Encounters","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Against the Giants","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the {@creature Hill Giant||hill giants} eat them all?"],["2","A family of {@creature Stone Giant||stone giants} fell under the sway of Lolth and allied with Lolth-worshiping drow to raid the surface. Adventurers must break the alliance or eliminate the stone giants if necessary."],["3","An especially harsh winter is accompanied by roving bands of {@creature Frost Giant||frost giants} and {@creature Winter Wolf||winter wolves} preying on travelers."],["4","{@creature Fire Giant||Fire giants} send {@creature Hell Hound||hell hounds} into mine tunnels to chase the miners out, then send their own azer servants to plunder the mineral-rich mines. The miners seek help to reclaim their mines."],["5","A clever {@creature cloud giant} plays several other powerful creatures against each other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo."],["6","A {@creature frost giant} leads a mixed band of weaker giants in a campaign of bloodlust to honor Thrym or a demon lord."],["7","After a villainous group slays a young {@creature storm giant}, the giant's parent unleashes an undiscriminating campaign of vengeance against any \"interfering little gnats\" living nearby."],["8","As characters explore a steading belonging to one kind of giant (you can roll a {@dice d6} on this table to decide why the characters are there), they discover an honored guest of a more powerful giant kind who is coordinating the weaker giants' activities."]],"name":"Against the Giants","page":55,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Clash of Titans","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frost giants besiege a fire giant settlement, disrupting travel and trade across the region. Injured frost giants shelter in nearby towns, demanding the people there serve them while they recover."],["2","A dragon and a giant, in the middle of a fierce battle, suddenly fall from the sky into a town square. Neither combatant is concerned about protecting the people around them."],["3","Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play."],["4","A group of giants (perhaps members of the Stewards of the Eternal Throne, described in {@book chapter 2|BGG|2|Stewards of the Eternal Throne}) warns a city that the {@creature tarrasque} is approaching and asks for heroes to evacuate the city while the giants hold the monster at bay."],["5","A terrifying storm lashes a fishing village for days. After helping people get to safety, the adventurers investigate the storm, and they discover a storm giant locked in battle with a kraken nearby."],["6","After slumbering for centuries, a {@creature scion of Grolantor|BGG} (described in {@book chapter 6)|BGG|6|Hill Scion}, begins to stir. The residents of the farming village built on the sleeping giant's back seek help evacuating."]],"name":"Clash of Titans","page":56,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Delve into the Past","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","During a long drought, the water level of a lake lowers, revealing huge structures at its bottom."],["2","A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths."],["3","An eccentric aristocrat finances an expedition to a remote ruin to retrieve giant-made art and artifacts."],["4","The characters' research suggests the last known location of the {@item Axe of the Dwarvish Lords} (or some other artifact they want to retrieve) was in an ancient giant stronghold."],["5","Adventurers tracking a monster discover its lair in an ancient giants' ruin. While they hunt the monster, they can also piece together the history of the place."],["6","Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had fallen."]],"name":"Delve into the Past","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant-Sized Schemes","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost of a murdered giant monarch appears to the monarch's heirs and demands they claim vengeance. The heirs and the murderer end up in a wide-ranging conflict that threatens to devastate settlements near the giants' realm."],["2","Convinced she is the rightful ruler of another giant's domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants' realms."],["3","Believing his sovereign has violated the ordning by promoting an inferior giant instead of him, a scheming giant hires adventurers to undermine the sovereign's authority."],["4","Seeking to impress a fire giant, a frost giant tries to bind a powerful elemental, but the elemental escapes and rampages across the region."],["5","A dejected storm or cloud giant causes a drought or flooding across nearby farmlands."],["6","After being insulted by a giant sovereign, a noble giant schemes to open a portal to the Abyss and summon a demon lord to destroy the sovereign's settlement. The site becomes a festering sinkhole of evil as demons roam the surrounding area."]],"name":"Giant-Sized Schemes","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Into the Giant Realms","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fissure opens during an earthquake, and ordinary means can't determine its depth. Adventurers are asked to explore it and determine the source of the light that is barely visible far below."],["2","Characters find a coded journal in a dragon's treasure hoard, indicating a path to a hidden paradise."],["3","Adventurers find a giant-sized ring inscribed with the sigil sequence for a teleportation circle."],["4","An enormous stone archway is carved with symbols that, when touched in the correct sequence, activate a portal."],["5","A strange map shows a road where no road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination."],["6","Characters acquire a broken piece of an artifact that magically guides them to the location of another piece, which is in a realm of giants."]],"name":"Into the Giant Realms","page":58,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant Patrons","colLabels":["Giant Role","Group Patron Type"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["{@book Boss|BGG|3|Boss}","Criminal Syndicate"],["{@book Financier|BGG|3|Financier}","Aristocrat"],["{@book Seer|BGG|3|Seer}","Ancient Being"],["{@book Sovereign|BGG|3|Sovereign}","Sovereign"],["{@book Tutor|BGG|3|Tutor}","Academy"],["{@book Warleader|BGG|3|Warleader}","Military Force"]],"name":"Giant Patrons","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Boss Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Thieves stole the giant's most precious treasure and fled into the sewers, where the giant can't follow. Hunt the thieves and retrieve the treasure."],["2","A rival gang is encroaching on the giant's territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good."],["3","Somebody who works for the giant is stealing. Find out who it is, and make sure they never think about double-crossing the giant again."],["4","The giant has a score to settle with a powerful foe (perhaps a dragon, a {@creature beholder}, or another monstrous crime lord). Make sure the boss survives!"],["5","The boss wants a treasure that's being held in an underground refuge the giant can't enter. Plan and execute the perfect heist."],["6","Another group of adventurers refuses to serve the boss anymore. Find them and convince them to return, or join forces with them to topple the giant."]],"name":"Boss Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Financier Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Follow a map found in an ancient tome to a long-forgotten ruin in search of treasure or lore."],["2","Find a new route around or across inhospitable terrain such as a desert or ocean."],["3","Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it."],["4","Sabotage the business of a rival giant."],["5","Guard a wagon or caravan hauling goods to a remote settlement of giants."],["6","Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region."]],"name":"Financier Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Seer Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help the giant re-create an ancient ritual that should reveal an omen or revelation from Annam."],["2","Steal the research notes of some ancient sage (perhaps a dragon or a yugoloth), which hold information pertinent to Annam's activities."],["3","Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies."],["4","Follow a devastating storm across the countryside, carefully mapping its path and cataloging the destruction left in its wake."],["5","Brave a dragon's hoard to steal a device that tracks the positions of invisible celestial bodies."],["6","Search for clues pointing to the location of the {@item Adze of Annam|BGG} (described in {@book chapter 5|BGG|5|Adze of Annam}) or some other artifact related to the gods of the Ordning."]],"name":"Seer Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sovereign Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal intelligence from an enemy giant sovereign."],["2","Weaken or remove a rival to the sovereign's rule—an ambitious general, fanatical priest, or jealous sibling."],["3","Root out corruption or disloyalty among the giants, and eliminate their abuse of their strength to exploit the settlement's smaller inhabitants."],["4","Bring gifts to a powerful dragon—and convince it not to destroy the settlement of giants."],["5","Suppress (or secretly aid) an underground rebellion among the smaller folk of the settlement."],["6","While pretending to entertain visiting diplomats, try to discover their secret reason for visiting."]],"name":"Sovereign Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tutor Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture and document the elemental hulks (see {@book chapter 6|BGG|6}) or other creatures that inhabit a remote valley, island, or cavern."],["2","Explore the effects of a planar nexus on spellcasting, creatures, and magic items."],["3","Delve into an ancient ruin to discover the nature of the plague, conflict, or magical catastrophe that exterminated the giants who once lived there."],["4","Find the secret demiplane where an ancient city of giants was hidden to avoid catastrophe."],["5","Find a set of artifacts that was plundered and scattered when a settlement of giants fell."],["6","Plumb the secrets of a sect of giants that was wiped from the face of the earth by the gods' wrath."]],"name":"Tutor Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Warleader Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Take out a champion or commander at the rear of a mass of enemy forces."],["2","Oversee the defense of a supply depot when enemies attack."],["3","Sabotage or steal a powerful magical weapon before enemies can use it against the giant's forces."],["4","Gather information on enemy troop numbers, placements, composition, or supply routes."],["5","Protect the giant's forces from an attacking dragon."],["6","Suppress the activities of bandits and rebels within the giant's territory."]],"name":"Warleader Assignments","page":61,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"World-Shaking Events","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who claims prophetic inspiration from Annam unites scattered bands of giants into a powerful political and militaristic force."],["2","The death of a storm giant sets off a wide-ranging struggle among various giant leaders to fill the resulting power vacuum."],["3","A cataclysmic disaster (such as a volcanic eruption, unending winter, or relentless storm) displaces both giants and smaller folk from their homes; only later do adventurers discover giants caused the disaster."],["4","A mighty army led by giants launches an invasion of its neighbors, secretly motivated by the desire to access an ancient ruin in neighboring territory."],["5","Humanoids mobilize to overthrow their giant oppressors, but the Humanoids are hopelessly outmatched in battle."],["6","One of the giants' organizations described in {@book chapter 2|BGG|2|Organizations} is founded or comes to this world for the first time."],["7","A group of giants sailing in enormous boats makes landfall in an area inhabited by Humanoids, marking each people's first awareness of the other and the lands they inhabit."],["8","A small but growing number of giants believe the adventurers might be the fulfillment of an ancient prophecy that means they will bring about the return of Annam—and either the downfall or the resurgence of the giants."]],"name":"Campaign Events; World-Shaking Events","page":62,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Howling Iceberg Tunnels","colLabels":["d10","Destination"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–4","A planar portal leading to the Frostfell"],["5–8","A planar portal leading to Pandemonium"],["9–10","The cavern where the Frostfell Shard rests"]],"name":"Howling Iceberg Tunnels","page":88,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Star Forge Item Creation","colLabels":["Rarity","Material Cost","Check DC"],"colStyles":["col-4","col-5 text-right","col-3 text-right"],"rows":[["Common","100 gp","10"],["Uncommon","500 gp","15"],["Rare","5,000 gp","20"],["Very Rare","50,000 gp","25"],["Legendary","500,000 gp","30"]],"name":"Star Forge Item Creation","page":98,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cloud Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A 4-foot-diameter gourd"],["2","A massive mortar and pestle"],["3","A gilded birdcage, large enough to hold a Medium creature, worth 50 gp"],["4","A giant-sized silver ring set with blue crystals, worth 75 gp"],["5","A large, gaudy citrine pendant carved to look like the sun, worth 90 gp"],["6","A giant-sized brass spyglass worth 100 gp"],["7","A life-sized malachite statue of a vulture, worth 110 gp"],["8","A tall electrum goblet inlaid with jade, worth 115 gp"],["9","A giant-sized silk dressing gown worth 125 gp"],["10","A 3-foot-tall turquoise idol depicting Memnor, worth 150 gp"],["11","Two 1-foot-tall golden eggs, each worth 100 gp"],["12","A large platinum mask worth 200 gp, which can depict two expressions—one of grand joy and one of deep sorrow—depending on its orientation"]],"name":"Cloud Giant Bag Contents; Cloud Giant Bag Items","page":105,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Fire Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battered, giant-sized pewter bowl and spoon"],["2","A giant-sized leather apron stained with soot"],["3","A branding iron of the giant's family name"],["4","Six giant-sized iron ingots"],["5","A large pot of metal polish"],["6","An old iron warhammer (used to emboss metal)"],["7","120 feet of thick hemp rope coated in fire-retardant lacquer"],["8","A diagram showing how to make a spiked tower shield"],["9","A 3-foot-tall ceramic mug with golden paint"],["10","A giant-sized ivory beard comb worth 50 gp"],["11","Fragments of a fire opal, worth 60 gp"],["12","A delicate, blown-glass flower wrapped carefully in gauze, worth 80 gp"]],"name":"Fire Giant Bag Contents; Fire Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Frost Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large bronze bell with no clapper"],["2","A giant-sized wineskin, half-filled with wine frozen to slush"],["3","A necklace made of griffon beaks and skulls"],["4","The jagged claw of a white dragon with ice still riming its tip"],["5","A giant-sized fur cloak, ripped and patched in multiple places"],["6","A rusty longsword used to skin animals"],["7","A sack of dried meat strips, with \"Wolf Treats\" stitched in Giant on the front"],["8","Six large iron caltrops"],["9","Three ivory tusks, each worth 10 gp"],["10","Two polar bear pelts, each worth 20 gp"],["11","A massive, gold-tipped war horn worth 50 gp"],["12","Five large blue quartz gems, each worth 25 gp"]],"name":"Frost Giant Bag Contents; Frost Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Hill Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Five wheels of cheese"],["2","A giant-sized pair of old sandals"],["3","The skull of a Monstrosity native to the region"],["4","A haunch of smoked meat"],["5","A rusty dagger the giant used as a toothpick"],["6","Iron prongs and a trough of coal to create a makeshift spit-roast setup"],["7","A beehive with live bees"],["8","A small picture book for learning Common"],["9","A hefty box containing an assortment of colorful peppercorns"],["10","A clay tablet carved with stirring poetry"],["11","An unopened cask of honey mead, worth 25 gp"],["12","A cracked, giant-sized porcelain plate, repaired with silver lacquer, worth 50 gp"]],"name":"Hill Giant Bag Contents; Hill Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Stone Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A striated boulder, notably smooth on one side but rough and bumpy on the other"],["2","A pair of flat stones tied together with hempen rope, currently pressing bioluminescent flowers"],["3","A string of giant-sized clay beads, each engraved with different patterns that mimic constellations"],["4","A wooden ocarina that perfectly imitates the sound of wind echoing in an underground cavern"],["5","A leather sack containing pungent spices"],["6","A multifaceted crystal prism"],["7","A giant-sized iron kettle"],["8","A misshapen, plush rendition of a giant cave spider"],["9","A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp"],["10","Seven giant-sized knucklebones worth 50 gp total"],["11","A 2-foot-diameter moonstone pendant depicting the profile of Skoraeus, worth 70 gp"],["12","Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals"]],"name":"Stone Giant Bag Contents; Stone Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Storm Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bones of a roc, carved with prophetic runes"],["2","A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil"],["3","A drop of crystallized amber from a sacred tree"],["4","An earthenware jar filled with salt"],["5","10 pounds of candle wax in various colors"],["6","An elegant, giant-sized drinking horn engraved with a prayer to Stronmaus in the Giant language"],["7","A smooth, triangular blue stone crossed with etchings that look like lightning strikes"],["8","A giant-sized dulcimer inlaid with mother-of-pearl, worth 100 gp"],["9","A large bronze gong worth 50 gp"],["10","A gold toad pendant with carnelian eyes, worth 90 gp"],["11","A star rose quartz orb worth 120 gp"],["12","Three giant-sized sticks of incense, worth 75 gp each"]],"name":"Storm Giant Bag Contents; Storm Giant Bag Items","page":108,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"25 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dome-shaped crystal carved with patterns of constellations"],["2","A pale-blue clay mask depicting an expression of raucous laughter"],["3","A set of gilded, giant-sized cutlery"],["4","A 5-foot-tall stone tablet engraved with runes that feel warm to the touch"],["5","A quartz pendant carved in the likeness of a god"],["6","A slightly bent silver crown kept as a trophy"],["7","A lopsided chunk of luminous stone"],["8","A bronze war horn, its flared bell shaped like a charging ram"]],"name":"25 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"250 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate tapestry depicting a high-ranking family of giants"],["2","The expertly stuffed and mounted remains of a Large Monstrosity native to the area"],["3","An abstract spiral sculpture carved from a fulgurite"],["4","A rowboat displayed inside a giant-sized green crystal bottle"],["5","An iridescent conch shell that echoes with the sounds of a maelstrom"],["6","A hefty ceramic funerary urn, intricately painted with scenes from its inhabitant's lifetime"],["7","A 10-foot-tall mirror set in a gem-encrusted frame"],["8","A complex bronze armillary sphere, its rings engraved with various Giant runes and prophecies"]],"name":"250 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Cloud Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cloud giant}","9"],["{@creature Cloud giant destiny gambler|BGG}*","19"],["{@creature Cloud giant of Evil Air|BGG}*","12"],["{@creature Cloud giant smiling one|MPMM}†","11"],["{@creature Mist hulk|BGG}*","6"],["{@creature Scion of Memnor|BGG}*","26"],["{@creature Spectral cloud|BGG}*","13"]],"name":"Giants by Kind; Cloud Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Fire Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cinder hulk|BGG}*","7"],["{@creature Firegaunt|BGG}*","11"],["{@creature Fire giant}","9"],["{@creature Fire giant dreadnought|MPMM}†","14"],["{@creature Fire giant forgecaller|BGG}*","18"],["{@creature Fire giant of Evil Fire|BGG}*","10"],["{@creature Fire hellion|BGG}*","11"],["{@creature Scion of Surtur|BGG}*","25"]],"name":"Giants by Kind; Fire Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Frost Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Frost giant}","8"],["{@creature Frost giant everlasting one|MPMM}†","12"],["{@creature Frost giant ice shaper|BGG}*","17"],["{@creature Frost giant of Evil Water|BGG}*","11"],["{@creature Frostmourn|BGG}*","10"],["{@creature Fury of Kostchtchie|BGG}*","14"],["{@creature Rime hulk|BGG}*","5"],["{@creature Scion of Thrym|BGG}*","24"]],"name":"Giants by Kind; Frost Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Hill Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Barrowghast|BGG}*","7"],["{@creature Hill giant}","5"],["{@creature Hill giant avalancher|BGG}*","12"],["{@creature Maw of Yeenoghu|BGG}*","10"],["{@creature Mouth of Grolantor|MPMM}†","6"],["{@creature Mud hulk|BGG}*","3"],["{@creature Scion of Grolantor|BGG}*","22"]],"name":"Giants by Kind; Hill Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Stone Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cairnwight|BGG}*","9"],["{@creature Dust hulk|BGG}*","5"],["{@creature Scion of Skoraeus|BGG}*","23"],["{@creature Stalker of Baphomet|BGG}*","12"],["{@creature Stone giant}","7"],["{@creature Stone giant dreamwalker|MPMM}†","10"],["{@creature Stone giant of Evil Earth|BGG}*","9"],["{@creature Stone giant rockspeaker|BGG}*","16"]],"name":"Giants by Kind; Stone Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Storm Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Lightning hulk|BGG}*","9"],["{@creature Scion of Stronmaus|BGG}*","27"],["{@creature Storm giant}","13"],["{@creature Storm giant quintessent|MPMM}†","16"],["{@creature Storm giant tempest caller|BGG}*","20"],["{@creature Storm herald|BGG}*","17"],["{@creature Tempest spirit|BGG}*","15"]],"name":"Giants by Kind; Storm Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Other Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cyclops}","6"],["{@creature Death giant reaper|BGG}*","12"],["{@creature Death giant shrouded one|BGG}*","15"],["{@creature Dire troll|MPMM}†","13"],["{@creature Echo of Demogorgon|BGG}*","6"],["{@creature Ettin}","4"],["{@creature Ettin ceremorph|BGG}*","8"],["{@creature Fensir skirmisher|BGG}*","6"],["{@creature Fensir devourer|BGG}*","8"],["{@creature Fomorian}","8"],["{@creature Fomorian deep crawler|BGG}*","10"],["{@creature Fomorian noble|BGG}*","15"],["{@creature Fomorian warlock of the dark|BGG}*","12"],["{@creature Gargantua|BGG}*","21"],["{@creature Ogre}","2"],["{@creature Ogre battering ram|MPMM}†","4"],["{@creature Ogre bolt launcher|MPMM}†","2"],["{@creature Ogre chain brute|MPMM}†","3"],["{@creature Ogre howdah|MPMM}†","2"],["{@creature Rot troll|MPMM}†","9"],["{@creature Spirit troll|MPMM}†","11"],["{@creature Troll}","5"],["{@creature Troll amalgam|BGG}*","17"],["{@creature Troll mutate|BGG}*","7"],["{@creature Venom troll|MPMM}†","7"]],"name":"Giants by Kind; Other Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Giant lynx|BGG}"],["1","{@creature Bag jelly|BGG}"],["1","{@creature Giant ram|BGG}"],["1","{@creature Grinning cat|BGG}"],["2","{@creature Giant tick|BGG}"],["3","{@creature Giant goose|BGG}"],["3","{@creature Giant ox|BGG}"],["3","{@creature Goliath giant-kin|BGG}"],["3","{@creature Mud hulk|BGG}"],["3","{@creature Spotted lion|BGG}"],["4","{@creature Firbolg primeval warden|BGG}"],["5","{@creature Dust hulk|BGG}"],["5","{@creature Firbolg wanderer|BGG}"],["5","{@creature Rime hulk|BGG}"],["5","{@creature Titanothere|BGG}"],["6","{@creature Echo of Demogorgon|BGG}"],["6","{@creature Fensir skirmisher|BGG}"],["6","{@creature Mist hulk|BGG}"],["7","{@creature Barrowghast|BGG}"],["7","{@creature Cinder hulk|BGG}"],["7","{@creature Troll mutate|BGG}"],["8","{@creature Ettin ceremorph|BGG}"],["8","{@creature Fensir devourer|BGG}"],["9","{@creature Cairnwight|BGG}"],["9","{@creature Ceratops|BGG|Ceratops (dinosaur)}"],["9","{@creature Lightning hulk|BGG}"],["9","{@creature Stone giant of Evil Earth|BGG}"],["10","{@creature Aerosaur|BGG|Aerosaur (dinosaur)}"],["10","{@creature Fire giant of Evil Fire|BGG}"],["10","{@creature Fomorian deep crawler|BGG}"],["10","{@creature Frostmourn|BGG}"],["10","{@creature Maw of Yeenoghu|BGG}"],["11","{@creature Firegaunt|BGG}"],["11","{@creature Fire hellion|BGG}"],["11","{@creature Frost giant of Evil Water|BGG}"],["11","{@creature Storm crab|BGG}"],["12","{@creature Cloud giant of Evil Air|BGG}"],["12","{@creature Death giant reaper|BGG}"],["12","{@creature Fomorian warlock of the dark|BGG}"],["12","{@creature Hill giant avalancher|BGG}"],["12","{@creature Stalker of Baphomet|BGG}"],["13","{@creature Altisaur|BGG|Altisaur (dinosaur)}"],["13","{@creature Spectral cloud|BGG}"],["14","{@creature Fury of Kostchtchie|BGG}"],["14","{@creature Regisaur|BGG|Regisaur (dinosaur)}"],["15","{@creature Death giant shrouded one|BGG}"],["15","{@creature Fomorian noble|BGG}"],["15","{@creature Tempest spirit|BGG}"],["16","{@creature Stone giant rockspeaker|BGG}"],["17","{@creature Frost giant ice shaper|BGG}"],["17","{@creature Storm herald|BGG}"],["17","{@creature Troll amalgam|BGG}"],["18","{@creature Fire giant forgecaller|BGG}"],["19","{@creature Cloud giant destiny gambler|BGG}"],["20","{@creature Flesh colossus|BGG}"],["20","{@creature Gigant|BGG}"],["20","{@creature Storm giant tempest caller|BGG}"],["21","{@creature Gargantua|BGG}"],["21","{@creature Runic colossus|BGG}"],["22","{@creature Scion of Grolantor|BGG}"],["23","{@creature Scion of Skoraeus|BGG}"],["24","{@creature Scion of Thrym|BGG}"],["25","{@creature Scion of Surtur|BGG}"],["26","{@creature Scion of Memnor|BGG}"],["27","{@creature Scion of Stronmaus|BGG}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Adventure Hooks","colLabels":["d100","Adventure Hook Table or Text"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","{@book Cloud Giant Wealth|BGG|2|Cloud Giant Wealth} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["03–04","{@book Fire Giant Skill|BGG|2|Fire Giant Skill} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["05–06","{@book Frost Giant Might|BGG|2|Frost Giant Might} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["07–08","{@book Stone Giant Artistry|BGG|2|Stone Giant Artistry} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["09–11","{@book Rejecting the Ordning|BGG|2|Rejecting the Ordning} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["12–14","{@book Annam's Children Adventures|BGG|2|Annam's Children Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["15–17","{@book Interloper Gods Adventures|BGG|2|Interloper Gods Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["18–20","{@book Recluses|BGG|2|Recluses} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["21–23","{@book Exiles|BGG|2|Exiles} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["24–25","{@book Bands|BGG|2|Bands} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["26–27","{@book Families|BGG|2|Families} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["28–29","{@book Steadings|BGG|2|Steadings} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["30–31","{@book Settlements|BGG|2|Settlements} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["32–33","{@book Hidden Rune Adventures|BGG|2|Hidden Rune Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["34–35","{@book Eternal Throne Adventures|BGG|2|Eternal Throne Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["36–37","{@book Worldroot Circle Adventures|BGG|2|Worldroot Circle Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["38–40","{@book Against the Giants|BGG|3|Against the Giants} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["41–43","{@book Clash of Titans|BGG|3|Clash of Titans} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["44–46","{@book Delve into the Past|BGG|3|Delve into the Past} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["47–49","{@book Giant-Sized Schemes|BGG|3|Giant-Sized Schemes} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["50–52","{@book Into the Giant Realms|BGG|3|Into the Giant Realms} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["53–54","{@book Boss Assignments|BGG|3|Boss Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["55–56","{@book Financier Assignments|BGG|3|Financier Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["57–58","{@book Seer Assignments|BGG|3|Seer Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["59–60","{@book Sovereign Assignments|BGG|3|Sovereign Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["61–62","{@book Tutor Assignments|BGG|3|Tutor Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["63–64","{@book Warleader Assignments|BGG|3|Warleader Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["65–66","{@book Annam's Cradle Adventures|BGG|4|Annam's Cradle Adventures} ({@book chapter 4|BGG|4|Annam's Cradle})"],["67–68","{@book Ashen Grotto Adventures|BGG|4|Ashen Grotto Adventures} ({@book chapter 4|BGG|4|Ashen Grotto})"],["69–70","{@book Dreamer's Reach Adventures|BGG|4|Dreamer's Reach Adventures} ({@book chapter 4|BGG|4|Dreamer's Reach})"],["71–72","{@book Endless Rockslide Adventures|BGG|4|Endless Rockslide Adventures} ({@book chapter 4|BGG|4|Endless Rockslide})"],["73–74","{@book Forest Crystal Adventures|BGG|4|Forest Crystal Adventures} ({@book chapter 4|BGG|4|Forest Crystal})"],["75–76","{@book Forsaken Deep Adventures|BGG|4|Forsaken Deep Adventures} ({@book chapter 4|BGG|4|Forsaken Deep})"],["77–78","{@book Gale's Eye Tower Adventures|BGG|4|Gale's Eye Tower Adventures} ({@book chapter 4|BGG|4|Gale's Eye Tower})"],["79–80","{@book Grolantor's Larder Adventures|BGG|4|Grolantor's Larder Adventures} ({@book chapter 4|BGG|4|Grolantor's Larder})"],["81–82","{@book Hiatea's Hearth Adventures|BGG|4|Hiatea's Hearth Adventures} ({@book chapter 4|BGG|4|Hiatea's Hearth})"],["83–84","{@book Horizon's Edge Adventures|BGG|4|Horizon's Edge Adventures} ({@book chapter 4|BGG|4|Horizon's Edge})"],["85–86","{@book Howling Iceberg Adventures|BGG|4|Howling Iceberg Adventures} ({@book chapter 4|BGG|4|Howling Iceberg})"],["87–88","{@book Karontor's Hold Adventures|BGG|4|Karontor's Hold Adventures} ({@book chapter 4|BGG|4|Karontor's Hold})"],["89–90","{@book Misty Vale Adventures|BGG|4|Misty Vale Adventures} ({@book chapter 4|BGG|4|Misty Vale})"],["91–92","{@book Runic Circle Adventures|BGG|4|Runic Circle Adventures} ({@book chapter 4|BGG|4|Runic Circle})"],["93–94","{@book Singing Sands Adventures|BGG|4|Singing Sands Adventures} ({@book chapter 4|BGG|4|Singing Sands})"],["95–96","{@book Star Forge Adventures|BGG|4|Star Forge Adventures} ({@book chapter 4|BGG|4|Star Forge})"],["97–98","{@book Thundering Observatory Adventures|BGG|4|Thundering Observatory Adventures} ({@book chapter 4|BGG|4|Thundering Observatory})"],["99–00","{@book Worldroot Sapling Adventures|BGG|4|Worldroot Sapling Adventures} ({@book chapter 4|BGG|4|Worldroot Sapling})"]],"name":"Appendix B: Adventure Hooks; Adventure Hooks","page":192,"source":"BGG","chapter":{"name":"Adventure Hooks","ordinal":{"type":"appendix","identifier":"B"},"index":8}},{"caption":"Eldraine Creatures","colLabels":["CR","Creature","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1/2","{@creature Faerie Borrower|MCV4EC}","Fey"],["1/2","{@creature Gingerbrute|MCV4EC}","Construct"],["1","{@creature Faerie Pest|MCV4EC}","Fey"],["2","{@creature Faerie Pathlighter|MCV4EC}","Fey"],["2","{@creature Sewer King|MCV4EC}","Fiend"],["3","{@creature Knight of Eldraine|MCV4EC}","Humanoid"],["3","{@creature Ogre Chitterlord|MCV4EC}","Giant"],["3","{@creature Redtooth Werefox|MCV4EC}","Monstrosity"],["4","{@creature Sweettooth Horror|MCV4EC}","Fiend"],["5","{@creature Deathless Rider|MCV4EC}","Undead"],["5","{@creature Dunbarrow Witch|MCV4EC}","Humanoid"],["5","{@creature Nightmare Haunt|MCV4EC}","Aberration"],["6","{@creature Witchstalker|MCV4EC}","Monstrosity"],["7","{@creature Goose Mother|MCV4EC}","Fey"],["11","{@creature High Fae Impostor|MCV4EC}","Fey"],["11","{@creature Snapping Hydra|MCV4EC}","Monstrosity"],["11","{@creature Tempest Hart|MCV4EC}","Elemental"],["11","{@creature Treefolk|MCV4EC}","Plant"],["12","{@creature High Fae Kindguard|MCV4EC}","Fey"],["12","{@creature High Fae Mage|MCV4EC}","Fey"],["12","{@creature Specter of Night|MCV4EC}","Undead"],["13","{@creature High Fae Noble|MCV4EC}","Fey"],["15","{@creature Archon of Boundaries|MCV4EC}","Celestial"],["15","{@creature Witchkite|MCV4EC}","Dragon"],["18","{@creature Beanstalk Wurm|MCV4EC}","Monstrosity"]],"name":"In This Collection; Eldraine Creatures","source":"MCV4EC","chapter":{"name":"Monstrous Compendium Vol. Four: Eldraine Creatures","index":0}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Cranium rat squeaker|MPP}","Aberration"],["0","{@creature Sunfly|MPP}","Celestial"],["1","{@creature Swarm of sunflies|MPP}","Celestial"],["1","{@creature Vargouille reflection|MPP}","Fiend"],["2","{@creature Dabus|MPP}","Celestial"],["2","{@creature Lantern archon|MPP}","Celestial"],["2","{@creature Musteval guardinal|MPP}","Celestial"],["3","{@creature Bariaur wanderer|MPP}","Celestial"],["3","{@creature Bleak Cabal void soother|MPP}*","Humanoid"],["3","{@creature Githzerai traveler|MPP}","Aberration"],["3","{@creature Harmonium peacekeeper|MPP}*","Humanoid"],["3","{@creature Society of Sensation muse|MPP}*","Humanoid"],["3","{@creature Transcendent Order instinct|MPP}*","Humanoid"],["4","{@creature Hands of Havoc fire starter|MPP}*","Humanoid"],["4","{@creature Heralds of Dust remnant|MPP}*","Humanoid"],["4","{@creature Hound archon|MPP}","Celestial"],["4","{@creature Mind's Eye matter smith|MPP}*","Humanoid"],["5","{@creature Athar null|MPP}*","Humanoid"],["5","{@creature Cranium rat squeaker swarm|MPP}","Aberration"],["5","{@creature Fated shaker|MPP}*","Humanoid"],["5","{@creature Time dragon wyrmling|MPP}","Dragon"],["6","{@creature Doomguard rot blade|MPP}*","Humanoid"],["6","{@creature Eater of knowledge|MPP}","Aberration"],["6","{@creature Equinal guardinal|MPP}","Celestial"],["7","{@creature Githzerai uniter|MPP}","Aberration"],["7","{@creature Mercykiller bloodhound|MPP}*","Humanoid"],["8","{@creature Decaton modron|MPP}","Celestial"],["8","{@creature Harmonium captain|MPP}*","Humanoid"],["8","{@creature Transcendent Order conduit|MPP}*","Humanoid"],["8","{@creature Warden archon|MPP}","Celestial"],["9","{@creature Avoral guardinal|MPP}","Celestial"],["9","{@creature Ferrumach rilmani|MPP}","Celestial"],["9","{@creature Fraternity of Order law bender|MPP}*","Humanoid"],["9","{@creature Githzerai futurist|MPP}","Aberration"],["10","{@creature Darkweaver|MPP}","Aberration"],["10","{@creature Maelephant|MPP}","Fiend"],["10","{@creature Nonaton modron|MPP}","Construct"],["11","{@creature Farastu demodand|MPP}","Fiend"],["11","{@creature Octon modron|MPP}","Construct"],["11","{@creature Young time dragon|MPP}","Dragon"],["12","{@creature Cuprilach rilmani|MPP}","Celestial"],["12","{@creature Doomguard doom lord|MPP}*","Humanoid"],["12","{@creature Septon modron|MPP}","Construct"],["13","{@creature Hexton modron|MPP}","Construct"],["13","{@creature Kelubar demodand|MPP}","Fiend"],["14","{@creature Shemeshka|MPP}","Fiend"],["16","{@creature Shator demodand|MPP}","Fiend"],["17","{@creature Aurumach rilmani|MPP}","Celestial"],["17","{@creature Baernaloth|MPP}","Fiend"],["18","{@creature Adult time dragon|MPP}","Dragon"],["20","{@creature Kolyarut|MPP}","Construct"],["22","{@creature Planar incarnate|MPP}","Celestial or Fiend"],["26","{@creature Ancient time dragon|MPP}","Dragon"]],"footnotes":["*Appears in the \"{@book Faction Agents|MPP|1|Faction Agents}\" section"],"name":"Meeting Magic Item Prerequisites; Stat Blocks by Challenge Rating","page":4,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outer Plane Alignments","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["{@book The Abyss|MPP|0|The Abyss}","CE"],["{@book Acheron|MPP|0|Acheron}","LN, LE"],["{@book Arborea|MPP|0|Arborea}","CG"],["{@book Arcadia|MPP|0|Arcadia}","LN, LG"],["{@book The Beastlands|MPP|0|The Beastlands}","NG, CG"],["{@book Bytopia|MPP|0|Bytopia}","NG, LG"],["{@book Carceri|MPP|0|Carceri}","NE, CE"],["{@book Elysium|MPP|0|Elysium}","NG"],["{@book Gehenna|MPP|0|Gehenna}","NE, LE"],["{@book Hades|MPP|0|Hades}","NE"],["{@book Limbo|MPP|0|Limbo}","CN"],["{@book Mechanus|MPP|0|Mechanus}","LN"],["{@book Mount Celestia|MPP|0|Mount Celestia}","LG"],["{@book The Nine Hells|MPP|0|The Nine Hells}","LE"],["{@book Pandemonium|MPP|0|Pandemonium}","CN, CE"],["{@book Ysgard|MPP|0|Ysgard}","CN, CG"]],"name":"Planar Alignment; Outer Plane Alignments","page":6,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Aberrations","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature aboleth} travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a future world-domination scheme."],["2","A {@creature beholder} influenced by {@book the Abyss|MPP|0|The Abyss} has compound eyes and looks like a floating, cyclopean fly head. It promises not to destroy the characters if they bring it a corpse it has never tasted before."],["3","A dejected {@creature red slaad} wishes to be reunited with its {@creature slaad tadpole}, but it isn't certain where—or in what—it implanted its egg."],["4","A hirsute, axe-wielding {@creature flumph} influenced by {@book Ysgard|MPP|0|Ysgard} quests across the land, seeking legendary beasts to slay and epic songs to sing."]],"name":"Outlands Aberrations","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Beasts","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An awakened {@creature giant scorpion} owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need."],["2","A {@creature triceratops} influenced by {@book Mechanus|MPP|0|Mechanus} and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles."],["3","{@creature Stirge||Stirges} drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town."],["4","A desiccated {@creature giant frog} influenced by {@book Pandemonium|MPP|0|Pandemonium} screams whenever it opens its mouth. Its interior is even noisier."]],"name":"Outlands Beasts","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Celestials","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature empyrean} calls for aid in taking back a corner of the Outlands overrun by demons."],["2","Wearing grim armor and displaying a rust-colored horn, a {@creature unicorn} influenced by {@book Acheron|MPP|0|Acheron} challenges all it encounters to mortal combat."],["3","A fallen {@creature deva}, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it shares them only with strangers who prove themselves more relaxed than it."],["4","A {@creature couatl} influenced by {@book Limbo|MPP|0|Limbo} has color-changing wings and insists passersby convince it that they're worthy of existing. If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off."]],"name":"Outlands Celestials","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Constructs","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tyrannical {@creature homunculus} rules over the small domain of its long-lost archmage master."],["2","A beautiful but vain {@creature flesh golem} influenced by {@book Arborea|MPP|0|Arborea} insists on following a character until the character sketches, sculpts, or otherwise artistically renders it."],["3","A gang of inquisitive {@creature Monodrone||monodrones} and its {@creature duodrone} leader insist on following a character, saying they expect that individual's doom to be \"statistically noteworthy.\""],["4","A {@creature clay golem} influenced by {@book the Beastlands|MPP|0|The Beastlands} has been transformed into the walking hive that's home to numerous {@creature Swarm of Wasps||swarms of insects (wasps)}."]],"name":"Outlands Constructs","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Dragons","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient gold dragon} disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best wishes."],["2","A lawful good {@creature Faerie Dragon (Violet)||faerie dragon} with wings like stained glass has been influenced by {@book Mount Celestia|MPP|0|Mount Celestia}. It seeks the characters' aid in recovering a stolen {@item holy avenger}."],["3","A {@creature time dragon wyrmling|MPP} (presented later in this book) wants help constructing a magical structure that will be important in the future."],["4","A neutral evil {@creature adult silver dragon} with dull, gray scales has been influenced by {@book Hades|MPP|0|Hades}. It demands a toll from any who crosses its domain."]],"name":"Outlands Dragons","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Elementals","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Water Elemental||Water elementals} travel in a group that looks like a long, wandering river."],["2","Some skull-headed {@creature Azer||azers} have been influenced by {@book the Nine Hells|MPP|0|The Nine Hells}. They escort a heavily armored caravan of rare ore to the gate-town of Ribcage."],["3","A wounded {@creature mud mephit} asks the characters to help it deliver a sealed package to a leader in a nearby gate-town."],["4","A wealthy {@creature dao} that glistens with gemstones has been influenced by {@book Arborea|MPP|0|Arborea}. It leads a parade of glimmering {@creature galeb duhr} between gate-towns as part of a shopping spree for precious rocks."]],"name":"Outlands Elementals","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fey","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Revelers joined a group of {@creature Satyr||satyrs} in their festivities. As the satyrs' celebration has continued for over a year, the revelers seek the characters' help in extricating themselves without offending their hosts."],["2","A kindly {@creature green hag} influenced by {@book Elysium|MPP|0|Elysium} invites passersby to join her for tea in her cottage made of sweets. She makes some of the best cookies in the Outlands."],["3","A pack of {@creature Blink Dog||blink dogs} tracks a band of {@creature Maelephant|MPP|maelephants} (presented {@book later|MPP|1|Maelephant} in this book) to prevent them from spoiling lands influenced by the Upper Planes."],["4","A gnarled {@creature dryad} influenced by {@book Carceri|MPP|0|Carceri} seeks to entrap creatures within the root-snarled, prison-like cavern beneath her grove."]],"name":"Outlands Fey","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fiends","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature nycaloth} seeks to capture several monochromatic {@creature Hell Hound||hell hounds} influenced by {@book Gehenna|MPP|0|Gehenna}. The yugoloth seeks to sell the hounds to Fiends participating in the Blood War."],["2","After being ambushed by a rival, a {@creature night hag} merchant offers a reward to characters who help her recover her lost inventory: several dozen stray {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})."],["3","A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a {@creature nightmare} influenced by one of the Upper Planes."],["4","Rival {@creature Incubus||incubi} seek to recruit the characters to serve either a {@creature balor} warlord or a {@creature pit fiend} general whose fiendish armies are prepared to clash nearby."]],"name":"Outlands Fiends","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Giants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Cyclops||cyclopes} refuse to let the characters pass through a region where they're constructing a massive ring of beautifully carved standing stones."],["2","An {@creature ettin} influenced by {@book the Beastlands|MPP|0|The Beastlands} has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to eat."],["3","A {@creature storm giant} seeks the characters' help in finding an offering of significant worth and size to impress the god Annam."],["4","A jade-skinned {@creature oni} from Bytopia has become separated from the spirit she was bound to protect. She requests aid in catching up to her lost ward."]],"name":"Outlands Giants","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Humanoids","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters need to find a wandering {@creature priest} who alone knows the ritual necessary to open a specific portal."],["2","Several gnome {@creature Mage||mages} seek help recovering their walking castle from a band of aggressive, spine-covered {@creature lizardfolk} influenced by {@book the Abyss|MPP|0|The Abyss}."],["3","The characters stumble across a youthful or elderly {@creature commoner} who doesn't know how they came to be in the Outlands and who wants only to go home."],["4","A {@creature bandit captain} and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the {@book Realm of the Norns|SatO|_UNKNOWN} or {@book Wonderhome|SatO|_UNKNOWN} (see {@book Sigil and the Outlands|SatO} for details on both locations)."]],"name":"Outlands Humanoids","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Monstrosities","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is overrun with {@creature Rust Monster||rust monsters}."],["2","The characters have to retrieve a treasure from a group of mischievous {@creature Sprite||sprites}. The sprites are secretly defended by {@creature Mimic||mimics} influenced by {@book Elysium|MPP|0|Elysium} that take the form of tiny, whimsical cottages."],["3","A pride of {@creature Displacer Beast||displacer beasts} stalks a band of traveling merchants. The merchants seek protection from the predators hunting them for sport."],["4","A {@creature drider} influenced by {@book Arborea|MPP|0|Arborea} runs a {@creature giant spider} ranch. She hires the characters to hunt a rare breed of {@creature sunfly|MPP} (detailed {@book later|MPP|1|Sunflies} in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk."]],"name":"Outlands Monstrosities","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Oozes","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yugoloth arms dealer has captured a hundred {@creature Gray Ooze||gray oozes} and seeks to sell them in the gate-town of Rigus as a weapon capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes."],["2","Within a {@creature gelatinous cube} influenced by {@book Gehenna|MPP|0|Gehenna} floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube."],["3","A bog in a region influenced by {@book Carceri|MPP|0|Carceri} is swamped with countless {@creature Black Pudding||black puddings}. The characters are hired to recover a lost relic from the bottom of the bog."],["4","A chef in the gate-town of {@book Tradegate|SatO|_UNKNOWN} wants the characters to retrieve royal jelly from a hive of giant bees (use the {@creature giant wasp} stat block). He doesn't note that the hive's honey takes the form of sweet-tasting {@creature Ochre Jelly||ochre jellies}."]],"name":"Outlands Oozes","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Plants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young {@creature treant} wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a suitable place to call home."],["2","A {@creature myconid sovereign} has convinced a group of {@creature Githzerai Monk||githzerai monks} to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to oust the fungal guru."],["3","An herbalist has cultivated a unique breed of {@creature Gas Spore||gas spores}. She hires the characters to convey the spores to her buyer without setting off the fungi."],["4","A resident of the gate-town of {@book Ecstasy|SatO|_UNKNOWN} is missing. His garden of {@creature Twig Blight||twig blights}—influenced by {@book Elysium|MPP|0|Elysium} to resemble topiary sculptures—haven't been fed and now sow chaos in town."]],"name":"Outlands Plants","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Undead","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find a trapped {@creature crawling claw}. Rather than attacking, the severed hand can lead the characters to the thankful immortal who lost it."],["2","A {@creature banshee} influenced by {@book Acheron|MPP|0|Acheron} appears as a fallen knight-commander with a legion of {@creature Specter||specters}. Guardians of the gate-town of Rigus hire the characters to help banish the phantom army."],["3","A {@creature lich} seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane."],["4","Several confused {@creature ghost} {@book petitioners|MPP|0|Petitioners} have become lost. They seek someone to pass judgment on their lives and deliver them to the proper planes."]],"name":"Outlands Undead","page":15,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Chaotic Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–8","{@dice 1d6} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["09–16","1 {@creature monodrone} that has gone rogue and seeks the meaning of the multiverse"],["17–24","{@dice 1d6} {@creature Swarm of Sunflies|MPP|swarms of sunflies}*"],["25–31","{@dice 1d4} {@creature Red Slaad||red slaadi}"],["32–38","1 {@creature Cranium Rat Squeaker Swarm|MPP|swarm of cranium rat squeakers}.* Roll a die. If the number is even, these cranium rats have set up a tiny shop. If the number is odd, these cranium rats have also set up a tiny shop but are con artists."],["39–46","{@dice 1d6} {@creature Pteranodon||pteranodons}"],["47–55","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a planar criminal"],["56–62","{@dice 1d8} {@creature berserker} {@book petitioners|MPP|0|Petitioners}"],["63–72","A rift-like portal connecting to a random plane"],["73–79","1 {@creature ettin} with two different animal heads"],["80–85","1 {@creature green slaad} disguised as a lost explorer from the Material Plane"],["86–90","{@dice 1d6} {@creature Vrock||vrocks} seeking to dragoon captives into the Blood War"],["91–97","A location the characters passed hours ago"],["98–00","1 chaotic {@creature empyrean} seeking companions to undertake a mighty quest"]],"name":"Chaotic Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Evil Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–7","{@dice 1d6} {@creature Vargouille Reflection|MPP|vargouille reflections}*"],["08–16","1 {@creature night hag} selling {@dice 2d6} {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})"],["17–23","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["24–31","A force of {@dice 3d10} {@creature Hobgoblin||hobgoblins} and 1 {@creature hobgoblin} {@creature warlord|MPMM}"],["32–38","1 {@creature gnoll fang of Yeenoghu} and {@dice 2d6} {@creature Gnoll||gnolls}"],["39–47","1 {@creature ultroloth} and {@dice 1d4} {@creature Mezzoloth||mezzoloths}"],["48–53","1 {@creature darkweaver|MPP}* that calls from its shadowy lair"],["54–63","A portal to a Lower Plane that whispers sinister promises"],["64–69","1 {@creature shator demodand|MPP}* seeking its lost prisoners"],["70–77","{@dice 2d6} {@creature Nightmare||nightmares}"],["78–84","1 {@creature githyanki knight} mounted on 1 {@creature young red dragon}"],["85–91","1 {@creature lich} in a sinister walking citadel"],["92–98","A Blood War battlefield where 1 {@creature marilith} general leads demons against 1 {@creature ice devil} general and its devils"],["99–00","1 {@creature baernaloth|MPP}* with a sinister magic item"]],"name":"Evil Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Good Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","1 {@creature sunfly|MPP}* carrying a tiny dessert"],["10–16","1 {@creature lantern archon|MPP}* leading a group of {@dice 2d4} {@creature commoner} {@book petitioners|MPP|0|Petitioners} who are prone to getting lost"],["17–22","{@dice 1d6} {@creature Musteval Guardinal|MPP|musteval guardinals}* on a secret mission"],["23–28","1 {@creature time dragon wyrmling|MPP}*"],["29–35","{@dice 1d4} {@creature Hound Archon|MPP|hound archons},* each with a {@creature mastiff} tracking dog"],["36–41","A friendly, awakened {@creature swarm of bats}"],["42–48","{@dice 1d4} {@creature Cloud Giant||cloud giants} on a floating island"],["49–56","1 {@creature druid} studying an inert, magical animal sculpture made of thousands of tanzanite crystals"],["57–63","1 {@creature treant} comprised of cacti, coral, or mushrooms"],["64–70","1 {@creature avoral guardinal|MPP}* seeking a lost animal {@book petitioner|MPP|0|Petitioners}"],["71–80","A portal to an Upper Plane that beckons with promises of eternal peace and comfort"],["81–87","1 gold dragon (your choice of {@creature Young Gold Dragon||young}, {@creature Adult Gold Dragon||adult}, or {@creature Ancient Gold Dragon||ancient})"],["88–95","1 {@creature planar incarnate|MPP|planar incarnate (Celestial form)}"],["96–00","1 {@creature solar} angel sent to bestow a {@book blessing|DMG|7|Blessings} (see the {@book Dungeon Master's Guide|DMG}) on a character"]],"name":"Good Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Lawful Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","A {@creature warden archon|MPP}* guarding a portal to a dangerous plane"],["07–13","1 {@creature imp} who claims to speak for an archdevil"],["14–21","{@dice 1d6} {@creature Hands of Havoc Fire Starter|MPP|Hands of Havoc fire starters}*"],["22–29","1 {@creature maelephant|MPP}*"],["30–36","1 {@creature flumph} {@book petitioner|MPP|0|Petitioners} that's excited to learn about the planes"],["37–42","1 {@creature decaton modron|MPP}* and {@dice 2d6} {@creature Quadrone||quadrones} on their way back to Mechanus"],["43–48","1 {@creature guardian naga} storyteller"],["49–54","1 {@creature gynosphinx} who guards secret wisdom"],["55–61","{@dice 1d6} {@creature Knight||knights} on a quest across the planes"],["62–69","1 {@creature nonaton modron|MPP}* in a walking citadel that looks like a giant modron"],["70–76","{@dice 1d4} {@creature Couatl||couatls}"],["77–84","1 {@creature Mind's Eye matter smith|MPP}* testing a new invention"],["85–90","1 {@creature beholder} {@book petitioner|MPP|0|Petitioners} scheming against a rival who's still alive"],["91–97","1 {@creature pit fiend} who claims to speak for an archdevil"],["98–00","1 {@creature hexton modron|MPP}* leading a march of hundreds of lesser modrons"]],"name":"Lawful Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Neutral Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–07","{@dice 1d6} {@creature thri-kreen} looking for a way back to their Material Plane home"],["08–15","A mysterious being who communicates via 1 {@creature cranium rat squeaker|MPP}*"],["16–22","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}* undertaking increasingly daring feats"],["23–31","1 {@creature smoke mephit} carrying challenges between archmage rivals"],["32–38","1 {@creature eater of knowledge|MPP}*"],["39–46","{@dice 2d12} {@creature commoner} {@book petitioners|MPP|0|Petitioners} fleeing {@dice 1d4} {@creature Farastu Demodand|MPP|farastu demodands}* and 1 {@creature kelubar demodand|MPP}*"],["47–55","1 {@creature cuprilach rilmani|MPP}* on an assassination mission"],["56–64","1 {@creature equinal guardinal|MPP}* messenger"],["65–71","{@dice 1d4} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["72–79","1 {@creature kolyarut|MPP}* seeking a contract breaker"],["80–86","1 {@creature aurumach rilmani|MPP}*"],["87–92","1 {@creature githzerai futurist|MPP}* with a warning about a character's future"],["93–98","1 {@creature flameskull} claiming to be the famed planar explorer Morte"],["99–00","1 {@creature ancient time dragon|MPP}* (50 percent chance the time dragon is from the past, 50 percent chance it's from the future)"]],"name":"Neutral Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Ascendant Factions of Sigil","colLabels":["Name","Summary"],"colStyles":["col-6","col-6"],"rows":[["{@creature Athar Null|MPP|Athar}","Claim the gods are frauds"],["{@creature Bleak Cabal Void Soother|MPP|Bleak Cabal}","Find no sense in the multiverse"],["{@creature Doomguard Doom Lord|MPP|Doomguard}","Celebrate destruction"],["{@creature Doomguard Rot Blade|MPP|Fated}","Take all they can"],["{@creature Fated Shaker|MPP|Fraternity of Order}","Discover laws to find truth"],["{@creature Fraternity of Order Law Bender|MPP|Hands of Havoc}","Free society through chaos"],["{@creature Hands of Havoc Fire Starter|MPP|Harmonium}","Enforce peace through might"],["{@creature Harmonium Captain|MPP|Heralds of Dust}","Believe we're already dead"],["{@creature Harmonium Peacekeeper|MPP|Mercykillers}","Bringers of merciless justice"],["{@creature Heralds of Dust Remnant|MPP|Mind's Eye}","Seekers of godhood"],["{@creature Mercykiller Bloodhound|MPP|Society of Sensation}","Find truth through experience"],["{@creature Mind's Eye Matter Smith|MPP|Transcendent Order}","Act unfettered by thought"]],"name":"Faction Agents; Ascendant Factions of Sigil","page":53,"source":"MPP","chapter":{"name":"Bestiary A to Z","index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["2nd","{@spell Warp sense|SatO}","Divination","Sorcerer, warlock, wizard"],["4th","{@spell Gate seal|SatO}","Abjuration","Sorcerer, warlock, wizard"]],"name":"Spells","page":12,"source":"SatO","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Portal Quirks","colLabels":["d6","Portal Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One-Way. The portal functions only one way, either into or out of Sigil. The portal isn't visible or detectable from the exit side."],["2","Shifting. One end of the portal moves in a pattern between different locations in Sigil or the destination plane."],["3","Slow. After a creature enters the portal, {@dice 2d4} days pass before the creature appears at its destination, during which time the creature is trapped in a stasis and is unaware of the passage of time."],["4","Taxing. The portal's energy is unstable. A creature that passes through the portal must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["5","Temporary. The portal allows only {@dice 1d6 + 6} travelers to pass through in either direction, then vanishes."],["6","Tumbling Lock. Every time the portal is opened, it requires a different portal key."]],"name":"Portal Quirks","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Planar Portals","colLabelGroups":[{"colLabels":["d100"]},{"colLabels":["Portal Anchor"]},{"colLabels":["Destination","Sigil"]},{"colLabels":["Other Plane"]},{"colLabels":["Sample Keys"]}],"colStyles":["col-2 text-center","col-2","col-2","col-2","col-4"],"rows":[["01–03","Carved wooden arch","{@book Bottle and Jug|SatO|2|Bottle and Jug}","{@book Ysgard|DMG|2|Ysgard}","Stein, war horn"],["04–06","Revolving door","{@book Face of Gith|SatO|2|Face of Gith}","{@book Limbo|DMG|2|Limbo}","Melting ice, red slaad egg"],["07–09","Shattered window","{@book Nowhere|SatO|2|Nowhere}","{@book Pandemonium|DMG|2|Pandemonium}","Brick from an infirmary, tattered paper fan"],["10–12","Sewer pipe","{@book Infinite Well|SatO|2|Infinite Well}","{@book The Abyss|DMG|2|The Abyss}","Celestial blood, demon ichor"],["13–15","Cell door","{@book Prison|SatO|2|Prison}","{@book Carceri|DMG|2|Carceri}","Broken key, length of chain"],["16–18","Open grave","{@book Dead Nations|SatO|2|Dead Nations}","{@book Hades|DMG|2|Hades}","Faceless mask, scrap of gray cloth"],["19–21","Trapdoor","{@book Grease Pit|SatO|2|Grease Pit}","{@book Gehenna|DMG|2|Gehenna}","Bloody knife, lava rock"],["22–24","Furnace door","{@book Bank of Abbathor|SatO|2|Bank of Abbathor Inc.}","{@book The Nine Hells|DMG|2|The Nine Hells}","Pinch of sulfur, signed contract"],["25–27","Iron gate","{@book Armory|SatO|2|Armory}","{@book Acheron|DMG|2|Acheron}","Broken blade, medal"],["28–30","Clock tower face","{@book High Courts|SatO|2|High Courts}","{@book Mechanus|DMG|2|Mechanus}","Metal cog, perfectly balanced scales"],["31–33","Razorvine trellis","{@book Great Foundry|SatO|2|Great Foundry}","{@book Arcadia|DMG|2|Arcadia}","Rune-inscribed ingot, sprig of grapes"],["34–36","Temple window","{@book Heart's Fire|SatO|2|Heart's Fire}","{@book Mount Celestia|DMG|2|Mount Celestia}","Angel feather, holy water"],["37–39","Ornate mirror","{@book Hall of Speakers|SatO|2|Hall of Speakers}","{@book Bytopia|DMG|2|Bytopia}","Garden trowel, pair of twins"],["40–42","Reflecting pool","{@book Gatehouse|SatO|2|Gatehouse}","{@book Elysium|DMG|2|Elysium}","Tears of joy, white lily"],["43–45","Stable gate","{@book Flame Pits|SatO|2|Flame Pits}","{@book The Beastlands|DMG|2|The Beastlands}","Animal tooth, fresh wildflower"],["46–48","Garden arch","{@book Civic Festhall|SatO|2|Civic Festhall}","{@book Arborea|DMG|2|Arborea}","Boisterous laughter, pinprick from a thorn"],["49–58","Courtyard gate","{@book Fortune's Wheel|SatO|2|Fortune's Wheel}","{@book The Outlands|DMG|2|The Outlands and Sigil}","Stone from the Spire, spoked wheel"],["59–63","Bedroom closet","{@book Planar Energy Cooperative|SatO|2|Planar Energy Cooperative}","{@book Ethereal Plane|DMG|2|Ethereal Plane}","Burial shroud, phase spider mandible"],["64–68","Skylight","{@book Shattered Temple|SatO|2|Shattered Temple}","{@book Astral Plane|DMG|2|Astral Plane}","Scrap of githyanki armor, silver sphere"],["69–71","Chimney","{@book Great Bazaar|SatO|2|Great Bazaar}","{@book Elemental Plane of Air|DMG|2|Plane of Air}","Incense smoke, silken scarf"],["72–74","Cellar door","{@book Tower Sorcerous|SatO|2|Tower Sorcerous}","{@book Elemental Plane of Earth|DMG|2|Plane of Earth}","Granite cube, metal ore"],["75–77","Blazing hearth","{@book Smoldering Corpse Bar|SatO|2|Smoldering Corpse Bar}","{@book Elemental Plane of Fire|DMG|2|Plane of Fire}","Brass brazier, burning coal"],["78–80","Crumbling well","{@book The Ditch|SatO|2|The Ditch}","{@book Elemental Plane of Water|DMG|2|Plane of Water}","Pearl, pure water"],["81–90","Mausoleum entrance","{@book Mortuary|SatO|2|Mortuary}","{@book Shadowfell|DMG|2|Shadowfell}","Grave dirt, mourner's veil"],["91–94","Yew wardrobe","{@book Parted Veil|SatO|2|Parted Veil}","{@book Feywild|DMG|2|Feywild}","Book of limericks, toadstool"],["95–98","Human-shaped hole","{@book Gastrognome|SatO|2|Gastrognome}","{@book Far Realm|DMG|2|The Far Realm}","Alien fossil, bezoar"],["99–00","Inn room door","{@book Ubiquitous Wayfarer|SatO|2|Ubiquitous Wayfarer}","{@book Material Plane|DMG|2|Known Worlds of the Material Plane}","Childhood toy, map scroll"]],"name":"Planar Portals","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Wards","colLabels":["Ward","Prominent Factions"],"colStyles":["col-3","col-9"],"rows":[["{@book Clerks' Ward|SatO|2|Clerks' Ward}","{@book Fated|SatO|2|Fated}, {@book Incanterium|SatO|2|Incanterium},* {@book Society of Sensation|SatO|2|Society of Sensation}"],["{@book Hive Ward|SatO|2|Hive Ward}","{@book Bleak Cabal|SatO|2|Bleak Cabal}, {@book Hands of Havoc|SatO|2|Hands of Havoc}, {@book Heralds of Dust|SatO|2|Heralds of Dust}"],["{@book Lady's Ward|SatO|2|Lady's Ward}","{@book Doomguard|SatO|2|Doomguard}, {@book Fraternity of Order|SatO|2|Fraternity of Order}, {@book Harmonium|SatO|2|Harmonium}, {@book Mercykillers|SatO|2|Mercykillers}"],["{@book Lower Ward|SatO|2|Lower Ward}","{@book Athar|SatO|2|Athar}, {@book Ring Givers|SatO|2|Ring Givers},* {@book Mind's Eye|SatO|2|Mind's Eye}"],["{@book Market Ward|SatO|2|Market Ward}","{@book Free League|SatO|2|Free League},* {@book Transcendent Order|SatO|2|Transcendent Order}"],["{@book Undersigil|SatO|2|Undersigil}","Coterie of Cakes,* Revolutionary League,* Undivided* (see the \"{@book Undersigil|SatO|2|Undersigil}\" section later in this chapter for these factions)"]],"name":"Sigil Gazetteer; Sigil Wards","page":29,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Prison Inmates","colLabels":["d12","Inmate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chaotic evil {@creature storm giant} conquerer who darkened Sigil's skies with storm clouds"],["2","A disheveled wizard named Gifad (chaotic neutral, human {@creature mage}) who claims to hail from the future"],["3","Koe, a fiery-winged, chaotic neutral {@creature deva} imprisoned for smuggling weapons forged on Mount Celestia to Fiends on both sides of the Blood War"],["4","A clone of Manshoon (lawful evil, human {@creature archmage}), an infamous masked archwizard from the world of Toril, who insists he has been framed"],["5","A {@creature cuprilach rilmani|MPP} (see {@book Morte's Planar Parade|MPP}) that killed a former factol to preserve the Balance"],["6","A malevolent cosmic force manifesting as a {@creature planar incarnate|MPP} (see {@book Morte's Planar Parade|MPP}) that feeds on entire realities"],["7","A nameless, chaotic evil {@creature doppelganger} who has impersonated every factol in Sigil"],["8","A supernatural {@creature assassin} who targets only former mortals"],["9","A world-destroying Construct (use the {@creature kolyarut|MPP} stat block) whose creator is still at large"],["10","A {@creature decaton modron|MPP} (see {@book Morte's Planar Parade|MPP}) that turned itself in after a {@creature pentadrone} under its command malfunctioned and abandoned its post"],["11","A {@creature darkweaver|MPP} guilty of trying to eat a {@creature dabus|MPP} (both stat blocks are in {@book Morte's Planar Parade|MPP})"],["12","A {@creature kraken} that briefly drowned one of Sigil's wards by using portals to aquatic planes"]],"name":"Prison Inmates","page":45,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells for Sale","colLabels":["Spell","Cost per Spell"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@spell Comprehend languages}, {@spell detect magic}, {@spell disguise self}, {@spell feather fall}, {@spell illusory script}, {@spell protection from evil and good}, {@spell shield}, {@spell Tenser's floating disk}","25 gp"],["{@spell Arcane lock}, {@spell darkvision}, {@spell detect thoughts}, {@spell hold person}, {@spell invisibility}, {@spell knock}, {@spell Nystul's magic aura}, {@spell warp sense|SatO}*","75 gp"],["{@spell Dispel magic}, {@spell fly}, {@spell glyph of warding}, {@spell magic circle}, {@spell sending}, {@spell tongues}","150 gp"],["{@spell Dimension door}, {@spell fabricate}, {@spell gate seal|SatO},* {@spell locate creature}","300 gp"],["{@spell Contact other plane}, {@spell legend lore}, {@spell planar binding}, {@spell Rary's telepathic bond}","750 gp"]],"name":"Spells for Sale","page":50,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bazaar Shops","colLabels":["d8","Vendor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Boastful human hunter ({@creature assassin}) who sells hides and armors made from creatures she has slain—such as ankheg breastplates, angel-feathered cloaks, and horned gorgon shields"],["2","Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary"],["3","Boutique where a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) with an eye for fashion weaves the latest styles out of pure shadow"],["4","Food stall catering to creatures of a specific type"],["5","Sweltering iron shack where a {@creature fire giant} blacksmith and his two {@creature magmin} helpers craft sturdy weapons with harmlessly smoldering pommels"],["6","Pawn shop that specializes in portal keys"],["7","Souvenir shop full of chintzy planar trinkets that might all be Tiny {@creature Mimic||mimics}"],["8","Contractor hiring monsters to defend dungeons on other worlds"]],"name":"Shopping in the Bazaar; Bazaar Shops","page":53,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Adventure Hooks","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lost soul asks the party to escort them to the home of their deity—who no one's ever heard of."],["2","A barrister begs the characters to serve as witnesses during a trial in the {@book High Courts|SatO|2|High Courts}, but the characters have no memory of witnessing a crime."],["3","A {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}) with an important secret needs help avoiding foes and finding its swarm elsewhere in Sigil."],["4","Refugees entreat the characters to help them find a safe new home in Sigil."],["5","The characters learn that a terrifying war machine is being transported through Sigil for use in conquering a Material Plane world."],["6","A shop or tavern owner hires the characters to track down a deadbeat patron—a {@creature solar}, a {@creature pit fiend}, a {@creature death knight}, or other powerful being."],["7","A group tries to kidnap a character, as the character is the key to a portal the group plans to use."],["8","A villain looks remarkably like one of the characters, enough so that a {@creature kolyarut|MPP} or {@creature cuprilach rilmani|MPP} (both detailed in {@book Morte's Planar Parade|MPP}) mistakes the character for the scoundrel."],["9","An {@creature archmage} new to the city offers to reward the characters with a magic item if they serve as their touts and sedan chair carriers for a day."],["10","A {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) requests the characters' aid in removing someone or someplace from Sigil before the Lady of Pain learns of it."]],"name":"Sigil Adventure Hooks","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Faction Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A factol hires the characters to dig up dirt on a rival faction leader."],["2","The characters must infiltrate another faction's headquarters and steal a priceless item."],["3","A faction leader hires the characters as bodyguards for an important city event at the {@book Hall of Speakers|SatO|2|Hall of Speakers}."],["4","Suspicious of their own ranks, a factol hires the characters to root out a spy."],["5","A factotum secretly offers the characters a hefty reward to break someone out of the {@book Prison|SatO|2|Prison}."],["6","After a public spat with another faction leader, a factol goes missing. Their second-in-command hires the characters to investigate."]],"name":"Faction Missions","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Calamities","colLabels":["d8","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sigil begins to shudder daily at peak and antipeak, causing a citywide panic."],["2","Waves of arcane blackouts sweep across Sigil. During these events, magic items have their effects suppressed, spells behave unpredictably, and portals cease to function. The {@book Incanterium|SatO|2|Incanterium} is to blame."],["3","Without warning, the Lady of Pain sends two-thirds of Sigil's population to {@book the Mazes|SatO|2|The Mazes}. It's up to the characters to figure out why."],["4","Reliable portals throughout Sigil begin to malfunction. Chaos ensues as citizens vanish to unknown planes in a mass."],["5","A portal to the front lines of the Blood War opens in the {@book Lower Ward|SatO|2|Lower Ward}, bringing the conflict to the city."],["6","Dozens of dead factions unite in {@book Undersigil|SatO|2|Undersigil}. They mount an uprising on the surface and attempt to oust several factions."],["7","The Lady of Pain locks the Cage without warning, barring anything and anyone from entering or exiting the City of Doors."],["8","The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady's mind."]],"name":"Sigil Calamities","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Automata Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fleeing interplanar bounty hunters, a three-horned tiefling named Romerillo (chaotic good, tiefling {@creature spy}) seeks refuge on one of the Upper Planes. Romerillo asks the characters to sneak them aboard the Concordant Express."],["2","Disguised as Serafil, a {@creature shator demodand|MPP} (see {@book Morte's Planar Parade|MPP}) assumes the council member's position and has the \"impostor\" arrested. Serafil's disheveled secretary beseeches the characters for aid."],["3","A chaotic evil {@creature quadrone} tampers with the street numbers at night, causing widespread gridlock as modrons leave for work each morning. The Council of Order asks the characters to investigate."],["4","A {@creature marid} fruit vendor is arrested in the Inverse for color-coordinating the produce in their stall. The genie petitions the characters to defend them in the nonsensical courts of the Hall of Discord."]],"name":"Automata Adventures","page":63,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bedlam Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The winds puppeteer the contents of an armory in the Bleakheights. A {@creature goblin} shopkeep pays the characters to defend their shop's wind chimes from rampaging suits of {@creature animated armor}."],["2","Each night, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a resident of Midtown and drags them into the {@book Wailing Hollows|SatO|3|Wailing Hollows}. Gatekeeper Cirrus calls for the creature's capture or extermination."],["3","Orbys Bumblewing asks the characters to test a dubious new flying machine. During their flight, Nimbus Knife {@creature Bandit||bandits} attempt to steal it."],["4","A wave of murder sweeps through Midtown, caused by a malevolent breeze (use the {@creature ghost} stat block) that possesses the townsfolk."]],"name":"Bedlam Adventures","page":65,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Curst Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dolores ({@creature green hag}) pays the characters to remove a group of {@creature Bandit||bandits} from her junkyard."],["2","A disgraced {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}) in the {@book Traitor's Gate|SatO|3|Traitor's Gate} pays the characters to free Tovus Gilaf from the burgomaster's estate."],["3","A {@creature Mercykiller bloodhound|MPP} (see {@book Morte's Planar Parade|MPP}) arrives in town, searching for a fugitive who looks exactly like one of the characters."],["4","The gate to Carceri briefly ruptures, releasing a host of destructive {@creature Fomorian||fomorians} on Curst."]],"name":"Curst Adventures","page":67,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ecstasy Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A convincing petitioner (chaotic neutral {@creature ghost}) pretends to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest."],["2","The Lightcaller holds a peace banquet in {@book Solrise Tower|SatO|3|Solrise Tower}, inviting powerful devils and demons in hopes of ending the Blood War. A {@creature solar} requests the characters attend in case things turn ugly."],["3","A {@creature green hag} poisons Ecstasy's orchards daily at twilight, outside the jurisdiction of either monarch. After a string of illnesses at {@book Revelhome|SatO|3|Revelhome}, Madame Millani hires the characters to investigate."],["4","Three evenings have passed since the gates of {@book Moondark Tower|SatO|3|Moondark Tower} last opened. An owl-like {@creature avoral guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) night merchant asks the party to solve the mystery."]],"name":"Ecstasy Adventures","page":69,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Excelsior Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature androsphinx} arrives in Excelsior and declares itself the new high chancellor. Forough petitions the characters to help cement her authority."],["2","The {@creature empyrean} Tygrant receives a prophecy that he can return to Mount Celestia only if he is humbled through defeat. He challenges all of Excelsior, including the characters, to wrestling matches in his tower."],["3","Allowed into the {@book forum|SatO|3|Forum} on an ancient contract, a silver-tongued {@creature pit fiend} invites Excelsior's orators to debate the worth of a soul. An angel asks the characters to take the podium."],["4","The faith of a divine champion ({@creature gladiator}) begins to waver in the {@book Chandelier|SatO|3|Chandelier}, causing their cloud keep to shudder. A {@creature lantern archon|MPP} (see {@book Morte's Planar Parade|MPP}) asks the characters to erase the warrior's doubt before their fortress falls from the sky."]],"name":"Excelsior Adventures","page":71,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Faunel Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mick Mangehide ({@creature gnoll fang of Yeenoghu}) and his band of {@creature Gnoll||gnolls} set out to claim the hides of Faunel's three pack leaders."],["2","Commanded by a general in Rigus, a {@creature hobgoblin warlord} attempts to capture {@book Camp Greenbriar|SatO|3|Camp Greenbriar} and convert it into a logging camp."],["3","A {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) explorer hires the characters to join an expedition to recover a lost treasure from Old Faunel."],["4","An irate {@creature roc} assails Eagles' Aerie, gobbling up its inhabitants and destroying their nests in search of its egg, which was stolen by the Vile Hunt."]],"name":"Faunel Adventures","page":73,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Fortitude Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local politician (dwarf {@creature noble}) pays the characters to dig up dirt on an opponent."],["2","After a series of guilty admissions, {@creature Black Pudding||black puddings} begin to slither from the {@book Pavilion of Purity|SatO|3|Pavilion of Purity} at night, slaying their confessors one by one. The Spotless Seven hires the party to scrub the black puddings from the town."],["3","One of the Storm Lords falls ill with a supernatural cold, plunging Fortitude into a sudden brutal winter. The remaining three elemental beings ask the characters to enter the gate in search of a cure."],["4","A popular candidate for the Spotless Seven convinces several citizens that to achieve inner harmony, they must indulge themselves in one night of unchecked mayhem."]],"name":"Fortitude Adventures","page":75,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Glorium Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The town's deceased warriors rise to fight again as {@creature Ghost||ghosts}, but their resurgence creates headaches when the spirit of Flatnose Grim expects to be reinstated as the town's ruler."],["2","After an argument with Tyrza, Jek Thanol refuses to shield Glorium from the armies of Gzemnid. With their treaty shattered, a {@creature death tyrant} attacks the gate-town."],["3","A {@creature frost giant} jarl learns of the entrance to the World Tree within {@book Serpent's Rise|SatO|3|Serpent's Rise}. Rather than attack Glorium, he sets out to find the root and use it to conquer untold worlds."],["4","A {@creature sea hag} in the {@book Sacred Well|SatO|3|Sacred Well} tells one of the characters they will die at the hand of Gzemnid in five days."]],"name":"Glorium Adventures","page":77,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hopeless Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party is caught red-handed after a mean-spirited {@creature goblin} makeup artist ambushes them with a splash of magic paint. Two {@creature Beholder||beholders} demand the characters perform at the {@book Gallows|SatO|3|Gallows} or be disintegrated where they stand."],["2","Commanded by its superiors in Hades, a {@creature nycaloth} bubbles up through the Wishless Well and begins hunting members of the resistance in Hopeless."],["3","High Cardinal Thingol hires the characters to catch the Jester, a costumed vigilante ({@creature mage}) in possession of a wand that spreads joy."],["4","A {@creature baernaloth|MPP} (see {@book Morte's Planar Parade|MPP}) whispers to the characters through the Wishless Well, offering to trade ancient secrets for the Maiden of Misery's true identity."]],"name":"Hopeless Adventures","page":79,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Plague-Mort Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disguised as a cleric of a sun god, a {@creature deva} from Excelsior begins proselytizing among hopeful townsfolk in secret. Archlector Bex commands the characters to capture the missionary and deliver them to the Pit."],["2","A farmer pays the characters to prune a patch of pustules from a field before the harvest is spoiled. Dozens of {@creature Zombie||zombies} lurk within the maze of stalks."],["3","Armed with a forked spear, the vindictive Martari Mayhem (lawful evil, tiefling {@creature gladiator}) plans to storm {@book Blightsteel Keep|SatO|3|Blightsteel Keep}. At the {@book Razed Altar|SatO|3|Razed Altar}, she hires the characters to infiltrate the stronghold and report on its defenses."],["4","Alorio Nightriddle (chaotic evil, human {@creature mage}) invites the characters to a clandestine meeting at A Pinch of Salt, a rundown tavern with a {@creature glabrezu} proprietor. Alorio wants their help to oust the archlector."]],"name":"Plague-Mort Adventures","page":81,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ribcage Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the character's loved ones pledges their soul in an infernal contract. To win it back, the party must argue their case before a {@creature pit fiend} judge in the Court of Cinders."],["2","Commanded by a fallen angel (lawful evil {@creature planetar}) who runs a rival tavern, a gaggle of {@creature Imp||imps} begins vandalizing the {@book Bleeding Horn|SatO|3|Bleeding Horn}. The {@creature ice devil} Sparax pays characters to deal with the situation."],["3","Thalamra Vanthampur, a deceased duke of Baldur's Gate, claws her way out of the depths of Avernus and emerges in Ribcage as a {@creature death knight}. A vengeful conqueror, she calls on the characters to help topple Duchess Zurkbane and her cronies."],["4","Duchess Zurkbane hires the characters to capture a supposedly dangerous criminal, who turns out to be an innocent {@creature commoner} who saw Zurkbane's true form."]],"name":"Ribcage Adventures","page":83,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rigus Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature arcanaloth} Fetchtatter pays the characters to steal an infernal war machine from {@book Ribcage|SatO|3|Ribcage} so it can be sold to a general in Rigus."],["2","The avatar of an evil deity of war (use the {@creature planar incarnate|MPP} stat block from {@book Morte's Planar Parade|MPP}) emerges from the {@book Lion's Gate|SatO|3|Gate} to destroy Rigus."],["3","A {@creature mummy lord} in the {@book Crown|SatO|3|Crown} commands General Braahg to implement an outdated strategy. Risking treason, the hobgoblin hires the characters to lay his superior to rest."],["4","The {@creature ghost} of a fallen warrior asks the party to investigate why their name isn't on the {@book Final Procession|SatO|3|Final Procession}. The culprit is a petty Crown General who took credit for the warrior's heroism."]],"name":"Rigus Adventures","page":85,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvania Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vampire} bachelorette invites the characters to a costumed ball at the {@book Yearning Timbers|SatO|3|Yearning Timbers}, hoping to enlist their help in choosing her next partner."],["2","A jolly halfling invites the characters to a tea party at their woodland cottage. The halfling is actually a {@creature green hag} intent on eating her guests."],["3","A {@creature blink dog} gobbles up King Ewren III. As the kingdom descends into chaos, a {@creature pixie} messenger asks the characters to help determine the next monarch."],["4","One of the Seven Spiritors (use the {@creature ghost} stat block) possesses a {@creature satyr} and involves the characters in a scandal that must be remedied."]],"name":"Sylvania Adventures","page":87,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Torch Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When a buyer stiffs the Stolen Glance, Zephesta hires the characters to collect the debt and \"rough him up a little bit.\" She fails to mention the buyer is a {@creature cloud giant}."],["2","A {@creature death tyrant} claiming to be the deceased founder of the Xanathar's Guild on Toril hires the party to obtain an invitation to the Family on its behalf—or be destroyed."],["3","The {@book Bank of Abbathor|SatO|3|Bank of Abbathor} hires the characters as security. The very same day, two {@creature Maelephant|MPP|maelephants} (see {@book Morte's Planar Parade|MPP}) attempt to rob the bank."],["4","{@creature Doppelganger||Doppelgangers} in the Lookalikes gang take on the characters' appearances and go on a crime spree, creating problems for the party at multiple locations."]],"name":"Torch Adventures","page":89,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tradegate Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While the characters are shopping, several hostile {@creature xorn} attack the {@book Trademill Mint|SatO|3|Trademill Mint}."],["2","During a demonstration for the characters, a gnome inventor's latest creation (use the {@creature iron golem} stat block) runs amok, wreaking havoc."],["3","Melvin Manyroads (chaotic good, gnome {@creature mage}) asks the characters to help map one of the many sites in the Outlands (see the \"{@book Other Realms|SatO|3|Other Realms}\" section later in this chapter)."],["4","A local beekeeper wants to sell a special planar honey in the {@book Everything Emporium|SatO|3|Everything Emporium}. To help her get started, the beekeeper asks the characters to capture {@dice 1d10} live {@creature Sunfly|MPP|sunflies} (see {@book Morte's Planar Parade|MPP})."]],"name":"Tradegate Adventures","page":91,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Xaos Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A team of four {@creature Quadrone||quadrones} recruits the party on a rescue mission into the {@book Cube|SatO|3|The Cube}."],["2","Lazethon, a {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}), recruits the characters to defend the embassy from an approaching githyanki warship."],["3","A merciless {@creature githyanki knight} arrives in Xaos on the back of a {@creature young red dragon}. He asks the characters to help him sniff out members of the Sha'sal Khou on behalf of Vlaakith the Lich-Queen."],["4","Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for {@creature Slaad Tadpole||slaad tadpoles}, townsfolk beseech the characters for aid."]],"name":"Xaos Adventures","page":93,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Heralds of Dust Spellcasting Fees","colLabels":["Spell","Price"],"colStyles":["col-11","col-2 text-right"],"rows":[["{@spell Identify}, {@spell illusory script}","25 gp"],["{@spell Darkvision}, {@spell gentle repose}","50 gp"],["{@spell Animate dead}, {@spell feign death}, {@spell speak with dead}","100 gp"]],"name":"Heralds of Dust Spellcasting Fees","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Portals","colLabels":["d6","Portal Anchor","Portal Key"],"colStyles":["col-2 text-center","col-5 text-center","col-5"],"rows":[["1","Body bag","Vial of embalming fluid"],["2","Bone-filled ossuary","Mourning dance"],["3","Funerary urn","Spoken eulogy"],["4","Eye of a giant's skull","Two gold coins"],["5","Open casket","Flower from a grave"],["6","Pile of ashes","Dead creature's keepsake"]],"name":"Entering the Mortuary; Mortuary Portals","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Chambers","colLabels":["d10","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storage room for objects bequeathed by the dead"],["2","A cramped, tenement-like catacomb housing for sapient Undead who live and work in Sigil"],["3","A crematorium littered with ash"],["4","A scriptorium for epitaphs, eulogies, and obituaries"],["5","A filthy room filled with mounds of grave dirt"],["6","A cadaver room where maimed Undead can peruse replacement limbs"],["7","A craft room for caskets, ships, and other containers used in funerary ceremonies"],["8","A ritual chamber affected by a permanent {@spell hallow} spell"],["9","A reception hall that smells of funeral potatoes"],["10","An autopsy room lined with surgical instruments"]],"name":"Exploring the Mortuary; Mortuary Chambers","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wrongfully interred {@creature death knight} launches a campaign against Factol Skall, fomenting dissent and dividing the Heralds of Dust into splinter factions. Factol Skall hires the characters to unite the dead before the faction crumbles beyond repair."],["2","A multiversal law dictates that a death council must convene in the Mortuary once every century. The characters are charged with exhuming a series of influential Undead entombed on other planes and escorting them to the Mortuary. Some of the council members are especially cranky when awoken."],["3","When a godling is born on the Upper Planes, a wave of positive energy sweeps over the Mortuary through its myriad portals, restoring hundreds of long-dead creatures to life."],["4","{@creature Factol Skall|AATM} (see the appendix) announces his retirement. Before he transcends to True Death, he asks the characters to help him name his successor."]],"name":"Mortuary Adventures; Mortuary Adventure Hooks","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Animated Coffin Contents","colLabels":["d6","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature swarm of bats}"],["2","{@dice 1d4} {@creature Skeleton||skeletons} packed like sardines"],["3","A groaning {@creature mummy}"],["4","A patch of {@hazard yellow mold} (see the {@book Dungeon Master's Guide|DMG})"],["5","A slumbering {@creature vampire spawn}"],["6","A portal to the {@area Path of Graves|02a|x} (detailed earlier in this supplement)"]],"name":"Animated Coffin Contents","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Inspiration Cards","colLabels":["Card","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["Balance (or 2 ♠)","When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1)."],["Comet (or 2 {@color ♦|#ff0000})","As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target."],["Donjon (or A ♠)","As an action, you are transported to an empty demiplane until the end of your next turn. You can't affect or be affected by anything on the plane you left until you return. You return to the same space you left or, if that space is occupied, to the nearest unoccupied space."],["Euryale (or Q ♠)","When a creature makes a saving throw, it has disadvantage on that saving throw."],["Fates (or A {@color ♥|#ff0000})","Reroll a single {@dice d20} roll you've just made. You must use the second roll."],["Flames (or Q ♣)","When you deal damage to a creature, that creature takes an extra {@dice 1d6} fire damage."],["Fool (or Joker with ™)","As a reaction, when you take damage, you cause the creature that dealt it to have the {@condition prone} condition."],["Gem (or 2 {@color ♥|#ff0000})","Take an additional action on your turn."],["Jester (or Joker without ™)","Take the {@action Disengage} action as a bonus action."],["Key (or Q {@color ♥|#ff0000})","As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see."],["Knight (or J {@color ♥|#ff0000})","As a reaction, impose disadvantage on the attack roll of a creature you can see."],["Moon (or Q {@color ♦|#ff0000})","As a bonus action, regain one expended 1st-level spell slot or a single use of an ability that can be used a certain number of times per day."],["Puzzle (or 2 ♣)","Gain advantage on a saving throw."],["Rogue (or J ♠)","Gain advantage on an attack roll."],["Ruin (or K ♠)","As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn."],["Sage (or A {@color ♦|#ff0000})","Take the {@action Help} or {@action Search} action as a bonus action."],["Skull (or J ♣)","As an action, surround yourself with a shroud of death. Until the start of your next turn, any creature that ends its turn within 5 feet of you takes {@dice 1d6} necrotic damage."],["Star (or J {@color ♦|#ff0000})","Gain advantage on an ability check."],["Sun (or K {@color ♦|#ff0000})","As a reaction, when a creature makes a melee attack that hits you, that creature has the {@condition blinded} condition until the end of your next turn."],["Talons (or A ♣)","As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn."],["Throne (or K {@color ♥|#ff0000})","As a reaction, when you take damage, the creature that dealt the damage has the {@condition frightened} condition until the end of its next turn. You are the source of its fear."],["Void (or K ♣)","As a reaction, when you take damage, gain resistance to that damage until the start of your next turn."]],"name":"Inspiration Hand; Inspiration Cards","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Forest Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"A ♠"},"{@creature Young green dragon}","8","—"],[{"type":"cell","roll":{"exact":2},"entry":"A ♣"},"{@creature Druid} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":"K ♠"},"{@creature Bandit captain}","2","Bandits"],[{"type":"cell","roll":{"exact":4},"entry":"K ♣"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":5},"entry":"K {@color ♥|#ff0000}"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":6},"entry":"Q ♠"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":7},"entry":"Q ♣"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":8},"entry":"J ♠"},"{@creature Ettercap}","2","Spiders"],[{"type":"cell","roll":{"exact":9},"entry":"J ♣"},"{@creature Swarm of Spiders||Swarm of insects (spiders)}","2","Spiders"],[{"type":"cell","roll":{"exact":10},"entry":"J {@color ♥|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":11},"entry":"J {@color ♦|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":12},"entry":"9 ♣"},"{@creature Giant boar}","2","—"],[{"type":"cell","roll":{"exact":13},"entry":"8 ♣"},"{@creature Ankheg} (lurker)","2","—"],[{"type":"cell","roll":{"exact":14},"entry":"7 ♠"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":15},"entry":"7 ♣"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":16},"entry":"6 ♠"},"{@creature Worg} ×2 (lurker)","1/2","—"],[{"type":"cell","roll":{"exact":17},"entry":"5 ♠"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":18},"entry":"5 ♣"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":19},"entry":"4 ♠"},"{@creature Shambling mound}","5","—"],[{"type":"cell","roll":{"exact":20},"entry":"3 ♠"},"{@creature Vampiric mist|MPMM}*","3","—"],[{"type":"cell","roll":{"exact":21},"entry":"2 ♠"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Forest Encounter Deck","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Corrupted Lands Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":" A {@color ♦|#ff0000}"},"{@creature Shoosuva|MPMM}*","8","—"],[{"type":"cell","roll":{"exact":2},"entry":" A {@color ♥|#ff0000}"},"{@creature Gold dragon wyrmling} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":" K {@color ♦|#ff0000}"},"{@creature Ochre jelly} (lurker)","2","—"],[{"type":"cell","roll":{"exact":4},"entry":" Q {@color ♥|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":5},"entry":" Q {@color ♦|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":6},"entry":"10 ♠"},"{@creature Cult fanatic}","2","Cultists"],[{"type":"cell","roll":{"exact":7},"entry":"10 ♣"},"{@creature Veteran}","3","Cultists"],[{"type":"cell","roll":{"exact":8},"entry":"10 {@color ♥|#ff0000}"},"{@creature Cultist} ×4","1/8","Cultists"],[{"type":"cell","roll":{"exact":9},"entry":"10 {@color ♦|#ff0000}"},"{@creature Maw demon|MPMM}*","1","Cultists"],[{"type":"cell","roll":{"exact":10},"entry":" 9 ♠"},"{@creature Gnoll fang of Yeenoghu}","4","Gnolls"],[{"type":"cell","roll":{"exact":11},"entry":" 9 {@color ♥|#ff0000}"},"{@creature Gnoll pack lord}","2","Gnolls"],[{"type":"cell","roll":{"exact":12},"entry":" 9 {@color ♦|#ff0000}"},"{@creature Gnoll}","1/2","Gnolls"],[{"type":"cell","roll":{"exact":13},"entry":" 8 {@color ♥|#ff0000}"},"{@creature Vrock}","6","—"],[{"type":"cell","roll":{"exact":14},"entry":" 7 {@color ♥|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":15},"entry":" 7 {@color ♦|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":16},"entry":" 6 {@color ♥|#ff0000}"},"{@creature Manticore}","3","—"],[{"type":"cell","roll":{"exact":17},"entry":" 5 {@color ♥|#ff0000}"},"{@creature Deathlock|MPMM}* (twin)","4","—"],[{"type":"cell","roll":{"exact":18},"entry":" 5 {@color ♦|#ff0000}"},"{@creature Ghoul} ×2 (twin)","1","—"],[{"type":"cell","roll":{"exact":19},"entry":" 4 {@color ♥|#ff0000}"},"{@creature Gibbering mouther} (lurker)","2","—"],[{"type":"cell","roll":{"exact":20},"entry":" 3 {@color ♥|#ff0000}"},"{@creature Treant} (noncombat encounter)","—","—"],[{"type":"cell","roll":{"exact":21},"entry":" 2 {@color ♦|#ff0000}"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Corrupted Lands Encounter Deck","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Magic Items by Name","colLabels":["Magic Item","Rarity","Chapter"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Antimagic Armor|BMT}","Very rare","{@book 9|BMT|8|Starshot Crossbow}"],["{@item Armor of Fungal Spores|BMT}","Uncommon","{@book 9|BMT|8|Armor of Fungal Spores}"],["{@item Armor of the Fallen|BMT}","Uncommon","{@book 9|BMT|8|Armor of the Fallen}"],["{@item Armor of Weightlessness|BMT}","Uncommon","{@book 9|BMT|8|Armor of Weightlessness}"],["{@item Baleful Talon|BMT}","Very rare","{@book 5|BMT|4|Baleful Talon}"],["{@item Blasted Goggles|BMT}","Uncommon","{@book 20|BMT|19|Blasted Goggles}"],["{@item Bloodrage Greataxe|BMT}","Uncommon","{@book 9|BMT|8|Bloodrage Greataxe}"],["{@item Bloodseeker Ammunition|BMT}","Very rare","{@book 9|BMT|8|Bloodseeker Ammunition}"],["{@item Boomerang Shield|BMT}","Uncommon","{@book 9|BMT|8|Boomerang Shield}"],["{@item Bow of Conflagration|BMT}","Rare","{@book 9|BMT|8|Bow of Conflagration}"],["{@item Bow of Melodies|BMT}","Very rare","{@book 9|BMT|8|Bow of Melodies}"],["{@item Breastplate of Balance|BMT}","Rare","{@book 5|BMT|4|Breastplate of Balance}"],["{@item Card Sharp's Deck|BMT}","Uncommon","{@book 6|BMT|5|Card Sharp's Deck}"],["{@item Clockwork Armor|BMT}","Very rare","{@book 9|BMT|8|Clockwork Armor}"],["{@item Crown of Whirling Comets|BMT}","Very rare","{@book 5|BMT|4|Crown of Whirling Comets}"],["{@item Deck of Dimensions|BMT}","Very rare","{@book 6|BMT|5|Deck of Dimensions}"],["{@item Deck of Many More Things|BMT}","Legendary","{@book 7|BMT|6|Deck of Many More Things}"],["{@item Deck of Miscellany|BMT}","Uncommon","{@book 6|BMT|5|Deck of Miscellany}"],["{@item Deck of Oracles|BMT}","Rare","{@book 8|BMT|7|Deck of Oracles}"],["{@item Deck of Wild Cards|BMT}","Very rare","{@book 6|BMT|5|Deck of Wild Cards}"],["{@item Deck of Wonder|BMT}","Uncommon","{@book 7|BMT|6|Deck of Wonder}"],["{@item Donjon's Sundering Sphere|BMT}","Rare","{@book 5|BMT|4|Donjon's Sundering Sphere}"],["{@item Dried Leech|BMT}","Uncommon","{@book 9|BMT|8|Dried Leech}"],["{@item Euryale's Aegis|BMT}","Legendary","{@book 5|BMT|4|Euryale's Aegis}"],["{@item Fabulist Gem|BMT}","Uncommon","{@book 5|BMT|4|Fabulist Gem}"],["{@item Fate Cutter Shears|BMT}","Very rare","{@book 8|BMT|7|Fate Cutter Shears}"],["{@item +1 Fate Dealer's Deck|BMT|Fate Dealer's Deck}","Varies","{@book 8|BMT|7|Fate Dealer's Deck}"],["{@item Feywrought Armor|BMT}","Rare","{@book 9|BMT|8|Feywrought Armor}"],["{@item Fool's Blade|BMT}","Very rare","{@book 5|BMT|4|Fool's Blade}"],["{@item Forcebreaker Weapon|BMT}","Very rare","{@book 9|BMT|8|Forcebreaker Weapon}"],["{@item Glimmering Moonbow|BMT}","Rare","{@book 5|BMT|4|Glimmering Moonbow}"],["{@item Gloomwrought Armor|BMT}","Rare","{@book 9|BMT|8|Gloomwrought Armor}"],["{@item Grasping Whip|BMT}","Rare","{@book 9|BMT|8|Grasping Whip}"],["{@item Hammer of Runic Focus|BMT}","Very rare","{@book 9|BMT|8|Hammer of Runic Focus}"],["{@item House of Cards|BMT}","Uncommon","{@book 8|BMT|7|House of Cards}"],["{@item Jester's Mask|BMT}","Legendary","{@book 5|BMT|4|Jester's Mask}"],["{@item Plate of Knight's Fellowship|BMT}","Uncommon","{@book 5|BMT|4|Plate of Knight's Fellowship}"],["{@item Ring of Puzzler's Wit|BMT}","Uncommon","{@book 5|BMT|4|Ring of Puzzler's Wit}"],["{@item Rod of Hellish Flames|BMT}","Very rare","{@book 5|BMT|4|Rod of Hellish Flames}"],["{@item Rogue's Mantle|BMT}","Rare","{@book 5|BMT|4|Rogue's Mantle}"],["{@item Ruinous Flail|BMT}","Rare","{@book 5|BMT|4|Ruinous Flail}"],["{@item Sage's Signet|BMT}","Varies","{@book 5|BMT|4|Sage's Signet}"],["{@item Shield of the Tortoise|BMT}","Uncommon","{@book 9|BMT|8|Shield of the Tortoise}"],["{@item Shrieking Greaves|BMT}","Rare","{@book 20|BMT|19|Shrieking Greaves}"],["{@item Skull Helm|BMT}","Very rare","{@book 5|BMT|4|Skull Helm}"],["{@item Sling of Giant Felling|BMT}","Uncommon","{@book 9|BMT|8|Sling of Giant Felling}"],["{@item Spindle of Fate|BMT}","Legendary","{@book 5|BMT|4|Spindle of Fate}"],["{@item Starshot Crossbow|BMT}","Rare","{@book 5|BMT|4|Antimagic Armor}"],["{@item Stonemaker War Pick|BMT}","Very rare","{@book 9|BMT|8|Stonemaker War Pick}"],["{@item Sun Staff|BMT}","Rare","{@book 5|BMT|4|Sun Staff}"],["{@item Sword of the Planes|BMT}","Legendary","{@book 9|BMT|8|Sword of the Planes}"],["{@item Telescopic Transporter|BMT}","Legendary","{@book 13|BMT|12|Telescopic Transporter}"],["{@item Tidecaller Trident|BMT}","Very rare","{@book 9|BMT|8|Tidecaller Trident}"],["{@item Voidwalker Armor|BMT}","Rare","{@book 5|BMT|4|Voidwalker Armor}"],["{@item Warrior's Passkey|BMT}","Rare","{@book 5|BMT|4|Warrior's Passkey}"],["{@item Weapon of Throne's Command|BMT}","Very rare","{@book 5|BMT|4|Weapon of Throne's Command}"],["{@item Winged Ammunition|BMT}","Uncommon","{@book 9|BMT|8|Winged Ammunition}"],["{@item +1 Wraps of Unarmed Prowess|BMT|Wraps of Unarmed Prowess}","Varies","{@book 9|BMT|8|Wraps of Unarmed Prowess}"]],"name":"Magic Items in This Book; Magic Items by Name","source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gem Stories","colLabels":["d6","Moment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the party's patrons dies, and the patron's will bequeaths all their wealth to the characters."],["2","The party is hired by a disguised dragon who offers them part of its hoard as payment."],["3","A character falls through a crevice and discovers a massive deposit of glittering ore."],["4","The party finds a map in an old bottle that leads to a buried treasure chest filled with ancient coins."],["5","The local merchants' guild, enamored with the party's exploits, offers to sponsor the characters."],["6","The characters are invited to participate in a grand talent competition. Despite the odds, one of the characters wins."]],"name":"Sudden Riches; Gem Stories","source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Rogue Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Your family is connected to an organization that seeks justice and opposes tyranny."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A powerful member of a thieves' guild or spy network opposes you at every turn."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Someone important to you is imprisoned, but you believe they're innocent."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You committed a terrible trespass and have a bounty on your head."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"An important individual owes you a favor; what did you do to earn it?"],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A Fiend threatens someone dear to you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Your friend since childhood is optimistic to a fault and often conned or exploited."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"Someone searches for the same treasure you do, and disaster will strike if they find it first."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"Hardships bring out your optimism—which is lucky, since you seem to attract unfortunate events!"],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"You've had an unexpected crisis. Did you solve it quickly, or did you hesitate and risk doom?"],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"An ally who is a member of a helpful organization passes you information or exerts influence on your behalf in subtle ways."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your life is an idyllic story, except for something that makes you wonder if any of it is true."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You have part of a riddle that leads to a great treasure or momentous secret."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone important to you isn't who you think they are."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You lived a life of luxury until someone in power took it away. Will you get revenge?"],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"A mage or magical creature takes an interest in you, offering you advice—for a price."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You've defied certain death so many times that it doesn't seem like coincidence anymore."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You overcame a hardship imposed by your life circumstances, transforming your position entirely or turning the situation to your benefit."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"A divine spellcaster or divine emissary provides you with guidance, whether you want it or not."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"A precious object was stolen from you."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You are secretly the heir to great power, but those who usurped that power want you dead."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Someone you care for is lost; although others have written them off, you believe they're still alive somewhere."]],"name":"Heroes of Destiny; Rogue Destinies","source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Villainous Motivations","colLabels":["d6","Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Eliminate the character and take their place."],["2","Use the character as the key to unlocking immense power, perhaps as a ritual sacrifice."],["3","Claim a treasure from the character, or take the character's wealth and holdings for themself."],["4","Avenge a harm caused by the character or someone the character represents."],["5","Prove their superiority by bringing the character to ruin in a public and inescapable fashion."],["6","Use the character to solve a great mystery and then claim credit."]],"name":"The Rogue's Motivation; Villainous Motivations","source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Spells","colLabels":["Level","Spell","School","Concentration","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Spray of Cards|BMT}","Conjuration","No","No","Bard, sorcerer, warlock, wizard"],["3rd","{@spell Antagonize|BMT}","Enchantment","No","No","Bard, sorcerer, warlock, wizard"],["4th","{@spell Spirit of Death|BMT}","Necromancy","Yes","No","Sorcerer, warlock, wizard"]],"name":"Spells","source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Sage Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were once a member of an order dedicated to keeping magical artifacts out of the hands of those who would abuse their power."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A seer predicted you're destined for immense power. Do you seek this power or reject it?"],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Your dreams include visions of an imprisoned extraplanar entity."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You wish to learn powerful magic to protect your loved ones from harm."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"Your magical studies are driven by a desire to manipulate reality."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"Your magical ability stems from a gamble you made with a Fiend—though you're not sure if you won or lost."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"You use your arcane prowess to con unsuspecting individuals."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You come from a long tradition of wild mages, even if your own powers are different."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Your spellbook manifests as a deck of cards."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"Your family of renowned warriors judges you on your martial talents (or lack thereof)."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"A loved one is cursed, and you're determined to break that curse."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You live for the pursuit of arcane secrets and lost legends."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone you trust is actually a monster, such as a dragon or a hag, in disguise."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"A fortune teller warned that you're destined to cause great destruction, which you're trying to avoid."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"You use a divinatory card spread to decide which spells to prepare each day."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You seek a way to cheat death."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"Your spells and magical abilities take on the appearance of playing cards."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"Agents of the Solar Bastion (see {@book chapter 10|BMT|9}) once saved your life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You seek to reclaim a stolen magical artifact."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You began your arcane scholarship as an apprentice to a court magician."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"You've glimpsed another plane of existence, but no one believes you. You strive to prove them wrong."]],"name":"Heroes of Destiny; Sage Destinies","source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Fated Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were trained by an organization that opposes a deity or another powerful cosmic force."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You were born under a sign associated with cataclysm, and every attempt to glimpse your future reveals ill omens."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"A religious organization imprisoned you, perhaps because of a crime you committed against that faith or because the leaders considered you the servant of a rival power."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You or your family are watched by secretive figures. They usually keep hidden, but you've seen they wear an unknown symbol."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"You made a choice in your past that haunts you. Whatever the consequences, it's not clear you made the right choice."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A powerful figure opposed to your beliefs vexes your life; even your triumphs seem to serve this being's ends."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"What could have been one of the happiest moments in your life turned into a tragedy."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You inherited land containing the ruins of a temple where a coveted relic was hidden."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You were brought up to believe in a prophecy of impending doom, but you perceive potential and hope where others expect disaster."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"An inflexible person with power over you threatened to bring about disaster, but your decisive action prevailed."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"The defenders of a religious organization such as a druid circle, paladin order, or temple watch over you."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"You are most comfortable at night, and all your greatest successes have taken place then. You also bear a silvery, crescent-shaped birthmark."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Your studies led you to a scrap of prophecy or the memoir of a prominent figure, which calls your beliefs into question."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"A devout individual whom you looked up to revealed themself to be false, a disciple of a power opposed to your beliefs."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You were once a favored adherent of a religious order, but you've been cast out in disgrace."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"An otherworldly being whispers advice to you in dreams or visitations, taking on different guises and speaking through others."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You were returned to life through resurrection magic, divine intervention, or a mysterious circumstance you don't yet understand."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"When you adopted your current beliefs, your life changed dramatically for the better."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"While you never placed much stock in the beliefs you were taught, adhering to them saved you from a catastrophe."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You have a well-used holy symbol from someone you looked up to, and you feel uncertain anytime you're without it."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You were born to a family of divinely favored folk, and they have big expectations for you."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Your soul, or a loved one's, is doomed to be taken by a Fiend, a powerful Undead, or another wicked power."]],"name":"Heroes of Destiny; Fated Destinies","source":"BMT","chapter":{"name":"Fates","ordinal":{"type":"chapter","identifier":8},"index":7}},{"caption":"Knight Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Someone—or something—wronged you in your past. You seek revenge."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You've been promised an inheritance if you can make a name for yourself as a hero."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"You're stranded far from home and intend to fight your way back."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"A year of solitude gave you clarity and led you down the path of the warrior."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"A fortune teller foresaw that you would find your calling in a life of battle."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"When the heat of battle takes over, you barely recognize yourself. This scares you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Friendly (or not-so-friendly) competition with a rival has spurred you to adventure."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You seek a fabled magic weapon or magic suit of armor. You won't rest until you find it."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You feel like a laughingstock but believe you'll make something of yourself on the battlefield."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Someone close to you was kidnapped. You hope to find and rescue them."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"You used to be a squire to a brave knight, but that knight died in combat."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your dreams are haunted by the screams of those you couldn't save in battle."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Unpredictability is a hallmark of your fighting style. You keep enemies on their toes."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Tales of your past heroic deeds might be somewhat exaggerated."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"When you lost everything, you realized the only thing you could rely on was your martial skill."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"Descended from a family of sorcerers, you were the only one not to show magical aptitude."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You had a near-death experience, and you believe you saw yourself going to the Nine Hells."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You're chasing notoriety, hoping for folk to sing of your deeds for years to come."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"You once belonged to a small but mighty militia. Sometimes, you miss the regimented structure of that life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"When monsters attacked your hamlet, you found you had a way with weapons."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You honed your martial skills as a bodyguard to an important political figure."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Slaying monsters is a welcome distraction to the growing emptiness inside you."]],"name":"Heroes of Destiny; Knight Destinies","source":"BMT","chapter":{"name":"Knight","ordinal":{"type":"chapter","identifier":9},"index":8}},{"caption":"Solar Bastion Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Restless Retiree. Gundra, an ancient dwarf, served the Solar Bastion in the field for over a century before retiring. She lives in the Solar Bastion now and relentlessly drills the knights she trains. She clearly misses working in the field."],["2","Grumpy Veteran. Howart, an older human, has mentored many young adventurers, but most were smart enough to listen to his advice... unlike you lot, who seem to think you know everything."],["3","Busy Supervisor. Theira, a frazzled elf, has so many irons in the fire, so many projects to keep track of! Of course you're not imposing, she says, but can you get quickly to the point, please?"],["4","Distracted Researcher. Haddick, a middle-aged halfling, spends most of her time in the Library Tower at the Solar Bastion. Even when she's not at the library, or when she's talking to you, it's pretty clear that her mind is still there, focused on her latest subject of research."],["5","Lonely Knight. Jared, a human knight of the Solar Bastion with a distinguished career, has traveled the multiverse alone so long he's become isolated and unsure of himself in social situations. He wants to help but needs encouragement to regain his naturally friendly demeanor."],["6","Hilarion. The solar speaks to you directly, via the {@spell Sending} spell or after summoning you to the Solar Bastion."]],"name":"Solar Bastion Contact","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-6","col-6"],"rows":[["Counselor","{@background Charlatan}, {@background entertainer}, {@background noble}"],["Curse-breaker","{@background Acolyte}, {@background folk hero}, {@background hermit}, {@background soldier}"],["Investigator","{@background Variant Criminal (Spy)||Criminal}, {@background sage}, {@background sailor}"],["Researcher","{@background Variant Guild Artisan (Guild Merchant)||Guild artisan}, {@background sage}"],["Tracker","{@background Outlander}, {@background urchin}"]],"name":"Solar Bastion Specialists; Solar Bastion Member Roles","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Quests","colLabels":["d8","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aid and Counsel. Your contact has learned another group of adventurers has discovered a {@item Deck of Many Things}. Find them before they draw from it, and warn them of its dangers—or help them get out of the mess their draws bring upon them."],["2","Research. A rare tome said to describe early encounters with Decks of Many Things is thought to lie in the hoard of a dragon. Retrieve it!"],["3","Track Rifflers. {@creature Riffler|BMT|Rifflers} (see {@book chapter 21|BMT|20|Riffler}) have been active in a remote countryside. Find out if they have a {@item Deck of Many Things}, and ensure they don't give it to a hapless mortal."],["4","Stay Ahead of the Grim Harrow. Riders of the Grim Harrow (see {@book chapter 19|BMT|18}) are terrorizing a village as they search for a {@item Deck of Many Things}. Figure out where they're going, and get there before they do!"],["5","Find {@creature Euryale|BMT}. Rumors of a reclusive medusa are spreading through a city. There's a slim chance the medusa could be {@creature Euryale|BMT}, who could lead the knights to {@creature Asteria|BMT}. Determine the medusa's identity and secretly follow her trail, if any, to {@creature Asteria|BMT}."],["6","Prevent Misuse. A {@creature Hierophant of the Comet|BMT|hierophant} of the Heralds of the Comet (see {@book chapter 12|BMT|11|Hierophant of the Comet}) has acquired a few cards from the original {@item Deck of Many Things}. Ensure the complete artifact doesn't fall into her hands."],["7","Combat a Curse. After plundering a dragon's hoard, adventurers attract constant ill luck. Make sure the treasure isn't cursed; if it is, ensure they aren't spreading the curse as they spend the gold."],["8","Contain an Evil Artifact. The blights and ruination befalling a region suggest someone there is casting spells from the {@item Book of Vile Darkness} or perhaps wielding the {@item Wand of Orcus}. Do whatever is necessary to stop this person, and bring the evil artifact back to Hilarion so it can be contained."]],"name":"Solar Bastion Quests","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Apocalyptic Warnings","colLabels":["d12","Warning"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large star or comet appears in the night sky, shedding as much light as the full moon."],["2","A constant stream of meteors is visible in the sky, even during the day, always moving in the same direction."],["3","The sky turns sickly green or bruised purple."],["4","The water of a river or a lake or along a coastline turns to blood, acid, or blue sand."],["5","All creatures born on a particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin."],["6","Locusts, cicadas, wasps, spiders, or snakes swarm in unimaginable numbers."],["7","Earthquakes shake the ground with increasing frequency and strength."],["8","A warning message in countless languages appears all over a city's walls."],["9","A hermit who is a local legend comes to town and delivers a warning."],["10","A dead angel falls from the sky in a fireball that strikes the earth, leaving a charred skeleton with burnt wings and a scorched trumpet."],["11","Everyone has the exact same dream, in which a disembodied presence delivers a warning."],["12","All children simultaneously stop what they're doing and convey the same warning in unison."]],"name":"Apocalyptic Warnings","source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Apocalyptic Calamities","colLabels":["d12","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature tarrasque} awakens. (A {@creature kraken}, an {@creature empyrean}, or another titan might also serve as an agent of apocalyptic wrath.)"],["2","A deadly plague that's resistant to curative magic sweeps the land."],["3","A prolonged drought leads to terrible famine."],["4","A volcano (or chain of volcanoes) erupts."],["5","A large asteroid crashes into the world."],["6","A vast sinkhole opens, swallowing a city into the Underdark or one of the Lower Planes, or releasing hordes of Fiends."],["7","The gods are stripped of their power and are forced to occupy mortal forms."],["8","The world is drawn into another plane of existence."],["9","The gods war among themselves or against incredibly powerful alien beings."],["10","Magic goes awry, creating random zones of wild magic (where casting any spell of 1st level or higher causes a roll on the {@table Wild Magic Surge|PHB|Wild Magic Surge table} in the {@book Player's Handbook|PHB}) and dead magic (like an {@spell Antimagic Field} spell on a larger scale)."],["11","The corpse of a slain god falls to the earth."],["12","Every Dragon is consumed with unthinking rage and unleashes devastation on those living nearby."]],"name":"Apocalyptic Calamities","source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Common Zodiac Associations","colLabels":["Sign","Nickname","Prominence","Birthstone","Creature","Color","Ability Score"],"colStyles":["col-1-8","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["{@book Skull|BMT|12|Skull}","The Watcher","Midwinter","Onyx","Imp","Black, white","Constitution"],["{@book Balance|BMT|12|Balance}","The Merchant","Late winter","Quartz","Fish","Orange","Intelligence"],["{@book Sage|BMT|12|Sage}","The Wise One","Early spring","Garnet","Sphinx","Purple","Intelligence"],["{@book Throne|BMT|12|Throne}","The Everlasting","Midspring","Ruby","Dragon","Gold","Charisma"],["{@book Key|BMT|12|Key}","The Child","Late spring","Opal","Cat","Silver","Wisdom"],["{@book Flames|BMT|12|Flames}","The Lovers","Early summer","Moonstone","Unicorn","Pink","Charisma"],["{@book Knight|BMT|12|Knight}","The Dragon Slayer","Midsummer","Diamond","Griffon","Blue","Strength"],["{@book Euryale|BMT|12|Euryale}","The Gardener","Late summer","Emerald","Basilisk","Green","Wisdom"],["{@book Rogue|BMT|12|Rogue}","Night's Edge","Early autumn","Jet","Rat","Black","Dexterity"],["{@book Gem|BMT|12|Gem}","The Genie","Midautumn","Blue sapphire","Whale","Indigo","Strength"],["{@book Talons|BMT|12|Talons}","The Elder","Late autumn","Jade","Owlbear","Yellow","Constitution"],["{@book Jester|BMT|12|Jester}","The Nilbog","Early winter","Pearl","Goose","Red","Dexterity"]],"name":"Common Zodiac Associations","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Zodiac Phenomena","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skull. The unliving surge with renewed zeal. Undead in the region gain 13 ({@dice 3d8}) {@book temporary hit points|PHB|9|Temporary Hit Points} daily at dusk."],["2","Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any creature it sees in the region."],["3","Sage. Emotions are muted in the region, but minds open to new ideas. Creatures in the region have advantage on Charisma checks made to improve the attitude of other creatures in the region."],["4","Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the {@condition frightened} condition."],["5","Key. A creature can unlock an object in this region simply by touching it, even if the lock is magical."],["6","Flames. Emotions in the region become more intense. Whenever a creature in the region tries to alter the attitude of another, a failed Charisma check always results in the latter creature turning hostile if it wasn't hostile already."],["7","Knight. Spectral knights routinely fly across the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on initiative count 20 (losing initiative ties), the knights deal 9 ({@dice 2d8}) force damage to each of the characters' enemies. After the battle, the knights bow, then disappear."],["8","Euryale. Natural vegetation in the region grows poisonous thorns. A creature that enters or ends its turn in {@book difficult terrain|PHB|8|Difficult Terrain} caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 ({@dice 2d6}) poison damage. If this damage reduces a creature to 0 hit points, the creature instead has 1 hit point and has the {@condition petrified} condition until that condition is removed by the {@spell Greater Restoration} spell or similar magic."],["9","Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity ({@skill Stealth}) checks with advantage."],["10","Gem. At midnight on a clear night, the stars appear to multiply tenfold, then rain down to the ground as minuscule silver meteorites. In all, 100 gp worth of silver falls harmlessly from the sky, scattered throughout the region."],["11","Talons. Some magic is suppressed in the region. Common magic items, cantrips, and 1st-level spells don't function within this area."],["12","Jester. Misfortune besets people in the region. Whenever a Humanoid in the region makes an ability check or an attack roll and rolls a 1 on the {@dice d20}, it has the {@condition incapacitated} condition until the end of its next turn, as it is magically overcome with laughter."]],"name":"Zodiac Phenomena","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Telescope Travel Mishaps","colLabels":["d6","Mishap"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The travelers appear adrift in the Astral Sea."],["2","The travelers appear on a different plane of existence, determined randomly or chosen by the DM."],["3","Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@dice 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell."],["4","A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude."],["5","The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination."],["6","The travelers arrive at their intended destination, but they each appear coated in harmless slime."]],"name":"Telescope Travel Mishaps","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Seelie Market Introductions","colLabels":["d6","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A strange trail of toadstools leads off the beaten path into the nearby woods."],["2","A pixie beckons you to follow her, promising you a sight beyond your wildest dreams."],["3","A man stumbles from the forest. He doesn't speak, but his arms are full of delicious-looking fruit."],["4","The party hears chattering voices and the music of panpipes coming from a secluded area."],["5","In the distance, the party sees a descending dragon pulling a caravan of wagons."],["6","A dragon's gentle voice calls out to the characters in their dreams, giving them directions to the market but no further details."]],"name":"Seelie Market Introductions","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fey Fruit Effects","colLabels":["d10","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Every 10 minutes, the creature must eat another fey fruit or make a DC 10 Constitution saving throw, gaining 1 level of {@condition exhaustion} on a failed save. Magic that ends the {@condition charmed} condition cures the cravings, which otherwise end after 1 hour."],["2","The creature turns a sickly green and has the {@condition poisoned} condition for 1 hour."],["3","The creature can't deliberately lie for 24 hours."],["4","The creature can't understand any language for the next 8 hours."],["5","The creature turns into a {@creature Faerie Dragon (Violet)||faerie dragon}, as if by a {@spell True Polymorph} spell that has a duration of 24 hours."],["6","Regenerative bark covers the creature's skin, granting the effects of a {@spell Barkskin} spell for 24 hours."],["7","The creature and anything it is wearing or carrying become {@condition invisible} for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell."],["8","The creature gains the benefits of a {@spell Speak with Animals} spell for 8 hours."],["9","The creature gains {@dice 4d4 + 4} {@book temporary hit points|PHB|9|Temporary Hit Points}."],["10","The creature sprouts dragonfly-like wings, gaining a flying speed of 30 feet for 1 hour."]],"name":"Fruit Stalls; Fey Fruit Effects","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Secondhand Steals","colLabels":["d8","Secondhand Steal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of small, rose-tinted glasses with round lenses"],["2","A droopy potted plant in an old boot"],["3","A rusty metal goblet shaped like a frog opening its mouth to the sky"],["4","A wide-brimmed, palm-frond sunhat that has been chewed on"],["5","A utensil shaped like a fork on one end and a spoon on the other"],["6","A thick, sun-yellowed book on seasonal agriculture written in Halfling"],["7","A well-used squeaky toy in the shape of a garden gnome with a red hat"],["8","A glass statuette of a rust monster"]],"name":"Secondhand Trinkets; Secondhand Steals","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Lavender's Spell Scrolls","colLabels":["Spell Level","Spell Scroll"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell Cure Wounds}, {@spell Faerie Fire}"],["2nd","{@spell Moonbeam}, {@spell Protection from Poison}"],["3rd","{@spell Antagonize|BMT}*"]],"footnotes":["*This spell appears in {@book chapter 7|BMT|6|Antagonize}."],"name":"Lavender's Spell Scrolls","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fortunes","colLabels":["{@dice 1d9|Card}","Fortune"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Comet"},"\"Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.\""],[{"type":"cell","roll":{"exact":2},"entry":"Fates"},"\"You are fated to witness a terrible catastrophe. Take solace in knowing there is nothing you can do to stop it.\""],[{"type":"cell","roll":{"exact":3},"entry":"Fool"},"\"Someone who seems helpless will call for your aid. Do not trust them.\""],[{"type":"cell","roll":{"exact":4},"entry":"Key"},"\"A dream will bring answers to the questions you seek.\""],[{"type":"cell","roll":{"exact":5},"entry":"Knight"},"\"Someone will offer you their services in a time of great need. Trust them.\""],[{"type":"cell","roll":{"exact":6},"entry":"Rogue"},"\"A foe is hunting you. They seek vengeance and shall arrive soon.\""],[{"type":"cell","roll":{"exact":7},"entry":"Ruin"},"\"You will soon lose something you hold dear.\""],[{"type":"cell","roll":{"exact":8},"entry":"Sage"},"\"Give advice freely and often. It will save another's life in the near future, earning you their loyalty.\""],[{"type":"cell","roll":{"exact":9},"entry":"Throne"},"\"Great responsibility shall be thrust upon you. Only you will know if you are ready.\""]],"name":"Fortune-Telling; Fortunes","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Ruin Encounters","colLabels":["1d12","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Animals—such as a {@creature brown bear}, {@creature giant owl}, or pack of {@dice 2d6} {@creature Wolf||wolves}—attack, made vicious by the effect of Baphomet's temple deep under the hill."],["2","{@dice 2d4} {@creature Minotaur Archaeologist|BMT|minotaur archaeologists} explore the hill, looking for artifacts and places to dig."],["3","{@dice 1d6} {@creature Minotaur Infiltrator|BMT|minotaur infiltrators} are performing a bloody rite to Baphomet; if there are six, one is their leader, {@creature Brusipha|BMT} (both stat blocks appear in this chapter). If discovered, the minotaurs attack to conceal their activity from outsiders."],["4","{@dice 1d3} {@creature Displacer Beast||displacer beasts}, pets of the green hags, are on the prowl; alternatively, use {@creature Yeth Hound|MPMM|yeth hounds} from {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}."],["5","A plaintive howl echoes over the hill. Characters who succeed on a DC 12 Wisdom ({@skill Perception}) check identify the source as the collapsed bell tower in the Feygrove, where a young {@creature displacer beast} is trapped."],["6","A {@creature green hag} from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to conceal herself as a dryad and invites the characters to the Feygrove, then returns to her coven and sets a trap for the characters."],["7","Vegetation on the hillside has grown into a hedge maze due to the magical influence of Baphomet's temple. Navigating the maze requires 1 hour and a successful DC 18 Wisdom ({@skill Survival}) check."],["8","Mekkalath's presence prompts a fiery eruption. Creatures in a 5-foot-radius, 20-foot-high cylinder must succeed on a DC 15 Dexterity saving throw or take 17 ({@dice 5d6}) fire damage."],["9","{@dice 1d3} {@creature Fire Elemental||fire elementals} drawn from the Elemental Plane of Fire by Mekkalath's aura wander the hill."],["10","Spiders from the Feygrove are on the prowl; they include {@dice 2d4} {@creature Giant Spider||giant spiders} plus either {@dice 1d3} {@creature Phase Spider||phase spiders} or 1 {@creature ruin spider|BMT} (see {@book chapter 21|BMT|20|Ruin Spider})."],["11","A lone {@creature githyanki warrior} hunts for tonight's meal."],["12","A {@creature red slaad}, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower."]],"name":"Random Encounters; Ruin Encounters","source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Visions of Ioun","colLabels":["1d6","Vision"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Minotaurs dig beneath the hill and build a temple to Bahamut and other gods."],["2","Minotaurs clad in the garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath."],["3","Monks and knights travel to the hill and construct the abbey at its summit."],["4","Knights defeat a hobgoblin warlord and bring back a {@item Deck of Many Things} and other trophies."],["5","As an army besieges the abbey, a knight draws the Skull card from a {@item Deck of Many Things}. Skull-headed Undead appear and massacre everyone they see."],["6","A huge red dragon emerges from the catacombs beneath the abbey to make his lair atop the hill. Among his treasures is a {@item Deck of Many Things}."]],"name":"Feygrove; Visions of Ioun","source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Marks of the Donjon","colLabels":["d6","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character can't stop shivering."],["2","The character's vision is limited to a 5-foot-wide line pointing in a single direction."],["3","The character gets nauseous near windows or doorways. If the character moves through such a threshold, the character has disadvantage on saving throws for 1 minute."],["4","The character is plagued by nightmares of metal constructs."],["5","The character is disoriented by wide-open spaces and has no sense of direction outdoors."],["6","While in sunlight, the character has disadvantage on attack rolls."]],"name":"Mark of the Donjon; Marks of the Donjon","source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Drone Patrols","colLabels":["d6","Patrol Composition"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","{@dice 1d6} {@creature Quadrone Detention Drone|BMT|quadrones}"],["3","{@dice 1d4} suits of {@creature Animated Armor Detention Drone|BMT|animated armor}"],["4–5","2 {@creature Helmed Horror Detention Drone|BMT|helmed horrors}"],["6","1 {@creature Advanced Detention Drone|BMT|shield guardian}"]],"name":"Drone Patrols","source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Gem Shards","colLabels":["Attack Roll or Check Total","Thunder Damage","Gemstone Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["5 or lower","33 ({@dice 6d10})","10 gp"],["10–14","22 ({@dice 4d10})","50 gp"],["15–19","11 ({@dice 2d10})","100 gp"],["20–24","5 ({@dice 1d10})","500 gp"],["25–29","—","1,000 gp"],["30 or higher","—","5,000 gp"]],"name":"Gem Shards","source":"BMT","chapter":{"name":"Void","ordinal":{"type":"chapter","identifier":18},"index":17}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type","Chapter"],"colStyles":["col-2 text-center","col-6","col-2","col-2 text-center"],"rows":[["1/4","{@creature Minotaur archaeologist|BMT}","Humanoid","{@book 16|BMT|15}"],["1/2","{@creature Aspirant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["1","{@creature Harrow hawk|BMT}","Undead","{@book 21|BMT|20}"],["2","{@creature Minotaur infiltrator|BMT}","Humanoid","{@book 16|BMT|15}"],["2","{@creature Oddlewin|BMT}","Fey","{@book 14|BMT|13}"],["3","{@creature Brusipha|BMT}","Humanoid","{@book 16|BMT|15}"],["3","{@creature Harrow hound|BMT}","Undead","{@book 19|BMT|18}"],["3","{@creature Living portent|BMT}","Celestial","{@book 21|BMT|20}"],["4","{@creature Fate hag|BMT}","Fey","{@book 21|BMT|20}"],["4","{@creature Initiate of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["4","{@creature Werevulture|BMT}","Fiend","{@book 21|BMT|20}"],["5","{@creature Ambitious assassin|BMT}","Humanoid","{@book 6|BMT|5}"],["5","{@creature Riffler|BMT}","Fey","{@book 21|BMT|20}"],["5","{@creature Ruin spider|BMT}","Monstrosity","{@book 21|BMT|20}"],["5","{@creature Sir Jared|BMT}","Humanoid","{@book 10|BMT|9}"],["7","{@creature Talon beast|BMT}","Monstrosity","{@book 21|BMT|20}"],["9","{@creature Boss Augustus|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Boss Delour|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Gremorly's ghost|BMT}","Undead","{@book 15|BMT|14}"],["9","{@creature Solar Bastion knight|BMT}","Humanoid","{@book 10|BMT|9}"],["11","{@creature Enchanting infiltrator|BMT}","Fey","{@book 6|BMT|5}"],["11","{@creature Hierophant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["14","{@creature Breath drinker|BMT}","Aberration","{@book 18|BMT|17}"],["14","{@creature Hulgaz|BMT}","Fiend","{@book 20|BMT|19}"],["15","{@creature Grim Champion of Pestilence|BMT}","Undead","{@book 19|BMT|18}"],["17","{@creature Hierophant medusa|BMT}","Monstrosity","{@book 21|BMT|20}"],["17","{@creature Otherworldly corrupter|BMT}","Aberration","{@book 6|BMT|5}"],["18","{@creature Asteria|BMT}","Humanoid","{@book 22|BMT|21}"],["18","{@creature Euryale|BMT}","Monstrosity","{@book 22|BMT|21}"],["18","{@creature Malaxxix|BMT}","Fiend","{@book 20|BMT|19}"],["20","{@creature Grim Champion of Bloodshed|BMT}","Undead","{@book 19|BMT|18}"],["21","{@creature Pazrodine|BMT}","Dragon","{@book 14|BMT|13}"],["21","{@creature Veiled presence|BMT}","Celestial","{@book 6|BMT|5}"],["22","{@creature Aurnozci|BMT}","Fiend","{@book 20|BMT|19}"],["25","{@creature Grim Champion of Desolation|BMT}","Undead","{@book 19|BMT|18}"]],"name":"Monsters in This Book; Stat Blocks by Challenge Rating","source":"BMT","chapter":{"name":"Talons","ordinal":{"type":"chapter","identifier":21},"index":20}},{"caption":"Cair Ophidian Flowers","colLabels":["d20","Flower"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–10","Nonmagical Flower. This bloom has no magical properties but is very pretty."],["11–14","Swift Lily. This flower crackles with energy. As a bonus action, you can crush the flower to increase your speed by 30 feet until the start of your next turn. The flower is then destroyed. The flower loses its magic {@dice 1d6} days after being plucked."],["15–17","Drowsing Lavender. This stalk of purple blooms glows faintly. As an action, you can wave it at a creature within your reach. The creature must succeed on a DC 17 Wisdom saving throw or have the {@condition unconscious} condition until the start of your next turn. Once used this way, the flower is destroyed. The flower loses its magic {@dice 1d8} days after being plucked."],["18–19","Iron Peony. This flower's petals are silver-tipped. As a bonus action, you can crush the flower to gain resistance to all damage until the start of your next turn. The flower is then destroyed. This flower loses its magic {@dice 1d12} days after being plucked."],["20","Wishing Lion. This flower appears as a dandelion with a tiny lion head embedded in the fluff. As an action, you can blow on the fluff and cast the {@spell Wish} spell. The flower is then destroyed. This flower retains its magic until the spell is cast."]],"name":"Cair Ophidian Flowers","source":"BMT","chapter":{"name":"Euryale","ordinal":{"type":"chapter","identifier":22},"index":21}},{"caption":"Fortune Tellers","page":12,"colLabels":["d6","Fortune Teller"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An entertainer at a street fair or civic festival, who emphasizes that this card reading is \"for entertainment purposes only\""],["2","A professional fortune teller with a shop in a small town, who tries to inject the reading with elements of romance"],["3","A seer in a temple, whose eyes are closed throughout the reading and who couches everything in terms of the will of a certain god"],["4","A hag who cackles gleefully at every hint of danger or destruction in the reading"],["5","A haunted deck of cards that lays itself out and narrates the reading in a distant, ghostly echo"],["6","A member of the {@book Heralds of the Comet|BMT|11|Heralds of the Comet} (an apocalyptic cult described in The Book of Many Things), who stresses danger and destruction in the reading"]],"name":"Using an Adventure Spread During Play; Fortune Tellers","source":"DMTCRG","chapter":{"name":"Adventure Spreads","index":2}},{"caption":"Wild Magic","colLabels":["d8","Magical Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points."],["2","You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action."],["3","An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action."],["4","Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn."],["5","Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution."],["6","Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus."],["7","Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies."],["8","A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action."]],"name":"Wild Magic","source":"TCE","srd":false,"page":25,"parentEntity":{"type":"subclass","name":"Path of Wild Magic","shortName":"Wild Magic","source":"TCE","className":"Barbarian","classSource":"PHB"}},{"caption":"Wild Magic Surge","colLabels":["{@dice d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01-02","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["03-04","For the next minute, you can see any {@condition invisible} creature if you have line of sight to it."],["05-06","A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later."],["07-08","You cast {@spell fireball} as a 3rd-level spell centered on yourself."],["09-10","You cast {@spell magic missile} as a 5th-level spell."],["11-12","Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow."],["13-14","You cast {@spell confusion} centered on yourself."],["15-16","For the next minute, you regain 5 hit points at the start of each of your turns."],["17-18","You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face."],["19-20","You cast {@spell grease} centered on yourself."],["21-22","Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw."],["23-24","Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect."],["25-26","An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight."],["27-28","For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action."],["29-30","You teleport up to 60 feet to an unoccupied space of your choice that you can see."],["31-32","You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied."],["33-34","Maximize the damage of the next damaging spell you cast within the next minute."],["35-36","Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older."],["37-38","{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute."],["39-40","You regain {@dice 2d10} hit points."],["41-42","You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts."],["43-44","For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns."],["45-46","You cast {@spell levitate} on yourself."],["47-48","A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later."],["49-50","You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth."],["51-52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}."],["53-54","You are immune to being intoxicated by alcohol for the next {@dice 5d6} days."],["55-56","Your hair falls out but grows back within 24 hours."],["57-58","For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame."],["59-60","You regain your lowest-level expended spell slot."],["61-62","For the next minute, you must shout when you speak."],["63-64","You cast {@spell fog cloud} centered on yourself."],["65-66","Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage."],["67-68","You are {@condition frightened} by the nearest creature until the end of your next turn."],["69-70","Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell."],["71-72","You gain resistance to all damage for the next minute."],["73-74","A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours."],["75-76","You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn."],["77-78","You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration."],["79-80","Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute."],["81-82","You can take one additional action immediately."],["83-84","Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt."],["85-86","You cast {@spell mirror image}."],["87-88","You cast {@spell fly} on a random creature within 60 feet of you."],["89-90","You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell."],["91-92","If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell."],["93-94","Your size increases by one size category for the next minute."],["95-96","You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute."],["97-98","You are surrounded by faint, ethereal music for the next minute."],["99-00","You regain all expended sorcery points."]],"name":"Wild Magic Surge","source":"PHB","srd":false,"page":103,"parentEntity":{"type":"subclass","name":"Wild Magic","shortName":"Wild","source":"PHB","className":"Sorcerer","classSource":"PHB"}},{"caption":"Potions for Sale","colLabels":["Potion of...","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@item potion of Healing||Healing}","50 gp"],["{@item potion of Climbing||Climbing}","75 gp"],["{@item potion of Animal friendship||Animal friendship}","100 gp"],["{@item potion of Greater healing||Greater healing}","100 gp"],["{@item potion of Water breathing||Water breathing}","100 gp"],["{@item potion of Superior healing||Superior healing}","500 gp"],["{@item potion of Supreme healing||Supreme healing}","5,000 gp"],["{@item potion of Invisibility||Invisibility}","5,000 gp"]],"name":"Potions for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Spell Scrolls for Sale","colLabels":["Spell Level","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["Cantrip","25 gp"],["1st","75 gp"],["2nd","150 gp"],["3rd","300 gp"],["4th","500 gp"],["5th","1,000 gp"]],"name":"Spell Scrolls for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Lorehold Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A map made of concentric circles that can be rotated around the page"],["2","A puzzle box bedecked with amber"],["3","A dented brass compass with a red needle"],["4","The head of a broken statue that houses the consciousness of a snarky sage"],["5","A sheet of parchment embossed with tactile lettering, glowing red"],["6","A broken dagger with a wavy blade and a serpentine hilt"]],"name":"Lorehold Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Lorehold Student","source":"SCC"}},{"caption":"Prismari Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of rose-tinted glasses with glittery frames"],["2","A stoppered glass bottle that, when opened, plays a brassy orchestral piece"],["3","A quartet of hovering water motes in a vial"],["4","A bandolier of watercolor paints"],["5","A tiara capped with a crystal that crackles with harmless lightning"],["6","An iridescent quill"]],"name":"Prismari Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Prismari Student","source":"SCC"}},{"caption":"Quandrix Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small succulent in a dodecahedral clay pot"],["2","A blue knit hat that looks a bit like a bottle folding in on itself"],["3","A model hypercube carved from green crystal, showcasing the fourth dimension"],["4","A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor"],["5","A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture"],["6","A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife"]],"name":"Quandrix Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Quandrix Student","source":"SCC"}},{"caption":"Silverquill Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black leather notebook filled with half-finished poems"],["2","A set of flashcards detailing different colloquialisms and their meanings"],["3","A canteen that makes any liquid drunk from it taste sweet"],["4","A forged permission slip granting access to the special archives of Strixhaven's libraries"],["5","A stylish silver pin that references a famous series of novels about warlocks"],["6","A stack of small pieces of parchment, each enchanted to stick to whatever surface it's pressed against and peel off easily"]],"name":"Silverquill Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Silverquill Student","source":"SCC"}},{"caption":"Witherbloom Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black bird-shaped mask, trimmed with glowing green thread"],["2","A set of rabbit bones"],["3","A pair of thick knee-high waders, stained with muck and moss"],["4","A slimy green tentacle, which occasionally wriggles"],["5","A notebook containing waterproof paper"],["6","A necklace of five small vials, each filled with luminescent white liquid"]],"name":"Witherbloom Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Witherbloom Student","source":"SCC"}},{"name":"Arctic Encounters (Levels 1—4)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02-05","{@dice 1d6 + 3} {@creature kobold||kobolds}"],["06-08","{@dice 1d4 + 3} trappers ({@creature commoner||commoners})"],["09-10","1 {@creature owl}"],["11-12","{@dice 2d4} {@creature blood hawk||blood hawks}"],["13-17","{@dice 2d6} {@creature bandit||bandits}"],["18-20","{@dice 1d3} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["21-25","The partially eaten carcass of a mammoth, from which {@dice 1d4} weeks of rations can be harvested."],["26-29","{@dice 2d8} hunters {@creature tribal warrior||tribal warriors}"],["30-35","1 {@creature half-ogre (ogrillon)||half-ogre}"],["36-40","Single-file tracks in the snow that stop abruptly"],["41-45","{@dice 1d3} {@creature ice mephit||ice mephits}"],["46-50","1 {@creature brown bear}"],["51-53","{@dice 1d6 + 1} {@creature orc||orcs}"],["54-55","1 {@creature polar bear}"],["56-57","{@dice 1d6} {@creature scout||scouts}"],["58-60","1 {@creature saber-toothed tiger}"],["61-65","A frozen pond with a jagged hole in the ice that appears recently made"],["66-68","1 {@creature berserker}"],["69-70","1 {@creature ogre}"],["71-72","1 {@creature griffon}"],["73-75","1 {@creature druid}"],["76-80","{@dice 3d4} refugees ({@creature commoner||commoners}) fleeing from orcs"],["81","{@dice 1d3} {@creature veteran||veterans}"],["82","{@dice 1d4} {@creature orog||orogs}"],["83","2 {@creature brown bear||brown bears}"],["84","1 {@creature orc Eye of Gruumsh} and {@dice 2d8} {@creature orc||orcs}"],["85","{@dice 1d3} {@creature winter wolf||winter wolves}"],["86-87","{@dice 1d4} {@creature yeti||yetis}"],["88","1 {@creature half-ogre (ogrillon)||half-ogre}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["91","1 {@creature revenant}"],["92-93","1 {@creature troll}"],["94-95","1 {@creature werebear}"],["96-97","1 {@creature young remorhaz}"],["98","1 {@creature mammoth}"],["99","1 {@creature young white dragon}"],["00","1 {@creature frost giant}"]]},{"name":"Arctic Encounters (Levels 5—10)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","2 {@creature saber-toothed tiger||saber-toothed tigers}"],["06-07","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["08-10","{@dice 1d3 + 1} {@creature brown bear||brown bears}"],["11-15","{@dice 1d3} {@creature polar bear||polar bears}"],["16-20","{@dice 2d4} {@creature berserker||berserkers}"],["21-25","A half-orc {@creature druid} tending to an injured {@creature polar bear}. If the characters assist the druid, she gives them a vial of antitoxin."],["26-30","{@dice 2d8} {@creature scout||scouts}"],["31-35","{@dice 2d4} {@creature ice mephit||ice mephits}"],["36-40","{@dice 2d6 + 1} {@creature zombie||zombies} aboard a galleon trapped in the ice. Searching the ship yields {@dice 2d20} days of rations."],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d6 + 3} {@creature orc||orcs}"],["51-53","{@dice 1d6 + 2} {@creature ogre||ogres}"],["54-55","{@dice 2d4} {@creature griffon||griffons}"],["56-57","{@dice 1d4} {@creature veteran||veterans}"],["58-60","1 {@creature bandit captain} with 1 {@creature druid}, {@dice 1d3} {@creature berserker||berserkers}, and {@dice 2d10 + 5} {@creature bandit||bandits}"],["61-65","{@dice 1d4} hours of extreme cold (see chapter 5 of the {@italic Dungeon Master's Guide})"],["66-68","1 {@creature young remorhaz}"],["69-72","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 2d8 + 6} {@creature orc||orcs}"],["73-75","1 {@creature revenant}"],["76-80","A howl that echoes over the land for {@dice 1d3} minutes"],["81-82","{@dice 1d3} {@creature mammoth||mammoths}"],["83-84","1 {@creature young white dragon}"],["85-86","{@dice 2d4} {@creature winter wolf||winter wolves}"],["87-88","{@dice 1d6 + 2} {@creature yeti||yetis}"],["89-90","{@dice 1d2} {@creature frost giant||frost giants}"],["91-92","{@dice 1d3} {@creature werebear||werebears}"],["93-94","{@dice 1d4} {@creature troll||trolls}"],["95-96","1 {@creature abominable yeti}"],["97-98","1 {@creature remorhaz}"],["99","1 {@creature roc}"],["00","{@dice 2d4} {@creature young remorhaz||young remorhazes}"]]},{"name":"Arctic Encounters (Levels 11—16)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature abominable yeti}"],["02-04","{@dice 1d6} {@creature revenant||revenants}"],["05-10","{@dice 1d4 + 1} {@creature werebear||werebears}"],["11-20","{@dice 1d3} {@creature young white dragon||young white dragons}"],["21-25","A blizzard that reduces visibility to 5 feet for {@dice 1d6} hours"],["26-35","1 {@creature roc}"],["36-40","A herd of {@dice 3d20 + 60} caribou ({@creature deer}) moving through the snow"],["41-50","{@dice 1d4} {@creature mammoth||mammoths}"],["51-60","{@dice 1d8 + 1} {@creature troll||trolls}"],["61-65","A mile-wide frozen lake in which preserved corpses of strange creatures can be seen"],["66-75","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["76-80","A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids"],["81-90","1 {@creature adult white dragon}"],["91-96","{@dice 1d8 + 1} {@creature frost giant||frost giants}"],["97-99","{@dice 1d4} {@creature remorhaz||remorhazes}"],["00","1 {@creature ancient white dragon}"]]},{"name":"Arctic Encounters (Levels 17—20)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d10} {@creature revenant||revenants}"],["03-04","{@dice 2d8} {@creature troll||trolls}"],["05-06","{@dice 2d10} {@creature werebear||werebears}"],["07-08","1 {@creature frost giant}"],["09-10","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["11-20","{@dice 1d4} {@creature frost giant||frost giants}"],["21-25","A Circular patch of black ice on the ground. The air temperature around the patch is warmer than in the surrounding area, and characters who inspect the ice find bits of machinery frozen within."],["26-35","1 {@creature ancient white dragon}"],["36-40","An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic item of the DM's choice"],["41-50","{@dice 1d3} {@creature abominable yeti||abominable yetis}"],["51-60","{@dice 1d4} {@creature remorhaz||remorhazes}"],["61-65","A 500-foot-high wall of ice that is 300 feet thick and spread across {@dice 1d4} miles"],["66-75","{@dice 1d4} {@creature roc||rocs}"],["76-80","The likeness of a stern woman with long, flowing hair, carved into the side of a mountain"],["81-90","{@dice 1d10} {@creature frost giant||frost giants} with {@dice 2d4} {@creature polar bear||polar bears}"],["91-96","{@dice 1d3} {@creature adult white dragon||adult white dragons}"],["97-99","{@dice 2d4} {@creature abominable yeti||abominable yetis}"],["00","1 {@creature ancient white dragon} with {@dice 1d3} {@creature young white dragon||young white dragons}"]]},{"name":"Astral Sea Encounters","type":"table","source":"BAM","page":6,"caption":"Astral Sea Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-02","1 {@creature aartuk starhorror|BAM}*† and {@dice 2d4} {@creature Aartuk Weedling|BAM|aartuk weedlings}*","{@dice 1d12}"],["03-09","1 {@creature archmage}† using the {@spell astral projection} spell","{@dice 1d10 + 3}"],["10-11","1 {@creature braxat|BAM}*","{@dice 1d8}"],["12","1 {@creature cosmic horror|BAM}* (70 percent chance it is asleep)","{@dice 1d6}"],["13-15","{@dice 1d4} {@creature Deva||devas}† on a divine errand","{@dice 1d12 + 3}"],["16-28","1 {@creature githyanki knight}† and {@dice 1d6} {@creature Githyanki Warrior||githyanki warriors}†","{@dice 1d10}"],["29-31","1 {@creature githyanki knight}† mounted on a {@creature young red dragon}","{@dice 1d8}"],["32","1 {@creature githzerai zerth}† being hunted by githyanki","{@dice 1d6 + 6}"],["33-38","{@dice 1d4} {@creature kindori|BAM}*","{@dice 1d6 + 3}"],["39","1 {@creature mercane|BAM}*† and 1 {@creature beholder} bodyguard","{@dice 1d8 + 4}"],["40","1 {@creature neh-thalggu|BAM}*† looking for a portal to the Far Realm","{@dice 1d10}"],["41-42","1 {@creature pentadrone}","{@dice 1d6 + 3}"],["43-44","1 {@creature planetar}† from a nearby astral dominion","{@dice 1d12 + 3}"],["45-47","{@dice 2d4} {@creature Psurlon|BAM|psurlons}*†","{@dice 1d8}"],["48-50","Gargantuan floating crystal obelisk of mysterious origin","—"],["51-52","{@dice 4d4} {@creature Quadrone||quadrones}","{@dice 1d6 + 3}"],["53","1 {@creature monodrone} that has gone rogue","{@dice 2d6 + 3}"],["54-56","{@dice 1d4} {@creature Gray Slaad||gray slaadi}† in Humanoid form","{@dice 1d10}"],["57-58","1 {@creature green slaad}†","{@dice 1d12}"],["59-63","{@dice 3d6} {@creature Gray Scavver|BAM|gray scavvers}*","{@dice 1d8}"],["64","1 {@creature solar}† watching over a dead god that drifts nearby","{@dice 1d12 + 3}"],["65-66","1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})","{@dice 2d6}"],["67","1 {@creature starlight apparition|BAM}*","{@dice 2d6 + 2}"],["68-70","{@dice 1d8} {@creature Unicorn||unicorns} galloping merrily across the Astral Sea","{@dice 1d6 + 6}"],["71-00","1 spelljamming ship (roll on the Ship Encounters table)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"At Sea Encounters","type":"table","source":"DMG","page":118,"caption":"At Sea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]]},{"name":"Cloud Giant Encounters","type":"table","source":"BGG","page":44,"caption":"Cloud Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature cloud giant} seeking to learn the secrets of 1 {@creature spectral cloud|BGG} (attitude for both: {@dice 1d8})"],["2","1 {@creature cloud giant} (attitude: {@dice 1d12}) trading riddles with 1 {@creature djinni} (attitude: {@dice 1d6 + 4})"],["3","{@dice 1d6} {@creature Nothic||nothics} (attitude: {@dice 2d4 + 2}) coveting cloud giant arcana"],["4","1 {@creature cloud giant destiny gambler|BGG} (attitude: {@dice 1d8 + 2}) conferring with 1 {@creature mage} (attitude: {@dice 1d12})"],["5","{@dice 1d4} {@creature doppelganger} spies (attitude: {@dice 1d8 + 1}) posing as servants while they try to glean secrets"],["6","2 {@creature Cloud Giant||cloud giants} (attitude: {@dice 1d10 + 2}; roll separately for each) engaged in a wager or battle of wits"],["7","1 {@creature cloud giant} (attitude: {@dice 1d10 + 2}) training 1 {@creature spotted lion|BGG} (attitude: {@dice 1d4 + 1})"],["8","1 {@creature cloud giant of Evil Air|BGG} bossing around 2 {@creature Air Elemental||air elementals} (attitude for all: {@dice 1d6})"],["9","1 {@creature cloud giant} (attitude: {@dice 1d8 + 1}) hunting with 1 {@creature wyvern} (attitude: {@dice 1d6})"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d6 + 4}) trying to retrieve an {@creature owlbear} (attitude: {@dice 1d6}) on a rampage after running away from its giant owner"],["11","{@dice 1d4 + 1} {@creature Vampiric Mist|MPMM|vampiric mists} (attitude: {@dice 1d4 + 1}) lurking in a fog bank"],["12","1 {@creature cloud giant smiling one|MPMM} (attitude: {@dice 1d10}) seeking the {@book Misty Vale|BGG|4|Misty Vale} (see {@book chapter 4|BGG|4})"]]},{"name":"Coastal Encounters (Levels 1—4)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature pseudodragon}"],["02-05","{@dice 2d8} {@creature crab||crabs}"],["06-10","{@dice 2d6} fishers ({@creature commoner||commoners})"],["11","{@dice 1d3} {@creature poisonous snake||poisonous snakes}"],["12-13","{@dice 1d6} {@creature guard||guards} protecting a standard {@creature noble}"],["14-15","{@dice 2d4} {@creature scout||scouts}"],["16-18","{@dice 2d10} {@creature merfolk}"],["19-20","{@dice 1d6 + 2} {@creature sahuagin}"],["21-25","{@dice 1d4} {@creature ghoul||ghouls} feeding on corpses aboard the wreckage of a merchant ship. A search uncovers {@dice 2d6} bolts of ruined silk, a 50-foot length of rope. and a barrel of salted herring."],["26-27","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6 + 1} {@creature kobold||kobolds}"],["28-29","{@dice 2d6} {@creature tribal warrior||tribal warriors}"],["30-31","{@dice 3d4} {@creature kobold||kobolds}"],["32-33","{@dice 2d4 + 5} {@creature blood hawk||blood hawks}"],["34-35","{@dice 1d8 + 1} {@creature pteranodon||pteranodons}"],["36-40","A few dozen baby turtles struggling to make their way to the sea"],["41-42","{@dice 1d6 + 2} {@creature giant lizard||giant lizards}"],["43-44","{@dice 1d6 + 4} {@creature giant crab||giant crabs}"],["45-46","{@dice 2d4} {@creature stirge||stirges}"],["47-48","{@dice 2d6 + 3} {@creature bandit||bandits}"],["49-53","{@dice 2d4} {@creature sahuagin}"],["54-55","{@dice 1d6 + 2} {@creature scout||scouts}"],["56-60","1 {@creature sea hag}"],["61-65","A momentary formation in the waves that looks like an enormous humanoid face"],["66-70","1 {@creature druid}"],["71-75","{@dice 1d4} {@creature harpy||harpies}"],["76-80","A lone hermit ({@creature acolyte}) sitting on the beach contemplating the meaning of the multiverse"],["81","{@dice 1d4} {@creature berserker||berserkers}"],["82","{@dice 1d6} {@creature giant eagle||giant eagles}"],["83","{@dice 2d4} {@creature giant toad||giant toads}"],["84","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d4} {@creature merrow}"],["85","{@dice 3d6} {@creature sahuagin}"],["86","{@dice 1d4} {@creature veteran||veterans}"],["87","{@dice 1d2} {@creature plesiosaurus||plesiosauruses}"],["88","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature banshee}"],["91-92","{@dice 1d4 + 3} {@creature griffon||griffons}"],["93-94","1 {@creature sahuagin priestess} with {@dice 1d3} {@creature merrow} and {@dice 2d6} {@creature sahuagin}"],["95-96","1 {@creature sahuagin baron}"],["97-98","1 {@creature water elemental}"],["99","1 {@creature cyclops}"],["00","1 {@creature young bronze dragon}"]]},{"name":"Coastal Encounters (Levels 5—10)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature giant wolf spider||giant wolf spiders}"],["02-03","{@dice 3d6} {@creature pteranodon||pteranodons}"],["04-05","{@dice 2d4} {@creature scout||scouts}"],["06-07","{@dice 1d6 + 2} {@creature sahuagin}"],["08","1 {@creature sea hag}"],["09-10","{@dice 1d4 + 1} {@creature giant toad||giant toads}"],["11-15","{@dice 3d6} {@creature sahuagin}"],["16-20","{@dice 2d6} {@creature giant eagle||giant eagles}"],["21-25","A {@creature pseudodragon} chasing gulls through the air"],["26-29","{@dice 1d2} {@creature druid||druids}"],["30-32","{@dice 2d4 + 1} {@creature giant toad||giant toads}"],["33-35","1 {@creature commoner} singing a dirge (day only) or 1 {@creature banshee} (night only)"],["36-40","A stoppered bottle containing an illegible note and half buried in the sand"],["41-43","3 {@creature sea hag||sea hags}"],["44-46","{@dice 1d8 + 1} {@creature harpy||harpies}"],["47-50","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["51-53","{@dice 1d4} {@creature manticore||manticores}"],["54-56","{@dice 2d4} {@creature ogre||ogres}"],["57-60","{@dice 1d10} {@creature griffon||griffons}"],["61-65","A battle at sea between two galleons"],["66-70","{@dice 1d4 + 3} {@creature merrow}"],["71-75","A pirate crew consisting of 1 {@creature bandit captain}, 1 {@creature druid}, 2 {@creature berserker||berserkers}, and {@dice 2d12} {@creature bandit||bandits}, all searching for buried treasure"],["76-80","A severed humanoid hand tangled in a net"],["81-82","1 {@creature water elemental}"],["83-84","1 {@creature cyclops}"],["85-86","{@dice 1d4} {@creature banshee||banshees} (night only)"],["87-88","{@dice 2d4} {@creature veteran||veterans}"],["89-90","1 {@creature young bronze dragon}"],["91-93","{@dice 1d3} {@creature cyclops||cyclopes}"],["94-95","1 {@creature young blue dragon}"],["96","1 {@creature sahuagin baron} with {@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d8} {@creature sahuagin}"],["97","1 {@creature djinni}"],["98","1 {@creature roc}"],["99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Coastal Encounters (Levels 11—16)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature banshee||banshees} (night only)"],["02-04","1 {@creature cyclops}"],["05-08","{@dice 1d6 + 2} {@creature manticore||manticores}"],["09-10","{@dice 1d8 + 2} {@creature veteran||veterans}"],["11-20","1 {@creature young blue dragon}"],["21-25","A nest of {@dice 1d6} dragon turtle eggs"],["26-35","{@dice 1d4} {@creature sahuagin baron||sahuagin barons}"],["36-40","A trident partially buried in the sand"],["41-50","1 {@creature young bronze dragon}"],["51-55","1 {@creature marid}"],["56-60","{@dice 1d6} {@creature water elemental||water elementals}"],["61-65","{@dice 2d6} {@creature ghast||ghasts} crawling over {@dice 1d6} wrecked ships and feeding on the dead"],["66-70","1 {@creature djinni}"],["71-75","{@dice 1d3} {@creature young bronze dragon||young bronze dragons}"],["76-80","A beached whale, dead and bloated. If it takes any damage, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking {@dice 5d6} bludgeoning damage on a failed save, or half as much damage on a successful one."],["81-82","{@dice 2d4} {@creature cyclops||cyclopes}"],["83-84","1 {@creature storm giant}"],["85-86","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature adult bronze dragon}"],["89-90","1 {@creature adult blue dragon}"],["91-93","{@dice 1d3} {@creature roc||rocs}"],["94-97","1 {@creature dragon turtle}"],["98-99","1 {@creature ancient bronze dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Coastal Encounters (Levels 17—20)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature roc}"],["11-20","1 {@creature storm giant}"],["21-25","An {@creature adult bronze dragon} fighting an {@creature adult blue dragon} to the death"],["26-40","{@dice 2d4} {@creature cyclops||cyclopes}"],["41-50","1 {@creature adult bronze dragon} or 1 {@creature adult blue dragon}"],["51-60","{@dice 1d3} {@creature djinni} or {@dice 1d3} {@creature marid||marids}"],["61-70","1 {@creature dragon turtle}"],["71-75","{@dice 1d3} {@creature roc||rocs}"],["76-80","{@dice 1d6 + 2} waterspouts that dance on the water before stopping abruptly"],["81-90","{@dice 1d6} {@creature young blue dragon||young blue dragons}"],["91-96","1 {@creature ancient bronze dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d3 + 1} {@creature storm giant||storm giants}"]]},{"name":"Death Giant Encounters","type":"table","source":"BGG","page":45,"caption":"Death Giant Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d6} {@creature Skeleton||skeletons} (attitude: {@dice 1d4 + 1}) rebuilding a destroyed idol at the disinterested direction of 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d10 + 2})"],["2","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d8}) wringing historical facts from a {@creature ghost} (attitude: {@dice 1d6 + 4}) that weeps over the memories"],["3","{@dice 1d4} {@creature Wraith||wraiths} (attitude: {@dice 1d4 + 1}) puzzling over a trinket that reminds them of their past lives"],["4","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d6}) stalking a creature to offer its soul to the Raven Queen"],["5","1 {@creature stone giant} (attitude: {@dice 1d12}) negotiating with 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8})"],["6","1 {@creature revenant} (attitude: {@dice 1d10}) bent on revenging itself on its killer—a death giant"],["7","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8 + 2}) brooding over ancient carvings"],["8","1 {@creature death giant reaper|BGG} exile (attitude: {@dice 1d8 + 1}) searching for a creature it killed whose soul escaped the Raven Queen's clutches (the creature is now a {@creature revenant})"],["9","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d6}) debating 1 {@creature devourer|MPMM} (attitude: {@dice 1d4 + 1}) on the finer points of souls"],["10","1 {@creature nightwalker|MPMM} (attitude: {@dice 1d4 + 1}) striding in search of a death giant's home or trappings"]]},{"name":"Desert Encounters (Levels 1—4)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d8} {@creature scorpion||scorpions}"],["02","{@dice 2d4} {@creature vulture||vultures}"],["03","1 abandoned {@creature mule}"],["04","{@dice 2d6} {@creature commoner||commoners} with {@dice 2d4} {@creature camel||camels} bound for a distant city"],["05","{@dice 1d6} {@creature flying snake||flying snakes}"],["06","{@dice 2d6} {@creature hyena||hyenas} or {@dice 2d6} {@creature jackal||jackals}"],["07","{@dice 1d6} {@creature guard||guards} escorting a {@creature noble} to the edge of the desert, all of them astride {@creature camel||camels}"],["08","{@dice 1d6} {@creature cat||cats}"],["09","1 {@creature pseudodragon}"],["10","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["11-13","{@dice 2d4} {@creature stirge||stirges}"],["14-15","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["16-17","1 {@creature scout}"],["18-20","{@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["21-25","Single-file tracks marching deeper into the desert"],["26-27","{@dice 4d4} {@creature kobold||kobolds}"],["28-29","1 {@creature jackalwere}"],["30-31","{@dice 3d6} {@creature tribal warrior||tribal warriors}"],["32-33","{@dice 1d6} {@creature giant lizard||giant lizards}"],["34-35","1 {@creature swarm of insects}"],["36-40","An oasis surrounded by palm trees and containing the remnants of an old camp"],["41-44","{@dice 3d6} {@creature bandit||bandits}"],["45-46","{@dice 1d4} {@creature constrictor snake||constrictor snakes}"],["47-48","{@dice 2d4} {@creature winged kobold}"],["49-50","1 {@creature dust mephit}"],["51-52","{@dice 1d3 + 1} {@creature giant toad||giant toads}"],["53-54","{@dice 1d4} {@creature giant spider||giant spiders}"],["55","1 {@creature druid}"],["56-57","{@dice 2d4} {@creature hobgoblin||hobgoblins}"],["58","1 {@creature wight}"],["59-60","1 {@creature ogre}"],["61-65","A brass lamp lying on the ground"],["66-67","{@dice 1d4} {@creature giant vulture||giant vultures}"],["68","1 {@creature phase spider}"],["69","1 {@creature giant constrictor snake}"],["70-71","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["72","{@dice 1d6 + 2} {@creature gnoll||gnolls}"],["73-74","1 {@creature mummy}"],["75","{@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["76-80","A pile of humanoid bones wrapped in rotting cloth"],["81-82","1 {@creature lamia}"],["83","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["84","{@dice 2d4} {@creature death dog||death dogs}"],["85-86","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["87","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d4 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["88-89","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 3d6} {@creature bandit||bandits}"],["90","{@dice 2d4} {@creature thri-kreen}"],["91","1 {@creature air elemental}"],["92","{@dice 1d3} {@creature couatl||couatls}"],["93","1 {@creature fire elemental}"],["94","{@dice 1d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature revenant}"],["96","{@dice 1d4} {@creature weretiger||weretigers}"],["97","1 {@creature cyclops}"],["98","1 {@creature young brass dragon}"],["99","1 {@creature medusa}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Desert Encounters (Levels 5—10)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature scout||scouts}"],["02","{@dice 2d4} {@creature jackalwere||jackalweres}"],["03","{@dice 2d6} {@creature hobgoblin||hobgoblins}"],["04","{@dice 1d4 + 3} {@creature dust mephit||dust mephits}"],["05","{@dice 1d6} {@creature swarm of insects}"],["06","1 {@creature giant constrictor snake}"],["07-08","1 {@creature lion}"],["09-10","{@dice 2d4} {@creature gnoll||gnolls}"],["11-12","{@dice 2d6} {@creature giant toad||giant toads}"],["13-17","1 {@creature mummy}"],["18-20","{@dice 1d8 + 1} {@creature giant vulture||giant vultures}"],["21-25","A stone obelisk partly buried in the sand"],["26-28","1 {@creature ogre} with {@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["29-35","{@dice 1d10} {@creature giant hyena||giant hyenas}"],["36-40","{@dice 1d6 + 1} empty tents"],["41-43","{@dice 1d6 + 2} {@creature thri-kreen}"],["44-46","{@dice 2d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["47-50","{@dice 1d6 + 3} {@creature death dog||death dogs}"],["51-52","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["53","1 {@creature fire elemental}"],["54-55","1 {@creature hobgoblin captain} with {@dice 3d4} {@creature hobgoblin||hobgoblins}"],["56","{@dice 1d6 + 2} {@creature ogre||ogres}"],["57-58","{@dice 1d4} {@creature lamia||lamias}"],["59-60","1 {@creature air elemental}"],["61-65","A meteorite resting at the bottom of a glassy crater"],["66","{@dice 1d4 + 1} {@creature wight||wights}"],["67-68","1 {@creature young brass dragon}"],["69-70","1 {@creature bandit captain} with {@dice 1d3} {@creature berserker||berserkers} and {@dice 3d6} {@creature bandit||bandits}"],["71-72","1 {@creature cyclops}"],["73","{@dice 1d4} {@creature couatl||couatls}"],["74-75","{@dice 1d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["76-80","Strong winds that kick up dust and reduce visibility to {@dice 1d6} feet for {@dice 1d4} hours"],["81-83","1 {@creature revenant} with {@dice 1d3} {@creature wight||wights}"],["84-85","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["86-87","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["88-90","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91","1 {@creature young blue dragon}"],["92","{@dice 1d4} {@creature cyclops||cyclopes}"],["93","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["94","{@dice 1d4} {@creature medusa||medusas}"],["95","1 {@creature guardian naga}"],["96","{@dice 1d3} {@creature young brass dragon||young brass dragons}"],["97","1 {@creature efreeti}"],["98","1 {@creature roc}"],["99","1 {@creature gynosphinx}"],["00","1 {@creature adult brass dragon}"]]},{"name":"Desert Encounters (Levels 11—16)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature young brass dragon}"],["02-05","{@dice 4d6} {@creature gnoll||gnolls}"],["06-10","{@dice 3d10} {@creature giant hyena||giant hyenas}"],["11-12","{@dice 1d8 + 1} {@creature lamia||lamias}"],["13-14","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["15-17","{@dice 1d6 + 2} {@creature giant scorpion||giant scorpions}"],["18-20","{@dice 2d4} {@creature phase spider||phase spiders}"],["21-25","A desert caravan consisting of {@dice 1d6} merchants ({@creature noble||nobles}) with {@dice 2d6} {@creature guard||guards}"],["26-27","{@dice 1d6 + 1} {@creature couatl||couatls}"],["28-30","{@dice 1d4} {@creature fire elemental||fire elementals}"],["31-32","1 {@creature hobgoblin captain} with {@dice 3d10 + 10} {@creature hobgoblin||hobgoblins}"],["33-35","{@dice 2d4} {@creature wight||wights}"],["36-40","{@dice 1d6} square miles of desert glass"],["41-42","1 {@creature young blue dragon}"],["43-45","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["46-48","{@dice 1d4} {@creature air elemental||air elementals}"],["49-50","{@dice 1d6 + 1} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-55","{@dice 1d4} {@creature medusa||medusas}"],["56-60","{@dice 1d4} {@creature revenant||revenants} with {@dice 3d12} {@creature skeleton||skeletons}"],["61-65","A plundered pyramid"],["66-70","{@dice 1d4} {@creature young brass dragon||young brass dragons}"],["71-75","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["76-78","{@dice 1d6 + 2} {@creature cyclops||cyclopes}"],["79-82","1 {@creature adult brass dragon}"],["83-85","1 {@creature purple worm}"],["86","{@dice 1d2} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature mummy lord}"],["89","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["90","1 {@creature adult blue dragon}"],["91","{@dice 1d2} {@creature gynosphinx||gynosphinxes}"],["92-93","{@dice 1d3} {@creature efreeti||efreet}"],["94","1 {@creature androsphinx}"],["95","{@dice 1d4} {@creature roc||rocs}"],["96-97","1 {@creature adult blue dracolich}"],["98-99","1 {@creature ancient brass dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Desert Encounters (Levels 17—20)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature adult brass dragon}"],["06-10","{@dice 1d2} {@creature yuan-ti abomination||yuan-ti abominations} with {@dice 2d10 + 5} {@creature yuan-ti malison (type 1)||yuan-ti malisons} and {@dice 4d6 + 6} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["11-14","{@dice 1d6 + 2} {@creature medusa||medusas}"],["15-18","{@dice 1d2} {@creature purple worm||purple worms}"],["19-22","{@dice 2d4} {@creature cyclops||cyclopes}"],["23-25","An abandoned city made from white marble, empty during the day. At night, harmless apparitions roam the streets, replaying the final moments of their lives."],["26-30","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["31-35","1 {@creature mummy lord}"],["36-40","{@dice 1d4} hours of extreme heat (see chapter 5 of the {@italic Dungeon Master's Guide})"],["41-50","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["51-60","{@dice 1d4} {@creature efreeti||efreet}"],["61-63","An old signpost identifying a single destination, called Pazar"],["64-72","{@dice 1d4} {@creature roc||rocs}"],["73-80","{@dice 1d3} {@creature gynosphinx||gynosphinxes}"],["81-85","1 {@creature adult blue dracolich}"],["86-90","1 {@creature androsphinx}"],["91-96","1 {@creature ancient brass dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d4} {@creature adult brass dragon||adult brass dragons}"]]},{"name":"Dinosaur World Encounters","type":"table","source":"BGG","page":49,"caption":"Dinosaur World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature regisaur|BGG} (attitude: {@dice 1d8}) hunting"],["2","1 {@creature altisaur|BGG} (attitude: {@dice 1d8 + 2}) grazing"],["3","{@dice 2d4} {@creature ankylosaurus} (attitude: {@dice 1d8}) digging a nest"],["4","{@dice 2d4} {@creature allosaurus} (attitude: {@dice 1d6}) engaged in territorial threat displays"],["5","1 {@creature aerosaur|BGG} (attitude: {@dice 1d8}) slowly circling"],["6","1 {@creature ceratops|BGG} (attitude: {@dice 1d6}) rampaging"],["7","{@dice 1d4 + 1} {@creature triceratops} (attitude: {@dice 1d6 + 4}) grazing"],["8","1 {@creature tyrannosaurus rex} (attitude: {@dice 1d4 + 1}) pursuing prey"],["9","{@dice 2d4} {@creature brontosaurus|MPMM} (attitude: {@dice 1d6 + 4}) migrating"],["10","{@dice 1d4} {@creature stegosaurus|MPMM} (attitude: {@dice 1d8 + 2}) trying to help an additional one that is stuck in thick mud"]]},{"name":"Elemental Air 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{@creature djinni} (attitude: {@dice 1d12 + 2}) examining shattered gargoyle remains"],["9","{@dice 2d4} {@creature Griffon||griffons} (attitude: {@dice 1d10}) with blue and gray coloring soaring"],["10","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d8}) crackling in a jagged path"],["11","{@dice 1d3} {@creature Air Elemental Myrmidon|MPMM|air elemental myrmidons} (attitude: {@dice 1d6}) on high alert"],["12","1 {@creature elder tempest|MPMM} (attitude: {@dice 1d6 + 2}) reveling in a storm"]]},{"name":"Elemental Earth Encounters","type":"table","source":"BGG","page":50,"caption":"Elemental Earth Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Gargoyle||gargoyles} (attitude: {@dice 1d8}) keeping watch, crouching utterly still"],["2","2 {@creature Galeb Duhr||galeb duhrs} (attitude: {@dice 1d10}) singing a rumbling bass duet to an audience of boulders"],["3","1 {@creature mud hulk|BGG} (attitude: {@dice 1d4 + 1}) futilely trying to bury 1 {@creature dust hulk|BGG} (attitude: {@dice 1d12}) in piles of muck"],["4","2 {@creature Bulette||bulettes} (attitude: {@dice 1d6 + 2}) burrowing and breaching the surface in an intricate dance"],["5","2 {@creature xorn} (attitude: {@dice 1d10}) gliding through the ground"],["6","1 {@creature roper} lurking near its brood of {@dice 1d6} {@creature Piercer||piercers} (attitude for all: {@dice 1d4 + 1})"],["7","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d4 + 1}) seeking surface-world creatures or structures to destroy"],["8","1 {@creature medusa} (attitude: {@dice 1d10}) anxiously planning its next move"],["9","{@dice 1d3} {@creature Earth Elemental||earth elementals} (attitude: {@dice 1d6 + 2}) examining a crystal formation"],["10","1 {@creature dao} (attitude: {@dice 1d8}) shaking down 2 dwarf miners ({@creature Veteran||veterans}; attitude: {@dice 1d10 + 2}) for \"taxes\""],["11","2 {@creature Earth Elemental Myrmidon|MPMM|earth elemental myrmidons} (attitude: {@dice 1d8}) stoically patrolling"],["12","1 {@creature zaratan|MPMM} (attitude: {@dice 1d6 + 2}) lumbering through the area, heedless of damage it causes"]]},{"name":"Elemental Fire Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Fire Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature salamander} heating its spear over {@dice 2d4} {@creature Fire Snake||fire snakes} (attitude for all: {@dice 1d6 + 3}) in a tangled coil"],["2","2 {@creature Cinder Hulk|BGG|cinder hulks} (attitude: {@dice 1d4 + 1}) seeking to burn everything in their path"],["3","{@dice 1d4 + 1} {@creature Smoke Mephit||smoke mephits} (attitude: {@dice 1d6}) following 1 {@creature fire elemental} (attitude: {@dice 1d8}) as it cuts a blazing swath"],["4","1 {@creature efreeti} and its {@dice 1d4} dwarf minions ({@creature Thug||thugs}; attitude for all: {@dice 1d4 + 1}) demanding tribute"],["5","{@dice 2d6} {@creature Magmin||magmins} (attitude: {@dice 1d6}) searching for something sizable to burn"],["6","{@dice 2d4} {@creature Azer||azers} assembling pieces of a {@creature helmed horror} (attitude for all: {@dice 1d10})"],["7","2 {@creature Fire Elemental||fire elementals} (attitude: {@dice 1d8}) flitting adoringly around a bonfire"],["8","1 {@creature young red dragon} (attitude: {@dice 1d4 + 1}) picking through the remains of a burned-out caravan"],["9","1 {@creature fire giant of Evil Fire|BGG} (attitude: {@dice 1d4 + 1}) conquering in the name of Imix, Prince of Evil Fire"],["10","1 {@creature flameskull} (attitude: {@dice 1d8 + 2}) searching for a lost spellbook from its living days"],["11","1 {@creature fire elemental myrmidon|MPMM} guarding 1 {@creature azer} (attitude for both: {@dice 1d6 + 2}) that is gathering metal or other raw material"],["12","1 {@creature phoenix|MPMM} (attitude: {@dice 1d8 + 3}) traveling to or from a site of great devastation"]]},{"name":"Elemental Water Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Water Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Sea Hag||coven} of 3 {@creature Sea Hag||sea hags} (attitude: {@dice 1d4 + 1}) trying to peer into the future"],["2","1 {@creature cult fanatic} and {@dice 2d6} {@creature Cultist||cultists} of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with {@dice 1d2} {@creature Chuul||chuuls} (attitude for all: {@dice 1d4 +1})"],["3","1 {@creature rime hulk|BGG} (attitude: {@dice 1d6}) wailing and stalking"],["4","1 {@creature storm crab|BGG} (attitude: {@dice 1d8}) traveling in a straight path with purpose"],["5","1 {@creature frost giant of Evil Water|BGG} (attitude: {@dice 1d6}) considering going on a rampage"],["6","1 {@creature marid} singing as it lounges with 1 {@creature water elemental} (attitude for both: {@dice 1d10})"],["7","1 {@creature hydra} (attitude: {@dice 1d4 + 1}) hunting"],["8","2 {@creature Water Weird||water weirds} (attitude: {@dice 1d8}) keeping watch in small pools"],["9","1 {@creature dragon turtle} (attitude: {@dice 1d12}) searching for an advantage against a rival {@creature kraken}"],["10","2 {@creature Water Elemental||water elementals} (attitude: {@dice 1d10}) diligently making furrows in the sand using their bodies, creating a sprawling pattern"],["11","2 {@creature Water Elemental Myrmidon|MPMM|water elemental myrmidons} (attitude: {@dice 1d6 + 2}) barring a passage or portal"],["12","1 {@creature leviathan|MPMM} (attitude: {@dice 1d8}) swimming through an exceptionally high tide"]]},{"name":"Fiendish Incursion Encounters","type":"table","source":"BGG","page":52,"caption":"Fiendish Incursion Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature Barlgura||barlguras} (attitude: {@dice 1d4 + 1}) capering around a blasphemous idol"],["2","1 {@creature arcanaloth} (attitude: {@dice 1d12}) searching for a tempting bit of lost lore"],["3","2 {@creature Chain Devil||chain devils} (attitude: {@dice 1d6}) suspending corpses on spiked chains"],["4","1 {@creature fury of Kostchtchie|BGG} performing a rite with 2 {@creature Troll||trolls} (attitude for all: {@dice 1d6})"],["5","1 {@creature echo of Demogorgon|BGG} (attitude: {@dice 1d4 + 1}) building a two-headed effigy from corpses"],["6","1 {@creature stalker of Baphomet|BGG} (attitude: {@dice 1d4 + 1}) and 2 {@creature minotaur} cultists (attitude: {@dice 1d4 + 1}) stalking a {@creature scout} (attitude: {@dice 1d10 + 4})"],["7","1 {@creature maw of Yeenoghu|BGG} with 4 {@creature Gnoll||gnolls} and 4 {@creature Hyena||hyenas} (attitude for all: {@dice 1d4 + 1}), all stalking prey"],["8","1 {@creature marilith} (attitude: {@dice 1d4 + 2}) searching for a renowned giant smith to forge six new swords"],["9","1 {@creature cambion} (attitude: {@dice 1d8}) trading verbal jabs with 1 {@creature succubus} (attitude: {@dice 1d12})"],["10","1 {@creature fire hellion|BGG} (attitude: {@dice 1d6}) conjuring 1 {@creature bone devil} (attitude: {@dice 1d12}) into a red-hot iron circle"]]},{"name":"Fire Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Fire Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fire giant of Evil Fire|BGG} overseeing the rampage of 2 {@creature Fire Elemental||fire elementals} (attitude for all: {@dice 1d4 + 1})"],["2","1 {@creature fire giant forgecaller|BGG} using a {@creature xorn} (attitude for both: {@dice 1d10}) to track down mineral deposits"],["3","1 {@creature fire giant} (attitude: {@dice 1d10}) feeding {@dice 1d4 + 1} {@creature Hell Hound||hell hounds} (attitude: {@dice 1d6})"],["4","{@dice 2d4} {@creature Rust Monster||rust monsters} (attitude: {@dice 1d10}, automatically hostile toward anyone using metal objects) following the scent of iron"],["5","1 {@creature firegaunt|BGG} (attitude: {@dice 1d6}) stalking its former fellows who betrayed it"],["6","2 {@creature Troll||trolls} (attitude: {@dice 1d10 + 3}) terrified to disobey the orders of 1 {@creature fire giant} (attitude: {@dice 1d6})"],["7","1 soot-caked {@creature iron golem} (attitude: {@dice 1d6})"],["8","1 {@creature fire giant} smith (attitude: {@dice 1d10}) working on a breastplate sized for a Large creature"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) hauling a load of ore from a mine"],["10","3 {@creature Fire Giant||fire giants} (attitude: {@dice 1d6 + 1}) battling an {@creature adult red dragon} (attitude: {@dice 1d6})"],["11","1 {@creature fire giant} (attitude: {@dice 1d8 + 1}) leading 4 {@creature Firenewt Warrior|MPMM|firenewt warriors} (attitude: {@dice 1d8 + 1}) riding {@creature Giant Strider|MPMM|giant striders} (attitude: {@dice 1d8 + 3})"],["12","1 {@creature fire giant dreadnought|MPMM} (attitude: {@dice 1d6}) on guard"]]},{"name":"Fomorian Encounters","type":"table","source":"BGG","page":46,"caption":"Fomorian Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fomorian noble|BGG} (attitude: {@dice 1d8 + 2}) studying a treatise on arcane phenomena"],["2","{@dice 1d4 + 2} {@creature Hook Horror||hook horrors} (attitude: {@dice 1d6}) banging their hooks on rocks or their bodies"],["3","1 {@creature fomorian} (attitude: {@dice 1d4 + 1}) with 5 {@creature commoner} captives (attitude: {@dice 1d8 + 4})"],["4","1 {@creature fomorian deep crawler|BGG} (attitude: {@dice 1d4 + 1}) scuttling in search of victims"],["5","1 {@creature fomorian} (attitude: {@dice 1d10}) supervising 1 {@creature umber hulk} (attitude: {@dice 1d6}) as it digs new tunnels"],["6","{@dice 2d4} {@creature Flumph||flumphs} (attitude: {@dice 1d8 + 4}) trying to avoid 1 {@creature ettin ceremorph|BGG} (attitude: {@dice 1d4 + 1}) while feeding on the ettin's psionic energy"],["7","2 {@creature Mind Flayer||mind flayers} (attitude: {@dice 1d4 + 1}) telepathically discussing the finer points of a brain they just shared"],["8","1 {@creature fomorian} (attitude: {@dice 1d8}) contemplating a gemstone it thinks is floating but that is actually suspended inside 1 {@creature gelatinous cube} (attitude: {@dice 1d4 + 1})"],["9","1 {@creature fomorian warlock of the dark|BGG} (attitude: {@dice 1d8 + 2}) seeking omens in the twisting slither of 1 {@creature neothelid|MPMM} (attitude: {@dice 1d8})"],["10","1 {@creature ulitharid|MPMM} (attitude: {@dice 1d6}) bargaining with 1 {@creature fomorian} (attitude: {@dice 1d8}) to establish a new mind flayer colony in the fomorian's territory"]]},{"name":"Forest Encounters (Levels 1—4)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02","{@dice 1d4} {@creature cat||cats}"],["03","{@dice 2d4} woodcutters ({@creature commoner||commoners})"],["04","1 {@creature badger} or {@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["05","{@dice 2d8} {@creature baboon||baboons}"],["06","{@dice 1d6 + 3} {@creature hyena||hyenas}"],["07","1 {@creature owl}"],["08","1 {@creature pseudodragon}"],["09","1 {@creature panther}"],["10","1 {@creature giant poisonous snake}"],["11","{@dice 1d6 + 2} {@creature boar||boars}"],["12","{@dice 1d4 + 1} {@creature giant lizard||giant lizards}"],["13","1 {@creature ape} or 1 {@creature tiger}"],["14","{@dice 2d6} {@creature tribal warrior||tribal warriors} with {@dice 1d6} {@creature mastiff||mastiffs}"],["15","{@dice 1d6 + 2} {@creature giant bat||giant bats} or {@dice 3d6} {@creature flying snake||flying snakes}"],["16","1 {@creature scout} or {@dice 2d4} {@creature guard||guards} with {@dice 1d6} {@creature mastiff||mastiffs}"],["17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18","{@dice 1d3} {@creature constrictor snake||constrictor snakes}"],["19","{@dice 1d10 + 5} {@creature giant rat||giant rats} or {@dice 2d6 + 3} {@creature giant weasel||giant weasels}"],["20","{@dice 1d4 + 1} {@creature needle blight||needle blights} with {@dice 1d6 + 3} {@creature twig blight||twig blights}"],["21-25","A lost, weeping child. If the characters take the child home, the parents reward them with {@dice 1d3} potions of healing."],["26","{@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["27","{@dice 4d4} {@creature kobold||kobolds}"],["28","{@dice 1d3} {@creature black bear||black bears}"],["29","{@dice 3d6} {@creature stirge||stirges}"],["30","1 {@creature satyr}"],["31","{@dice 2d4} {@creature kenku}"],["32","{@dice 1d3} {@creature vine blight||vine blights} with {@dice 1d12} {@creature awakened shrub||awakened shrubs}"],["33","{@dice 1d4} {@creature swarm of ravens||swarms of ravens}"],["34","1 {@creature faerie dragon (yellow)||faerie dragon} (yellow or younger)"],["35","{@dice 1d4 + 2} {@creature giant badger||giant badgers}"],["36-40","A young woodcutter ({@creature scout}) racing through the forest to rescue a lost friend"],["41","{@dice 2d4} {@creature blink dog||blink dogs}"],["42","{@dice 1d8 + 1} {@creature sprite||sprites}"],["43","{@dice 1d6 + 2} {@creature elk}"],["44","{@dice 1d4} {@creature lizardfolk} or {@dice 3d6} {@creature bandit||bandits}"],["45","{@dice 1d4 + 4} {@creature wolf||wolves}"],["46","{@dice 2d4} {@creature giant wolf spider||giant wolf spiders}"],["47","1 {@creature swarm of insects} or {@dice 2d8} {@creature blood hawk||blood hawks}"],["48","{@dice 1d6 + 2} {@creature pixie||pixies}"],["49","1 {@creature brown bear}"],["50","{@dice 1d4 + 3} {@creature goblin||goblins}"],["51","{@dice 1d3} {@creature dryad||dryads}"],["52","1 {@creature awakened tree}"],["53","1 {@creature phase spider}"],["54","{@dice 1d6} {@creature harpy||harpies}"],["55","1 {@creature ettercap} or {@dice 1d8 + 1} {@creature orc||orcs}"],["56","1 {@creature goblin boss} with {@dice 2d6 + 1} {@creature goblin||goblins}"],["57","1 {@creature ankheg}"],["58","1 {@creature giant constrictor snake}"],["59","{@dice 1d4} {@creature bugbear||bugbears} or {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["60","1 {@creature pegasus}"],["61-65","A stream of cool, clean water flowing between the trees"],["66","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} or 1 {@creature ogre}"],["67","1 {@creature faerie dragon (green)||faerie dragon} (green or older)"],["68","1 {@creature werewolf} or {@dice 1d8 + 1} {@creature worg||worgs}"],["69","1 {@creature druid} harvesting mistletoe"],["70","1 {@creature will-o'-wisp}"],["71","{@dice 1d4} {@creature dire wolf||dire wolves} or 1 {@creature giant boar}"],["72","{@dice 1d10} {@creature giant wasp||giant wasps}"],["73","1 {@creature owlbear} or 1 {@creature giant elk}"],["74","{@dice 2d6} {@creature gnoll||gnolls}"],["75","{@dice 1d6} {@creature giant toad||giant toads}"],["76-80","{@dice 1d6} web cocoons hanging from the branches, holding withered carcasses"],["81","1 {@creature wereboar} or {@dice 1d4} {@creature giant boar||giant boars}"],["82","{@dice 1d6 + 2} {@creature giant spider||giant spiders}"],["83","{@dice 1d4} {@creature centaur||centaurs} or {@dice 1d4} {@creature giant elk}"],["84","1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 2} {@creature orc||orcs}"],["85","1 {@creature gnoll fang of Yeenoghu}"],["86","{@dice 1d4} {@creature grick||gricks}"],["87","1 {@creature bandit captain} with {@dice 2d6 + 3} {@creature bandit||bandits}"],["88","{@dice 1d4} {@creature wererat||wererats}"],["89","1 {@creature couatl} (day) or 1 {@creature banshee} (night)"],["90","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["91","{@dice 2d4} {@creature berserker||berserkers} or {@dice 1d4} {@creature veteran||veterans}"],["92","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d10 + 2} {@creature lizardfolk}"],["93","{@dice 1d4} {@creature displacer beast||displacer beasts}"],["94","{@dice 1d3} {@creature green hag||green hags}"],["95","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins} and {@dice 1d4} {@creature giant boar||giant boars}"],["96","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d6 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["97","{@dice 1d3} {@creature weretiger||weretigers}"],["98","1 {@creature gorgon} or 1 {@creature unicorn}"],["99","1 {@creature shambling mound}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Forest Encounters (Levels 5—10)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d4} {@creature vine blight||vine blights}"],["02","{@dice 2d6} {@creature hobgoblin||hobgoblins} or {@dice 2d6} {@creature orc||orcs}"],["03","{@dice 2d4} {@creature ape||apes} or {@dice 2d4} {@creature satyr||satyrs}"],["04","{@dice 1d3} {@creature will-o'-wisp||will-o'-wisps}"],["05","{@dice 1d4} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["06","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 1d8 + 2} {@creature orc||orcs}"],["07","{@dice 1d3} {@creature constrictor snake||constrictor snakes} or {@dice 1d4} {@creature tiger||tigers}"],["08","1 {@creature goblin boss} with {@dice 3d6} {@creature goblin||goblins}"],["09","1 {@creature faerie dragon (red)||faerie dragon} (any age)"],["10","1 {@creature brown bear} or {@dice 1d6 + 2} {@creature black bear||black bears}"],["11-13","{@dice 1d4} {@creature giant boar||giant boars}"],["14-15","{@dice 1d8 + 1} {@creature giant spider||giant spiders}"],["16-17","1 {@creature lizardfolk shaman} with {@dice 2d4} {@creature lizardfolk}"],["18","{@dice 1d10} {@creature giant toad||giant toads}"],["19","{@dice 1d4} {@creature ankheg||ankhegs}"],["20","{@dice 1d3} {@creature awakened tree||awakened trees} (day) or 1 {@creature banshee} (night)"],["21-25","A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven."],["26","1 {@creature couatl}"],["27-28","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d6 + 2} {@creature half-ogre (ogrillon)||half-ogres}"],["29-30","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["31-32","{@dice 1d6} {@creature wererat||wererats}"],["33","{@dice 1d4} {@creature grick||gricks}"],["34","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["35","{@dice 1d6} {@creature pegasus||pegasi}"],["36-40","An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour."],["41-42","{@dice 1d6 + 2} {@creature dryad||dryads}"],["43","{@dice 1d4} {@creature giant elk}"],["44","{@dice 1d8 + 1} {@creature harpy||harpies}"],["45-46","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 1d6 + 5} {@creature bandit||bandits}"],["47-48","{@dice 2d4} {@creature dire wolf||dire wolves}"],["49-50","{@dice 2d4} {@creature bugbear||bugbears}"],["51-52","{@dice 2d4} {@creature centaur||centaurs}"],["53-54","{@dice 3d10} {@creature blink dog||blink dogs}"],["55-56","{@dice 1d4} {@creature owlbear||owlbears}"],["57-58","{@dice 1d8 + 1} {@creature berserker||berserkers}"],["59-60","{@dice 1d3} {@creature green hag||green hags}"],["61-65","A clear pool of water with {@dice 1d6} sleeping animals lying around its edge"],["66-67","{@dice 1d4} {@creature werewolf||werewolves}"],["68-69","1 {@creature werebear}"],["70-71","{@dice 1d8 + 1} {@creature ettercap||ettercaps}"],["72-73","{@dice 2d10} {@creature elk}"],["74-75","{@dice 1d4} {@creature veteran||veterans}"],["76-80","An old tree with a wizened face carved into the trunk"],["81","{@dice 1d4} {@creature wereboar||wereboars}"],["82","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["83","{@dice 1d4} {@creature shambling mound||shambling mounds}"],["84","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins} and {@dice 4d12} {@creature goblin||goblins}"],["85","1 {@creature yuan-ti abomination}"],["86","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["87","{@dice 1d4} {@creature troll||trolls}"],["88","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["89","1 {@creature oni}"],["90","{@dice 1d4} {@creature unicorn||unicorns}"],["91","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["92","1 {@creature young green dragon}"],["93","{@dice 1d4} {@creature gorgon||gorgons}"],["94","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature treant}"],["96","{@dice 1d4} {@creature revenant||revenants}"],["97","1 {@creature grick alpha} with {@dice 1d6 + 1} {@creature grick||gricks}"],["98","{@dice 1d4} {@creature giant ape||giant apes}"],["99","1 {@creature guardian naga}"],["00","1 {@creature adult gold dragon}"]]},{"name":"Forest Encounters (Levels 11—16)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature werebear}"],["04-05","{@dice 1d4} {@creature druid||druids} performing a ritual for the dead (day only) or {@dice 1d4} {@creature banshee||banshees} (night only)"],["06-07","{@dice 1d3} {@creature couatl||couatls}"],["08-10","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu} with {@dice 2d6 + 3} {@creature gnoll||gnolls}"],["11-15","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["16-20","{@dice 1d6 + 2} {@creature veteran||veterans}"],["21-25","A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool."],["26-30","{@dice 1d4 + 1} {@creature green hag||green hags} with {@dice 1d3} {@creature owlbear||owlbears}"],["31-35","{@dice 1d6 + 2} {@creature werewolf||werewolves}"],["36-40","A small woodland shrine dedicated to a mysterious cult named the Siswa"],["41-45","{@dice 1d6 + 2} {@creature phase spider||phase spiders}"],["46-50","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-52","{@dice 1d3} {@creature werebear||werebears}"],["53-54","{@dice 1d4} {@creature revenant||revenants}"],["55-56","1 {@creature young green dragon}"],["57-58","{@dice 1d4} {@creature troll||trolls}"],["59-60","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["61-65","A group of seven people ({@creature commoner||commoners}) wearing animal masks and ambling through the woods"],["66-67","{@dice 1d4} {@creature gorgon||gorgons}"],["68-69","{@dice 1d3} {@creature shambling mound||shambling mounds}"],["70-71","1 {@creature treant}"],["72-73","{@dice 1d4} {@creature unicorn||unicorns}"],["74-75","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["76-80","Peals of silvery laughter that echo from a distance"],["81-82","1 {@creature guardian naga}"],["83-84","1 {@creature young gold dragon}"],["85-86","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["87-88","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["89-90","1 {@creature adult green dragon}"],["91-93","{@dice 1d8 + 1} {@creature giant ape||giant apes}"],["94-96","{@dice 2d4} {@creature oni}"],["97-99","{@dice 1d3} {@creature treant||treants}"],["00","1 {@creature ancient green dragon}"]]},{"name":"Forest Encounters (Levels 17—20)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature young green dragon}"],["06-10","1 {@creature treant}"],["11-13","1 {@creature guardian naga}"],["14-16","{@dice 1d10} {@creature revenant||revenants}"],["17-19","{@dice 1d8 + 1} {@creature unicorn||unicorns}"],["20-22","{@dice 1d3} {@creature grick alpha||grick alphas}"],["23-25","For a few hundred feet, wherever the characters step, flowers bloom and emit soft light."],["26-28","1 {@creature young gold dragon}"],["29-31","{@dice 1d6 + 2} {@creature shambling mound||shambling mounds}"],["32-34","{@dice 2d4} {@creature werebear||werebears}"],["35-37","{@dice 1d4} {@creature oni}"],["38-40","{@dice 4d6 + 10} elves living in a small community in the treetop"],["41-43","{@dice 1d6 + 2} {@creature gorgon||gorgons}"],["44-46","{@dice 2d4} {@creature troll||trolls}"],["47-49","{@dice 1d4} {@creature giant ape||giant apes}"],["50-52","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["53-62","{@dice 1d3} {@creature young green dragon||young green dragons}"],["63-65","A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way"],["66-75","{@dice 1d4} {@creature treant||treants}"],["76-80","A cairn set atop a low hill"],["81-90","1 {@creature adult gold dragon}"],["91-96","1 {@creature ancient green dragon}"],["97-99","{@dice 2d4 + 1} {@creature treant||treants}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Frost Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Frost Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) leading 1 {@creature titanothere|BGG} (attitude: {@dice 1d10}) loaded with fur and timber"],["2","1 {@creature young silver dragon} (attitude: {@dice 1d10 + 3}) tracking a frost giant raiding party"],["3","1 {@creature frost giant} hunting with {@dice 1d4} {@creature Winter Wolf||winter wolves} (attitude for all: {@dice 1d6})"],["4","2 {@creature Frost Giant||frost giants} (attitude: {@dice 1d6 + 2}) burying a body that rises as 1 {@creature frostmourn|BGG} (attitude: {@dice 1d4 + 1}) in the process"],["5","{@dice 2d4} {@creature Giant Goat||giant goats} (attitude: {@dice 1d6 + 4}) wandering about with chewed tethers"],["6","1 {@creature troll} (attitude: {@dice 1d10 + 2}) anxiously searching for the lost goats it tends for a frost giant tribe"],["7","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) building a wind shelter from ice blocks"],["8","1 {@creature frost giant ice shaper|BGG} (attitude: {@dice 1d10}) performing a sacrifice to Thrym"],["9","1 bored {@creature troll amalgam|BGG} (attitude: {@dice 1d10}) throwing its arm at a stack of boulders"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) on a pilgrimage"],["11","1 {@creature ogre bolt launcher|MPMM} and {@dice 1d4 + 2} {@creature Ogre||ogres} (attitude for all: {@dice 1d6}) bringing spoils from a raid to their frost giant leader"],["12","1 {@creature frost giant everlasting one|MPMM} (attitude: {@dice 1d4 + 1}) plotting revenge against the tribe that exiled it"]]},{"name":"Giant Construct Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Construct Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature runic colossus|BGG} (attitude: {@dice 1d6}) slowly rousing from a dormant state"],["2","{@dice 2d4} {@creature Animated Armor||animated armors} (Large) and 1 {@creature rug of smothering} (attitude for all: {@dice 1d6}) keeping watch"],["3","1 {@creature iron golem} (attitude: {@dice 1d6}) patrolling"],["4","1 {@creature shield guardian} (attitude: {@dice 1d12}) searching for its master"],["5","1 {@creature stone golem} (attitude: {@dice 1d6}) crudely carved to resemble a hill giant"],["6","{@dice 1d4 + 1} {@creature Helmed Horror||helmed horrors} (attitude: {@dice 1d8}) in a partially dormant state, as if asleep"],["7","2 {@creature Flesh Golem||flesh golems} (Large; attitude: {@dice 1d6}) made from ogre corpses stitched with copper wire"],["8","1 {@creature clay golem} (attitude: {@dice 1d6 + 6}) awaiting the fulfillment of a verse of ancient prophecy, which the characters could fulfill"],["9","1 {@creature cadaver collector|MPMM} (attitude: {@dice 1d8}) gathering bodies destined to become a {@creature flesh colossus|BGG} (described in {@book chapter 6|BGG|6|Flesh Colossus})"],["10","1 {@creature retriever|MPMM} (attitude: {@dice 1d6}) searching for a thief who stole a Giant rune"]]},{"name":"Giant Kin Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Kin Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of {@dice 2d6} {@creature Ogre||ogres} (attitude: {@dice 1d6}) fawning over enormous Giant runes inscribed in the ground"],["2","{@dice 1d4} {@creature Cyclops||cyclopes} (attitude: {@dice 1d10}) tending a herd of sheep"],["3","1 {@creature troll} and {@dice 2d4} {@creature Orc||orcs} (attitude for all: {@dice 1d8}) scouting new settlement locations"],["4","1 {@creature troll mutate|BGG} (attitude: {@dice 1d6}) drawing, scratching, or painting with too many claws"],["5","{@dice 1d4} {@creature Firbolg Primeval Warden|BGG|firbolg primeval wardens} (attitude: {@dice 1d12}) making camp"],["6","{@dice 1d4 + 1} {@creature Fensir Skirmisher|BGG|fensir skirmishers} (attitude: {@dice 1d6 + 2}) frantically gathering and hunting food to stockpile"],["7","1 {@creature firbolg wanderer|BGG} (attitude: {@dice 1d8}) reluctantly bargaining with 1 {@creature green hag} (attitude: {@dice 1d8 + 3})"],["8","2 {@creature Ettin||ettins} (attitude: {@dice 1d8}) playing cards, with each head as an individual player in a four-player game"],["9","2 {@creature Ogre Chain Brute|MPMM|ogre chain brutes} (attitude: {@dice 1d4 + 1}) demolishing a small structure"],["10","1 {@creature dire troll|MPMM} (attitude: {@dice 1d6}) eating a dead troll before it regenerates"]]},{"name":"Giant Necropolis Encounters","type":"table","source":"BGG","page":54,"caption":"Giant Necropolis Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature young red shadow dragon} (attitude: {@dice 1d4 + 1}) seeking treasures steeped in sorrow"],["2","2 {@creature Cairnwight|BGG|cairnwights} (attitude: {@dice 1d6 + 3}) critiquing each other's artistic works in progress"],["3","1 {@creature barrowghast|BGG} and 2 {@creature Zombie||zombies} (attitude for all: {@dice 1d4 + 1}) prowling for living creatures to slay"],["4","1 {@creature frostmourn|BGG} (attitude: {@dice 1d8 + 1}) contemplating the many notches on its greataxe"],["5","{@dice 1d4} {@creature Shadow||shadows} (attitude: {@dice 1d8}) playing out the last moments of their lives as a shadow puppet show on a wall"],["6","{@dice 2d6} {@creature Zombie||zombies} (attitude: {@dice 1d4 + 1}) shuffling listlessly, following a path of Giant runes painted in dried blood"],["7","1 {@creature firegaunt|BGG} (attitude: {@dice 1d4 + 1}) killing and destroying, desperately hoping someone will end its existence"],["8","1 {@creature flesh colossus|BGG} (attitude: {@dice 1d6}) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect"],["9","1 {@creature tempest spirit|BGG} (attitude: {@dice 1d6}) searching for lost magical knowledge"],["10","1 {@creature spectral cloud|BGG} (attitude: {@dice 1d12}) wandering with a ghostly green lantern"]]},{"name":"Grassland Encounters (Levels 1—5)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 1—5)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature hobgoblin captain} with {@dice 1d4 + 1} {@creature hobgoblin||hobgoblins}"],["02","1 {@creature chimera}"],["03","1 {@creature gorgon}"],["04","{@dice 1d2} {@creature couatl||couatls}"],["05","1 {@creature ankylosaurus}"],["06","1 {@creature weretiger}"],["07","{@dice 1d3} {@creature allosaurus||allosauruses}"],["08-09","{@dice 1d3} {@creature elephant||elephants}"],["10-14","A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside"],["15-16","1 {@creature phase spider}"],["17-18","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["19-20","1 {@creature pegasus}"],["21-22","1 {@creature ankheg}"],["23-24","{@dice 1d3} {@creature rhinoceros||rhinoceroses}"],["25-28","{@dice 1d3} {@creature cockatrice||cockatrices}"],["29-32","{@dice 1d6 + 2} {@creature giant wasp||giant wasps} or {@dice 1d4 + 3} {@creature swarm of insects||swarms of insects}"],["33-36","{@dice 1d4} {@creature jackalwere||jackalweres} or {@dice 1d4} {@creature scout||scouts}"],["37-40","{@dice 1d8} {@creature giant goat||giant goats} or {@dice 1d8} {@creature worg||worgs}"],["41-44","{@dice 2d4} {@creature hobgoblin||hobgoblins}, {@dice 2d4} {@creature orc||orcs}, or {@dice 2d4} {@creature gnoll||gnolls}"],["45-46","{@dice 1d2} {@creature giant poisonous snake||giant poisonous snakes}"],["47-48","{@dice 1d6 + 2} {@creature elk} or {@dice 1d6 + 2} {@creature riding horse||riding horses}"],["49-50","{@dice 2d4} {@creature goblin||goblins}"],["51-52","{@dice 1d3} {@creature boar||boars}"],["53-54","1 leopard ({@creature panther}) 1 {@creature lion}"],["55-58","{@dice 1d6 + 3} {@creature goblin||goblins} riding wolves"],["59-62","{@dice 2d6} {@creature giant wolf spider||giant wolf spiders} or 1 {@creature giant eagle}"],["63-65","{@dice 1d8 + 4} {@creature pteranodon||pteranodons}"],["66-69","{@dice 3d6} {@creature wolf||wolves}"],["70-74","{@dice 2d4 + 2} {@creature axe beak||axe beaks}"],["75-76","1 {@creature giant boar} or {@dice 1d2} {@creature tiger||tigers}"],["77-78","1 {@creature ogre} or {@dice 1d3} {@creature bugbear||bugbears}"],["79-80","{@creature giant elk} or 1 {@creature gnoll pack lord} or {@dice 1d3} {@creature giant hyena||giant hyenas}"],["81-82","{@dice 1d3} {@creature giant vulture||giant vultures} or {@dice 1d3} {@creature hippogriff||hippogriffs}"],["83-84","1 {@creature goblin boss} with {@dice 1d6 + 2} {@creature goblin||goblins} and {@dice 1d4 + 3} {@creature wolf||wolves}, or {@dice 1d3} {@creature thri-kreen}"],["85-89","{@dice 1d3} {@creature druid||druids} patrolling the wilds"],["90-91","{@dice 1d6} {@creature scarecrow||scarecrows} or 1 {@creature wereboar}"],["92-93","{@dice 1d3} {@creature centaur||centaurs} or {@dice 1d3} {@creature griffon||griffons}"],["94","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}, or 1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 1} {@creature orc||orcs}"],["95-96","1 {@creature triceratops}"],["97","1 {@creature cyclops} or 1 {@creature bulette}"],["98-99","{@dice 1d4} {@creature manticore||manticores}"],["00","1 {@creature tyrannosaurus rex}"]]},{"name":"Grassland Encounters (Levels 6—10)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 6—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d3} {@creature gorgon||gorgons}"],["02","{@dice 1d4} {@creature cyclops||cyclopes}"],["03-04","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["05-06","1 {@creature chimera}"],["07-09","{@dice 1d4 + 1} {@creature veteran||veterans} on {@creature riding horse||riding horses}"],["10-11","A tornado that touches down {@dice 1d6} miles away, tearing up the land for 1 mile before it dissipates"],["12-13","{@dice 1d3} {@creature manticore||manticores}"],["14-15","{@dice 2d4} {@creature ankheg||ankhegs}"],["16-17","{@dice 1d8 + 1} {@creature centaur||centaurs}"],["18-19","{@dice 1d6 + 2} {@creature griffon||griffons}"],["20-21","{@dice 1d6} {@creature elephant||elephants}"],["22-24","A stretch of land littered with rotting war machines, bones, and banners of forgotten armies"],["25-28","{@dice 1d8 + 1} {@creature bugbear||bugbears}"],["29-32","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["33-36","{@dice 2d4} {@creature scarecrow||scarecrows}"],["37-40","{@dice 1d12} {@creature lion||lions}"],["41-44","{@dice 1d10} {@creature thri-kreen}"],["45-46","1 {@creature allosaurus}"],["47-48","1 {@creature tiger}"],["49-50","{@dice 1d2} {@creature giant eagle||giant eagles} or {@dice 1d2} {@creature giant vulture||giant vultures}"],["51-52","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["53-54","{@dice 1d2} {@creature pegasus||pegasi}"],["55-58","1 {@creature ankylosaurus}"],["59-62","{@dice 1d2} {@creature couatl||couatls}"],["63-66","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 1} {@creature orc||orcs}"],["67-70","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["71-74","{@dice 1d4 + 1} {@creature rhinoceros||rhinoceroses}"],["75-76","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["77-78","{@dice 1d3} {@creature phase spider||phase spiders}"],["79-80","{@dice 1d6 + 2} {@creature giant boar||giant boars}"],["81-82","{@dice 2d4} {@creature giant elk}"],["83-84","{@dice 1d4} {@creature ogre||ogres} with {@dice 1d4} {@creature orog||orogs}"],["85-87","A hot wind that carries the stench of rot"],["88-90","{@dice 1d3} {@creature weretiger||weretigers}"],["91-92","1 {@creature bulette}"],["93-94","A tribe of {@dice 2d20 + 20} nomads ({@creature tribal warrior||tribal warriors}) on {@creature riding horse||riding horses} following a herd of antelope ({@creature deer}). The nomads are willing to trade food, leather, and information for weapons."],["95-96","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["97","1 {@creature young gold dragon}"],["98-99","{@dice 1d4} {@creature triceratops||triceratopses}"],["00","{@dice 1d3} {@creature tyrannosaurus rex||tyrannosaurus rexes}"]]},{"name":"Grassland Encounters (Levels 11—16)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 3d6} {@creature wereboar||wereboars}"],["06-10","{@dice 2d10} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-17","An old road of paved stones, partly reclaimed by wilderness, that travels for {@dice 1d8} miles in either direction before ending"],["18-27","{@dice 1d12} {@creature couatl||couatls}"],["28-30","A witch ({@creature mage}) dwelling in a crude hut. She offers potions of healing, antitoxins, and other consumable items for sale in exchange for food and news."],["31-40","{@dice 2d10} {@creature elephant||elephants}"],["41-46","{@dice 2d4} {@creature weretiger||weretigers}"],["47-56","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["57-61","{@dice 1d3} {@creature chimera||chimeras}"],["62-66","5 {@creature triceratops||triceratopses}"],["67-69","A giant hole 50 feet across that descends nearly 500 feet before opening into an empty cave"],["70-79","{@dice 1d4 + 3} {@creature gorgon||gorgons}"],["80-88","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["89-90","A circular section of grass nearly a quarter-mile across that appears to have been pressed down; {@dice 1d4} more such circles connected by lines can be seen from overhead."],["91-96","{@dice 2d4} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Grassland Encounters (Levels 17—20)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 2d6} {@creature triceratops||triceratopses}"],["11-20","{@dice 1d10} {@creature gorgon||gorgons}"],["21-25","{@dice 2d6} {@creature hyena||hyenas} feeding on the carcass of a dead dinosaur"],["26-35","{@dice 3d6} {@creature bulette||bulettes}"],["36-40","A fiery chariot that races across the sky"],["41-50","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["51-60","{@dice 2d4} {@creature cyclops||cyclopes}"],["61-65","A valley where all the grass has died and the ground is littered with stumps and fallen tree trunks, all petrified"],["66-75","{@dice 2d10} {@creature wolf||wolves}"],["76-80","A friendly adventuring party of {@dice 1d6 + 1} characters of varying races, classes, and levels (average level {@dice 1d6 + 2}). They share information about their recent travels."],["81-90","{@dice 1d12} {@creature chimera||chimeras}"],["91-96","{@dice 1d6 + 2} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Hill Encounters (Levels 1—4)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature eagle}"],["02-03","{@dice 2d4} {@creature baboon||baboons}"],["04-06","{@dice 1d6} {@creature bandit||bandits}"],["07","{@dice 1d4} {@creature vulture||vultures}"],["08","{@dice 1d10} {@creature commoner||commoners}"],["09","1 {@creature raven}"],["10","1 {@creature poisonous snake}"],["11-13","{@dice 2d6} {@creature bandit||bandits} {@dice 2d6} {@creature tribal warrior||tribal warriors}"],["14","{@dice 2d8} {@creature goat||goats}"],["15","{@dice 1d6 + 4} {@creature blood hawk||blood hawks}"],["16","{@dice 1d4 + 3} {@creature giant weasel||giant weasels}"],["17-18","{@dice 1d3} {@creature guard||guards} with {@dice 1d2} {@creature mastiff||mastiffs} and 1 {@creature mule}"],["19-20","{@dice 1d6 + 5} {@creature hyena||hyenas}"],["21-22","{@dice 2d4} {@creature stirge||stirges}"],["23-25","An empty cave littered with bones"],["26","1 {@creature pseudodragon} or {@dice 1d3} {@creature giant owl||giant owls}"],["27","1 {@creature lion} or 1 cougar ({@creature panther})"],["28-30","{@dice 2d8} {@creature kobold||kobolds}"],["31","1 {@creature hippogriff}"],["32-34","{@dice 2d4} {@creature goblin||goblins}"],["35","1 {@creature worg}"],["36","{@dice 1d3} {@creature swarm of bats||swarms of bats} or {@dice 1d3} {@creature swarm of ravens||swarms of ravens}"],["37","1 {@creature giant eagle}"],["38-40","An old dwarf sitting on a stump, whittling a piece of wood"],["41","{@dice 1d4} {@creature elk}"],["42","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["43","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["44-45","{@dice 2d4} {@creature wolf||wolves}"],["46","1 {@creature swarm of insects}"],["47","{@dice 1d8 + 1} {@creature axe beak||axe beaks}"],["48-49","1 {@creature brown bear} or {@dice 1d3} {@creature boar||boars}"],["50","1 {@creature scout}"],["51","1 {@creature ogre}"],["52-53","{@dice 2d4} {@creature gnoll||gnolls}"],["54","1 {@creature giant elk}"],["55","{@dice 1d3 + 1} {@creature harpy||harpies}"],["56","1 {@creature werewolf}"],["57-58","{@dice 2d4} {@creature orc||orcs}"],["59","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["60","1 {@creature druid} or 1 {@creature veteran}"],["61-63","The corpse of an adventurer that carries an intact {@item explorer's pack|phb} and lies atop a longsword"],["64","1 {@creature green hag}"],["65-66","{@dice 1d3} {@creature dire wolf||dire wolves}"],["67-68","A small cemetery containing {@dice 2d6} graves"],["69-70","1 {@creature hobgoblin captain} with {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["71","{@dice 2d4} {@creature giant goat||giant goats}"],["72","1 {@creature manticore}"],["73-74","{@dice 1d6 + 2} {@creature hobgoblin||hobgoblins}"],["75","1 {@creature phase spider}"],["76-78","A pile of droppings from a very large bird"],["79","1 {@creature gnoll fang of Yeenoghu}"],["80","{@dice 1d3} {@creature giant boar||giant boars}"],["81","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["82","1 {@creature bandit captain} with {@dice 2d4} {@creature bandit||bandits}"],["83","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 2} {@creature orc||orcs}"],["84","{@dice 1d3} {@creature orog||orogs} or {@dice 1d4} {@creature berserker||berserkers}"],["85-86","1 {@creature ettin} or 1 {@creature wereboar}"],["87-88","1 {@creature goblin boss} with {@dice 2d6} {@creature goblin||goblins}"],["89","{@dice 1d3} {@creature griffon||griffons}"],["90","{@dice 1d3} {@creature peryton||perytons} or {@dice 1d4} {@creature pegasus||pegasi}"],["91-96","{@dice 1d3} {@creature troll||trolls}"],["97-99","1 {@creature cyclops}"],["00","1 {@creature stone giant}"]]},{"name":"Hill Encounters (Levels 5—10)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature pegasus||pegasi} or {@dice 1d3} {@creature peryton||perytons}"],["02","{@dice 1d6 + 2} {@creature giant goat||giant goats}"],["03","1 {@creature manticore}"],["04","{@dice 1d8 + 1} {@creature gnoll||gnolls} or {@dice 1d8 + 1} {@creature hobgoblin||hobgoblins}"],["05","{@dice 1d4} {@creature lion||lions}"],["06","{@dice 1d6 + 2} {@creature worg||worgs}"],["07","{@dice 1d4} {@creature brown bear||brown bears}"],["08","{@dice 3d6} {@creature axe beak||axe beaks}"],["09","1 {@creature half-ogre (ogrillon)||half-ogre} with {@dice 2d6} {@creature orc||orcs}"],["10","{@dice 2d10} {@creature winged kobold||winged kobolds}"],["11-12","1 {@creature goblin boss} with {@dice 1d4} {@creature dire wolf||dire wolves} and {@dice 2d6} {@creature goblin||goblins}"],["13","{@dice 1d6} {@creature giant elk}"],["14-15","{@dice 1d8 + 1} {@creature giant eagle||giant eagles}"],["16-17","{@dice 1d4} {@creature phase spider||phase spiders}"],["18-19","1 {@creature gnoll pack lord} with {@dice 2d4} {@creature giant hyena||giant hyenas}"],["20","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["21-25","A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side"],["26-27","{@dice 2d4} {@creature orog||orogs}"],["28-29","{@dice 1d4 + 1} {@creature griffon||griffons}"],["30-31","{@dice 1d6 + 2} {@creature harpy||harpies}"],["32-33","1 {@creature orc Eye of Gruumsh} with {@dice 2d6 + 3} {@creature orc||orcs}"],["34-35","{@dice 1d4 + 3} {@creature giant boar||giant boars}"],["36-40","A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in"],["41-42","{@dice 1d3} {@creature green hag||green hags}"],["43-44","{@dice 1d4} {@creature werewolf||werewolves}"],["45-46","{@dice 1d6 + 2} {@creature ogre||ogres}"],["47-48","1 {@creature hobgoblin captain} with {@dice 2d8} {@creature hobgoblin||hobgoblins}"],["49-50","1 {@creature bandit captain} with {@dice 3d6} {@creature bandit||bandits}"],["51-54","1 {@creature chimera}"],["55-58","{@dice 1d4} {@creature ettin||ettins}"],["59-62","{@dice 1d6 + 2} {@creature veteran||veterans} with {@dice 2d6} {@creature berserker||berserkers}"],["63-65","An abandoned wooden hut"],["66-69","1 {@creature galeb duhr}"],["70-73","1 {@creature bulette}"],["74-77","1 {@creature wyvern}"],["78-80","{@dice 2d6 + 10} {@creature goat||goats} with 1 herder ({@creature tribal warrior})"],["81-82","{@dice 1d3} {@creature hill giant||hill giants}"],["83-84","{@dice 2d4} {@creature wereboar||wereboars}"],["85-86","{@dice 1d4} {@creature revenant||revenants}"],["87-88","{@dice 1d2} {@creature gorgon||gorgons}"],["89-90","{@dice 1d8 + 1} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91-93","{@dice 1d4} {@creature cyclops||cyclopes}"],["94-96","1 {@creature young red dragon}"],["97-98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["00","1 {@creature roc}"]]},{"name":"Hill Encounters (Levels 11—16)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature manticore||manticores} or {@dice 2d8} {@creature phase spider||phase spiders}"],["02-04","{@dice 1d6} {@creature green hag||green hags} with {@dice 1d6} {@creature wyvern||wyverns}"],["05-07","1 {@creature hobgoblin captain} with 1 {@creature hill giant} and {@dice 4d10} {@creature hobgoblin||hobgoblins}"],["08-10","{@dice 2d6 + 3} {@creature werewolf||werewolves}"],["11-14","{@dice 1d6 + 2} {@creature ettin||ettins}"],["15-18","{@dice 1d3} {@creature bulette||bulettes}"],["19-22","{@dice 1d4} {@creature werebear||werebears}"],["23-24","A stream of smoke emerging from a small chimney in the hillside"],["25-28","{@dice 1d4} {@creature wyvern||wyverns}"],["29-32","{@dice 1d8 + 1} {@creature wereboar||wereboars}"],["33-36","{@dice 1d3} {@creature revenant||revenants}"],["37-38","A mild earthquake that shakes the region for {@dice 1d20} seconds"],["39-42","{@dice 1d3} {@creature chimera||chimeras}"],["43-46","{@dice 1d4} {@creature gorgon||gorgons}"],["47-50","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["51-54","{@dice 1d4} {@creature hill giant||hill giants}"],["55-58","1 {@creature young red dragon}"],["59-62","{@dice 1d3 + 1} {@creature galeb duhr}"],["63-65","{@dice 2d10} dwarf miners ({@creature commoner||commoners}), whistling as they march toward their mine"],["66-69","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["70-73","{@dice 1d4} {@creature troll||trolls}"],["74-77","{@dice 1d3} {@creature cyclops||cyclopes}"],["78-80","{@dice 1d3} {@creature noble||nobles} with {@dice 1d4} {@creature scout||scouts} prospecting for gold"],["81-85","1 {@creature adult copper dragon}"],["86-90","{@dice 2d4} {@creature stone giant||stone giants}"],["91-96","{@dice 1d4} {@creature roc||rocs}"],["97-99","1 {@creature adult red dragon}"],["00","1 {@creature ancient copper dragon}"]]},{"name":"Hill Encounters (Levels 17—20)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d2} {@creature roc||rocs}"],["02-05","1 {@creature young red dragon}"],["06-10","{@dice 2d6} {@creature ettin||ettins}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-20","{@dice 1d10} {@creature revenant||revenants}"],["21-25","The white outline of an enormous horse carved into the side of a high hill"],["26-30","{@dice 1d6 + 1} {@creature gorgon||gorgons}"],["31-35","{@dice 2d4 + 1} {@creature troll||trolls}"],["36-40","The scorched remains of {@dice 2d10} humanoids littering a hillside"],["41-45","{@dice 2d4} {@creature hill giant||hill giants}"],["46-50","{@dice 1d6 + 2} {@creature werebear||werebears}"],["51-55","{@dice 2d4} {@creature galeb duhr}"],["56-60","{@dice 1d4 + 2} {@creature wyvern||wyverns}"],["61-65","A massive boulder partly buried in the earth as if it fell or was thrown there"],["66-70","1 {@creature adult copper dragon}"],["71-75","{@dice 1d6 + 3} {@creature cyclops||cyclopes}"],["76-80","The stub of an old stone tower jutting from the top of a hill"],["81-85","{@dice 2d4} {@creature stone giant||stone giants}"],["86-90","1 {@creature adult red dragon}"],["91-96","1 {@creature ancient copper dragon}"],["97-99","1 {@creature ancient red dragon}"],["00","{@dice 1d2} {@creature adult red dragon||adult red dragons} with {@dice 1d3} {@creature young red dragon||young red dragons}"]]},{"name":"Hill Giant Encounters","type":"table","source":"BGG","page":47,"caption":"Hill Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","2 {@creature Hill Giant||hill giants} charging at each other until their heads collide, while 4 {@creature Ogre||ogres} (attitude for all: {@dice 1d6 + 3}) watch and cheer"],["2","1 {@creature hill giant avalancher|BGG} (attitude: {@dice 1d8 + 2}) searching exasperatedly for a {@creature giant goose|BGG} that stole from the giant's bag"],["3","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d10}) trading broken weapons they've collected"],["4","1 {@creature hill giant} and 3 {@creature Ogre||ogres} (attitude for all: {@dice 1d12}) taking turns bowling ettin skulls at sticks stuck in the ground"],["5","1 {@creature hill giant} (attitude: {@dice 1d6 + 3}) dejectedly trying to reassemble a small stone building it accidentally demolished"],["6","{@dice 1d4} {@creature Otyugh||otyughs} (attitude: {@dice 1d10}) in a waste pit where hill giants dispose of feast remnants"],["7","1 {@creature hill giant} singing beautifully for {@dice 1d4} {@creature Dire Wolf||dire wolves} (attitude for all: {@dice 1d10 + 2})"],["8","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d8}) roasting a bear over a burning wagon and excessively seasoning it with spices plundered from the wagon"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) enjoying a feast"],["10","1 {@creature hill giant} (attitude: {@dice 1d6}) asking for food from a gang of {@dice 2d4} {@creature Bugbear||bugbears} (attitude: {@dice 1d6 + 2})"],["11","1 {@creature flind|MPMM} (attitude: {@dice 1d4 + 1}) leading a bloodthirsty party of 5 {@creature Gnoll Hunter|MPMM|gnoll hunters} (attitude: {@dice 1d6})"],["12","1 {@creature mouth of Grolantor|MPMM} (attitude: {@dice 1d6}) eating everything in reach, including the landscape"]]},{"name":"Megafauna World Encounters","type":"table","source":"BGG","page":54,"caption":"Megafauna World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Giant Ox|BGG|giant oxen} (attitude: {@dice 1d6 + 4}) grazing on shrubs, trees, or thatched roofs"],["2","{@dice 1d3} {@creature Titanothere|BGG|titanotheres} (attitude: {@dice 1d8 + 3}) roaming; one of them scratches an itch on trees, uprooting them in the process"],["3","1 {@creature giant goose|BGG} (attitude: {@dice 1d8}) running with an item from a hill giant's bag (see \"{@book Giant Bags|BGG|5|Giant Bags}\" in {@book chapter 5|BGG|5}) in its mouth"],["4","2 {@creature Mammoth||mammoths} (attitude: {@dice 1d6}) locking tusks in a territory dispute"],["5","1 {@creature gigant|BGG} (attitude: {@dice 1d4 + 1}) rampaging"],["6","{@dice 1d4} {@creature Saber-Toothed Tiger||saber-toothed tigers} (attitude: {@dice 1d10}) stalking near a herd of {@dice 2d4} {@creature giant elk} (attitude: {@dice 1d6 + 3})"],["7","1 {@creature purple worm} (attitude: {@dice 1d4 + 1}) following vibrations toward food"],["8","{@dice 2d6} {@creature Giant Tick|BGG|giant ticks} (attitude: {@dice 1d4 + 1}) sucking the last blood from a giant's corpse"],["9","1 {@creature froghemoth|MPMM} (attitude: {@dice 1d6}) trying to hide somewhere comically inadequate for its bulk"],["10","1 {@creature gray render|MPMM} (attitude: {@dice 1d6 + 3}) gnawing the scenery"]]},{"name":"Mortuary Encounters (Levels 1—4)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 1—4)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decapitated {@creature zombie} with the {@condition blinded} and {@condition deafened} conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects."],["2","{@dice 1d4} {@creature Will-o'-Wisp||will-o'-wisps} offer to guide the characters to their destination but might lead them to a deadly location in the Mortuary, such as a crematorium."],["3","A poshly dressed Duster {@creature wight} asks the characters to help them write a eulogy that's due in 10 minutes."],["4","A friendly {@creature death dog} trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch."],["5","Ten melancholy Dusters ({@creature Commoner||commoners}) conduct an open-casket funeral for a cheery {@creature skeleton} named Merle, who never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they'd like to say anything on behalf of the deceased."],["6","A lost {@creature animated coffin|AATM}* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination."],["7","{@dice 1d4} {@creature Zombie||zombies}, bloated and riddled with holes, shuffle up to the characters and each expel a {@creature swarm of rot grubs|MPMM}† at their feet. All the creatures are hostile toward the characters."],["8","A {@creature Heralds of Dust exorcist|AATM}* works to expel a {@creature dybbuk|MPMM}† from a corpse. The exorcist asks the characters to help in dispatch the Fiend."],["9","Two {@creature Bard|MPMM|bards}† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the characters interrupt or otherwise ruin the tune, {@dice 1d4} irascible {@creature Specter||specters} emerge from the walls and attack, causing the bards to flee."],["10","Three {@creature skeleton} farmers quietly tend to corpse-white grave flowers in an underground garden. Four {@creature Stench Kow|MPMM|stench kows}† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 5—10)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 5—10)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Three {@creature Ghost||ghosts} of long-dead nobles invite the characters to an incorporeal tea party."],["2","{@dice 1d8 + 3} {@creature Ghoul||ghouls} feast on a veritable smorgasbord of corpses in a chilly morgue. The ghouls attack any who disturb their meal."],["3","Twenty {@creature Skeleton||skeletons} parade down a dusty hall, dancing all the way. The skeletons are friendly toward characters who join their procession but attack any who impede it."],["4","Disguised as a Humanoid member of the Heralds of Dust, a {@creature planetar} sneaks through a crypt in hopes of raising one of its god's agents from the dead. The angel reveals itself to the characters and asks for help in finding its way."],["5","The party unknowingly enters a crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 ({@dice 8d10}) fire damage on a failed save, or half as much damage on a successful one."],["6","A {@creature stone golem} composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame."],["7","A passing {@creature animated coffin|AATM}* exhales a hostile cloud of {@creature vampiric mist|MPMM}† with an audible wheeze."],["8","{@dice 1d6 + 2} {@creature Vargouille|MPMM|vargouilles}† fly through the halls, looking for their next meal. The vargouilles attack the characters on sight."],["9","{@dice 1d4} {@creature Spawn of Kyuss|MPMM|spawns of Kyuss}† shamble through the Mortuary, infecting its corpses. A lawful neutral {@creature wight} shouts for the party's aid in curbing the infestation."],["10","Two {@creature lost sorrowsworn|MPMM},† manifestations of those who never reached the afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 11—16)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 11—16)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Factol Skall|AATM}* drifts through the Mortuary toward his {@area orrery|025|x} (detailed later in this supplement)."],["2","Two {@creature Guardian Naga||guardian nagas} slither up to the party. The nagas are collecting stories about those who have passed."],["3","A {@creature death tyrant}, eager to build its undead army, lingers outside a derelict crypt. The monster accosts any non-Undead it encounters."],["4","An {@creature arcanaloth} testator informs the characters they much each present a copy of their last will and testament to continue their exploration. If a character doesn't have a will, the testator offers to write one for them on the spot in exchange for 10 gp each."],["5","A {@creature githyanki knight} and four pallbearers ({@creature Githyanki Warrior||githyanki warriors}) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as one of their own."],["6","A sarcophagus-like {@creature animated coffin|AATM}* conveys a haughty {@creature mummy lord} to its tomb. Two {@creature Mummy||mummies} walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a bow; the mummies attack all who refuse."],["7","A {@creature cadaver collector|MPMM}† emerges from a portal to Acheron, dragging a cart of corpses behind it."],["8","A {@creature deathlock mastermind|MPMM}† leads four {@creature Deathlock|MPMM|deathlocks}† in an unholy ritual dedicated to the powers of death. To complete the ritual, the deathlocks require a living sacrifice—one of the characters would be perfect."],["9","Four {@creature Minotaur Skeleton||minotaur skeletons} carry a palanquin of bones supporting a hostile {@creature skull lord|MPMM}.†"],["10","A {@creature narzugon|MPMM}† astride a {@creature nightmare} patrols a stretch of catacombs as part of an archdevil's errand. The narzugon attacks any non-Undead, eager to add their souls to archdevil's growing collection."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mountain Encounters (Levels 1—4)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","1 {@creature eagle}"],["03-05","{@dice 1d3} {@creature swarm of bats||swarms of bats}"],["06-08","{@dice 1d6} {@creature goat||goats}"],["09-11","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["12-14","{@dice 1d6 + 3} {@creature pteranodon||pteranodons}"],["15-17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18-20","1 {@creature lion}"],["21-24","Stairs chiseled into the side of the mountain that climb {@dice 3d20 + 40} feet before ending abruptly"],["25-27","{@dice 2d10} {@creature stirge||stirges}"],["28-30","{@dice 2d4} {@creature aarakocra}"],["31-33","{@dice 2d6} dwarf soldiers ({@creature guard||guards}) with {@dice 1d6} {@creature mule||mules} laden with iron ore"],["34-36","1 {@creature giant eagle}"],["37-38","A small shrine dedicated to a lawful neutral god, perched on a stone outcropping"],["39-41","{@dice 2d8 + 1} {@creature blood hawk||blood hawks}"],["42-44","1 {@creature giant goat}"],["45-47","{@dice 3d4} {@creature kobold||kobolds}"],["48-50","1 {@creature half-ogre (ogrillon)||half-ogre}"],["51-53","1 {@creature berserker}"],["54-55","1 {@creature orog}"],["56","1 {@creature hell hound}"],["57","1 {@creature druid}"],["58-59","1 {@creature peryton}"],["60-61","{@dice 1d2} {@creature hippogriff||hippogriffs}"],["62","1 {@creature manticore}"],["63-64","{@dice 1d6 + 2} {@creature scout||scouts}"],["65-67","Enormous footprints left by a giant, which head into the mountain peaks"],["68-73","{@dice 2d4} {@creature orc||orcs}"],["74-75","1 {@creature giant elk}"],["76-77","1 {@creature veteran}"],["78-79","1 {@creature orc Eye of Gruumsh}"],["80","{@dice 1d4} {@creature harpy||harpies}"],["81","1 {@creature ogre}"],["82","1 {@creature griffon}"],["83","1 {@creature basilisk}"],["84-85","1 {@creature saber-toothed tiger}"],["86-90","A sparkling stream of water spilling from a crevice"],["91","{@dice 1d2} {@creature ettin||ettins}"],["92","1 {@creature cyclops}"],["93","1 {@creature troll}"],["94","1 {@creature galeb duhr}"],["95","1 {@creature air elemental}"],["96","1 {@creature bulette}"],["97","1 {@creature chimera}"],["98","1 {@creature wyvern}"],["99","1 {@creature stone giant}"],["00","1 {@creature frost giant}"]]},{"name":"Mountain Encounters (Levels 5—10)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d8 + 1} {@creature aarakocra}"],["03-04","1 {@creature lion} or 1 {@creature saber-toothed tiger}"],["05-06","{@dice 1d8 + 1} {@creature giant goat||giant goats}"],["07-08","{@dice 1d4 + 3} dwarf trailblazers ({@creature scout||scouts})"],["09-10","{@dice 1d6 + 2} {@creature orc||orcs}"],["11-15","{@dice 1d10} {@creature giant eagle||giant eagles}"],["16-20","{@dice 1d8 + 1} {@creature hippogriff||hippogriffs}"],["21-25","{@dice 1d8} fissures venting steam that partially obscures a 20-foot cube above each fissure"],["26-30","1 {@creature basilisk}"],["31-35","{@dice 1d12} {@creature half-ogre (ogrillon)||half-ogres}"],["36-40","A ravine blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be"],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d4} {@creature harpy||harpies}"],["51-52","1 {@creature galeb duhr}"],["53-54","1 {@creature bulette}"],["55-56","{@dice 1d10} {@creature berserker||berserkers}"],["57-58","{@dice 1d3} {@creature hell hound||hell hounds}"],["59-60","{@dice 1d8 + 1} {@creature veteran||veterans}"],["61-65","A distant mountain whose peak resembles a tooth"],["66-69","{@dice 1d4} {@creature ettin||ettins}"],["70-73","1 {@creature wyvern}"],["74-75","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 3d6 + 10} {@creature orc||orcs}"],["76-80","A row of {@dice 1d10 + 40} stakes upon which the bodies of kobolds, dwarves, or orcs are impaled"],["81-83","1 {@creature fire giant}"],["84-85","1 {@creature young silver dragon}"],["86-87","{@dice 1d4} {@creature air elemental||air elementals}"],["88-90","{@dice 1d4} {@creature troll||trolls}"],["91-92","{@dice 1d3 + 1} {@creature cyclops||cyclopes}"],["93-94","{@dice 1d4} {@creature chimera||chimeras}"],["95-96","1 {@creature cloud giant}"],["97","1 {@creature roc}"],["98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","1 {@creature young red dragon}"],["00","{@dice 1d4} {@creature frost giant||frost giants}"]]},{"name":"Mountain Encounters (Levels 11—16)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 1d8 + 1} {@creature basilisk||basilisks}"],["03-04","{@dice 2d4} {@creature hell hound||hell hounds}"],["05-06","{@dice 1d3} {@creature chimera||chimeras}"],["07-08","1 {@creature galeb duhr}"],["09-10","{@dice 2d6} {@creature veteran||veterans}"],["11-15","1 {@creature young silver dragon}"],["16-20","{@dice 2d4} {@creature troll||trolls}"],["21-25","1 red dragon gliding through the sky above the highest mountaintops"],["26-30","{@dice 1d8 + 1} {@creature manticore||manticores}"],["31-35","{@dice 1d4} {@creature cyclops||cyclopes}"],["36-40","Heavy snowfall that lasts for {@dice 1d6} hours"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 2} {@creature bulette||bulettes}"],["51-55","{@dice 1d4} {@creature stone giant||stone giants}"],["56-60","1 {@creature fire giant}"],["61-65","2 {@creature stone giant||stone giants} playing catch with a boulder a few hundred feet away"],["66-70","{@dice 1d8 + 1} {@creature ettin||ettins}"],["71-75","{@dice 1d3} {@creature frost giant||frost giants}"],["76-80","A wide crevasse, its depths shrouded in mist"],["81-85","{@dice 1d4} {@creature cloud giant||cloud giants}"],["86-90","1 {@creature adult silver dragon}"],["91-96","1 {@creature adult red dragon}"],["97-98","{@dice 1d4} {@creature roc||rocs}"],["99","1 {@creature ancient silver dragon}"],["00","1 {@creature ancient red dragon}"]]},{"name":"Mountain Encounters (Levels 17—20)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 1d10} {@creature bulette||bulettes}"],["06-10","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["11-15","1 {@creature adult silver dragon}"],["16-20","{@dice 1d8 + 1} {@creature wyvern||wyverns}"],["21-25","A massive boat perched atop a mountain"],["26-30","{@dice 2d4} {@creature galeb duhr}"],["31-35","{@dice 1d4} {@creature frost giant||frost giants}"],["36-40","A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 3} {@creature troll||trolls}"],["51-55","1 {@creature adult red dragon}"],["56-60","{@dice 1d4} {@creature cloud giant||cloud giants}"],["61-65","A waterfall hundreds of feet high that drops into a clear pool"],["66-70","{@dice 1d3} {@creature fire giant||fire giants}"],["71-75","{@dice 2d4} {@creature stone giant||stone giants}"],["76-80","A force of 100 dwarves ({@creature veteran||veterans}) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted)"],["81-85","{@dice 1d4} {@creature roc||rocs}"],["86-90","{@dice 1d4} {@creature young red dragon||young red dragons}"],["91-96","1 {@creature ancient silver dragon}"],["97-00","1 {@creature ancient red dragon}"]]},{"name":"Open Water Encounters (Levels 1—4)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","{@dice 3d6} {@creature Quipper||quippers}"],["04-08","1 {@creature swarm of quippers}"],["09-12","{@dice 3d10} {@creature Dolphin|VGM|dolphins}"],["13-14","1 {@creature giant octopus}"],["15-16","{@dice 1d4} {@creature Killer Whale||killer whales}"],["17-18","{@dice 1d6} {@creature merfolk}"],["19-20","{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}"],["21-24","{@dice 1d8} {@creature Giant Crab||giant crabs}"],["25-28","{@dice 1d4} {@creature Reef Shark||reef sharks}"],["29","1 {@creature hunter shark}"],["30-34","{@dice 1d4} {@creature sahuagin}"],["35-37","{@dice 1d4} {@creature koalinth|GoS}"],["38-40","A {@table Whirlpools; Whirlpool Rank|GoS|rank 1 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["41-45","{@dice 1d4} {@creature Locathah|GoS|locathahs}"],["46-51","{@dice 1d3} {@creature Harpy||harpies}"],["52-54","2 {@creature merrow}"],["55-57","1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}"],["58-59","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["60-62","1 {@creature plesiosaurus}"],["63-64","{@dice 1d3} {@creature Sea Hag||sea hags}"],["65-67","{@dice 1d4} {@creature Blood Hawk||blood hawks}"],["68-70","1 {@creature sahuagin champion|GoS}"],["71-74","1 {@creature giant shark}"],["75","1 {@creature young bronze dragon}"],["76-00","A ship ({@variantrule Random Ships|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 5—10)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature giant shark}"],["04-07","{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}"],["08-11","{@dice 1d10} {@creature Killer Whale||killer whales}"],["12-17","{@dice 3d6} {@creature merfolk}"],["18-25","1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS}"],["26-30","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["31-35","{@dice 2d4} {@creature Reef Shark||reef sharks}"],["36-38","{@dice 1d4} {@creature Hunter Shark||hunter sharks}"],["39-40","{@dice 1d4} {@creature Water Elemental||water elementals}"],["41","A {@table Whirlpools; Whirlpool Rank|GoS|rank 2 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["42-45","{@dice 2d4} {@creature Locathah|GoS|locathahs}"],["46-47","1 {@creature harpy matriarch|GoS} and {@dice 1d4} {@creature Harpy||harpies}"],["48-49","{@dice 2d4} {@creature merrow}"],["50-52","1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}"],["53-57","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["58-59","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["60-61","{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}"],["62-63","A coven of 3 {@creature Sea Hag||sea hags}"],["64-65","{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["66-69","1 {@creature hydra}"],["70-71","1 {@creature marid}"],["72","1 {@creature storm giant}"],["73","1 {@creature adult bronze dragon}"],["74","1 {@creature dragon turtle}"],["75-90","A ship ({@variantrule Random Ships|GoS|generated at random})"],["91-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 11—20)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature storm giant}"],["04-07","{@dice 2d6} {@creature Giant Shark||giant sharks}"],["08-11","1 {@creature marid}"],["12-18","1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions}"],["19-25","1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["26-28","{@dice 3d6} {@creature Reef Shark||reef sharks}"],["29-32","{@dice 2d6} {@creature Hunter Shark||hunter sharks}"],["33-39","A {@table Whirlpools; Whirlpool Rank|GoS|rank 3 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["40-43","A {@table Whirlpools; Whirlpool Rank|GoS|rank 4 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["44-45","{@dice 1d3} {@creature Hydra||hydras}"],["46-48","{@dice 1d4} {@creature koalinth sergeant|GoS} and {@dice 3d10} {@creature koalinth|GoS}"],["49-50","{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}"],["51-53","{@dice 3d6} {@creature merrow}"],["54-57","1 {@creature harpy matriarch|GoS} and {@dice 2d8} {@creature Harpy||harpies}"],["58-60","A coven of 3 {@creature Sea Hag||sea hags}"],["61-63","1 {@creature dragon turtle}"],["64","1 {@creature ancient bronze dragon}"],["65-75","A ship ({@variantrule Random Ships|GoS|generated at random})"],["76-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Ship Encounters","type":"table","source":"BAM","page":7,"caption":"Ship Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-07","{@vehicle Bombard|AAG} Leviathan, captained by Myrtle Hunt ({@creature giff warlord|BAM}*) and crewed by 8 {@creature Giff Shipmate|BAM|giff shipmates}* and 3 {@creature Mage||mages}†","{@dice 1d10 + 2}"],["08-16","{@vehicle Damselfly ship|AAG} Voidwinder, captained by Krig Kalu ({@creature hadozee explorer|BAM}*) and crewed by 1 {@creature drow}† and 7 {@creature Hadozee Shipmate|BAM|hadozee shipmates}*","{@dice 2d6 + 3}"],["17-23","{@vehicle Flying fish ship|AAG} Horizon, captained by Thaal Vod (renegade {@creature mind flayer arcanist}†) and crewed by 9 {@creature Plasmoid Warrior|BAM|plasmoid warriors}*","{@dice 1d12}"],["24-31","{@vehicle Hammerhead ship|AAG} Jander Sunstar, captained by Veluna Valderak ({@creature vampirate captain|BAM}*) and crewed by 13 {@creature Vampirate|BAM|vampirates}* and 1 {@creature priest}†","{@dice 1d12}"],["32-36","{@vehicle Lamprey ship|AAG} Astral Prize, crewed by 15 {@creature Psurlon Ringer|BAM|psurlon ringers},*† including Captain Uscath","{@dice 1d12}"],["37-39","{@vehicle Living ship|AAG} Eldervine, captained by Queth ({@creature aartuk elder|BAM}*) and crewed by 2 {@creature Aartuk Starhorror|BAM|aartuk starhorrors},*† 8 {@creature Aartuk Weedling|BAM|aartuk weedlings},* and Eldervine ({@creature treant})","{@dice 1d10}"],["40-45","{@vehicle Nautiloid|AAG} Neurophage, crewed by 4 {@creature Mind Flayer||mind flayers}† and 16 {@creature kuo-toa}, with {@dice 1d6} {@creature Grell||grells} and {@dice 1d6} {@creature Intellect Devourer||intellect devourers} as passengers","{@dice 1d6}"],["46-50","{@vehicle Nightspider|AAG} Malevolence, captained by Yeshk ({@creature neogi void hunter|BAM}*†) and crewed by 24 {@creature Neogi Pirate|BAM|neogi pirates}* and 5 {@creature Umber Hulk||umber hulks}","{@dice 1d6}"],["51-55","{@vehicle Scorpion ship|AAG} Claws of Huraj, captained by Huraj ({@creature hobgoblin captain}) and crewed by 1 {@creature bugbear} (first mate), 8 {@creature Hobgoblin||hobgoblins}, and 2 hobgoblin {@creature Priest||priests}†","{@dice 1d12}"],["56-61","{@vehicle Shrike ship|AAG} Fedifensor, captained by Yaj ({@creature githyanki xenomancer|BAM}*†) and crewed by 10 {@creature Githyanki Buccaneer|BAM|githyanki buccaneers}*†","{@dice 1d12}"],["62-66","{@vehicle Space galleon|AAG} Eleventh, captained by Xorpha Eleven-Eyes ({@creature beholder}) and crewed by 1 {@creature spectator} (first mate), 3 {@creature Cult Fanatic||cult fanatics},† and 16 {@creature Cultist||cultists}","{@dice 1d12}"],["67-72","{@vehicle Space galleon|AAG} Great Kindori, captained by Mystan the Mighty ({@creature djinni}†) and crewed by 1 {@creature invisible stalker} (first mate), 1 {@creature couatl},† 17 {@creature aarakocra}, and 1 {@creature rug of smothering}","{@dice 2d6 + 2}"],["73-78","{@vehicle Squid ship|AAG} Syken's Reach, captained by the pirate Arviglas Syken (human {@creature bandit captain}) and crewed by 1 {@creature cambion}† (Syken's daughter, Tenebra) and 11 {@creature Thug||thugs}","{@dice 1d12}"],["79-84","{@vehicle Star moth|AAG} Apex, captained by Xaleen ({@creature astral elf commander|BAM}*†) and crewed by 11 {@creature Astral Elf Warrior|BAM|astral elf warriors}* and 1 {@creature astral elf aristocrat|BAM}*†","{@dice 1d12}"],["85-90","{@vehicle Turtle ship|AAG} Snorkel, captained by Shelby Norkel (gnome {@creature mage}†) and crewed by 15 {@creature Autognome|BAM|autognomes}*","{@dice 1d10 + 3}"],["91-94","{@vehicle Tyrant ship|AAG} Doomdreamer, crewed by {@dice 2d4 + 2} {@creature Beholder||beholders}","{@dice 1d8}"],["95-00","{@vehicle Wasp ship|AAG} Adventure, abandoned and adrift (25 percent chance that its {@item spelljamming helm|AAG} is still aboard)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"Sigil Clerks' Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Clerks' Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cocky {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) offers their services to the party as a tout."],["2","A stiff-necked Fated tax collector ({@creature noble}), flanked by two {@creature Guard||guards}, smugly informs the characters they must each pay a \"promenade toll\" of 1 sp to proceed in their current direction."],["3","Out of breath and clearly hiding something on their person, a teenage tiefling {@creature spy} begs the characters to help them avoid two oncoming {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP})."],["4","A drunk elf {@creature commoner} stumbles out of an onion-shaped cab pulled by a sweet and gullible {@creature unicorn} named Corny. The unicorn asks the characters if they need a ride."],["5","A wizened, purple-robed Incantifer ({@creature archmage}) passes through the streets, eliciting nervous whispers from a crowd of onlookers."],["6","A {@creature Society of Sensation Muse|MPP} (see {@book Morte's Planar Parade|MPP}) dazzles the characters with a street-side performance."],["7","Olga, a bookish {@creature frost giant}, trips before the characters as she hurries to the {@book Hall of Records|SatO|2|Hall of Records}, sending a stack of titanic papers into the air."],["8","An obnoxious {@creature equinal guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) brays atop a street-side soapbox. They attempt to goad a character into a cynical debate about the future of Sigil."]]},{"name":"Sigil General Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil General Encounters","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature noble} pedestrian distractedly talking to 1 {@creature cranium rat squeaker|MPP}*"],["04-07","{@dice 1d4} {@creature dabus|MPP}*"],["08-10","1 {@creature scout} tumbling through a portal from the Material Plane"],["11-14","{@dice 1d4} {@creature Nightmare||nightmares} recklessly pulling a sedan chair"],["15-17","{@dice 1d10} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["18-22","{@dice 1d6} {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers}* on patrol"],["23-25","{@dice 1d6} {@creature dust mephit} messengers"],["26-28","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["29-32","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}*"],["33-36","{@dice 1d6} {@creature Quadrone||quadrones}"],["37-39","{@dice 1d4} {@creature Cranium Rat Squeaker Swarm|MPP|cranium rat squeaker swarms}*"],["40-43","1 {@creature Heralds of Dust Remnant|MPP|Herald of Dust remnant}* and {@dice 1d4} {@creature Zombie||zombies} collecting bodies"],["44-46","1 {@creature young copper dragon} sightseer"],["47-49","1 {@creature Mind's Eye matter smith|MPP}* carrying a rare gizmo"],["50-54","1 {@creature night hag} street vendor"],["55-57","{@dice 1d8} {@creature Bleak Cabal Void Soother|MPP|Bleak Cabal void soothers}* assisting locals"],["58-60","{@dice 1d4} {@creature Vrock||vrocks} on a shopping trip"],["61-63","{@dice 1d6} {@creature Equinal Guardinal|MPP|equinal guardinals}*"],["64-66","{@dice 1d6} {@creature Transcendent Order Instinct|MPP|Transcendent Order instincts}* parkouring through the crowd"],["67-69","{@dice 1d4} {@creature green slaad}"],["70-72","{@dice 1d4} {@creature Fated Shaker|MPP|Fated shakers}* collecting taxes"],["73-74","1 {@creature bone devil} late for a meeting"],["75-76","1 {@creature mage} who's overwhelmed, having just arrived from the Material Plane"],["77-79","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a criminal"],["80-81","{@dice 1d8} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["82-83","{@dice 1d4} {@creature maelephant|MPP}* mercenaries"],["84-85","{@dice 1d6} {@creature Doomguard rot blade|MPP}* monster hunters"],["86-87","1 {@creature planetar} looking for a shop"],["88-89","1 {@creature cuprilach rilmani|MPP}* spying on a target"],["90-91","1 {@creature Fraternity of Order law bender|MPP}*"],["92-93","{@dice 1d4} {@creature Cloud Giant||cloud giants} who've become lost"],["94-95","1 {@creature aboleth} in an aquarium sedan chair"],["96-97","1 {@creature kolyarut|MPP}*"],["98-99","A famous {@creature archmage}, like Bigby, Evard, Mordenkainen, or Tasha"],["100","The Lady of Pain and {@dice 2d4} {@creature dabus|MPP}*"]],"footnotes":["Creatures marked with an asterisk (*) appear in {@book Morte's Planar Parade|MPP}, while the rest are described in the {@book Monster Manual|MM}. Most creatures are initially indifferent to characters."]},{"name":"Sigil Hive Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Hive Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Hands of Havoc fire starter|MPP} (see {@book Morte's Planar Parade|MPP}), flame in hand and a wild look in their eyes, stands outside an abandoned building. \"Care to help?\" they ask the characters."],["2","A {@creature kelubar demodand|MPP} (see {@book Morte's Planar Parade|MPP}) street food vendor pushes a rusty cart down a nearby alley. Charred, sausage-link manacles dangle from the cart's torn awning. The demodand offers the characters anything on the cart for 5 cp."],["3","Two chaotic neutral {@creature Troll||trolls} in sleeveless vests strut up to the characters, eager to show off their matching tattoos, courtesy of the dabus Fell."],["4","Pugdug, a kind-eyed orc {@creature Bleak Cabal void soother|MPP} (see {@book Morte's Planar Parade|MPP}), offers to heal the characters, asking only that they pay the deed forward."],["5","Two out-of-breath githzerai ratcatchers ({@creature Guard||guards}) in pink skullcaps chase a nimble {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}). \"Get 'em!\" they cry as the rat darts toward the characters."],["6","A droopy-eyed corpse collector (dwarf {@creature commoner}) in tattered clothing dumps a rotten body into the back of a wooden wagon. \"If ye need a ride to the Mortuary, there's room in the back!\" he laughs."],["7","A thieving {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a bag from a desperate human {@creature commoner} and flees into a nearby alley. The victim cries for help from the characters."],["8","Two {@creature Ettercap||ettercaps} hiss at the characters from an abandoned tenement building cocooned in thick webbing. The building belongs to the Spite Spinners, a gang of arachnid bandits and their boss, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP})."]]},{"name":"Sigil Lady's Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lady's Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tiefling wastrel ({@creature noble}) flicks a gambling chip from {@book Fortune's Wheel|SatO|2|Fortune's Wheel} at the party, lamenting, \"May your luck be better than mine.\""],["2","A deluxe sedan chair carried by four {@creature Veteran||veterans} stops in front of the characters. A gloved Humanoid hand parts its privacy curtain, extending them an invitation to a masked ball."],["3","A cheery {@creature drider} skitters toward the party. A cultist of Lolth, the drider hands the party a pamphlet advertising an upcoming ritual at the {@book Infinite Well|SatO|2|Infinite Well} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section)."],["4","A desperate {@creature commoner} from a faction of your choice has an impending trial in the {@book High Courts of Sigil|SatO|2|High Courts} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section). Unable to secure an advocate, they plead with the characters to represent them in court."],["5","When the coast is clear, a shady-looking {@creature Doomguard rot blade|MPP} (see {@book Morte's Planar Parade|MPP}) opens their long overcoat in front of the characters to reveal a slew of finely crafted weapons available for purchase."],["6","Three {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} escort a manacled {@creature githzerai uniter|MPP} to the {@book Prison|SatO|2|Prison} (both stat blocks are in {@book Morte's Planar Parade|MPP}). As they pass the characters, the githzerai drops a crumpled note asserting their innocence."],["7","A character spots a notice from the Mercykillers for an escaped prisoner who bears an uncanny resemblance to someone in the party."],["8","Atop a low building, a {@creature githyanki warrior} proselytizes furiously to the characters about Aoskar, the Keeper of Gateways, claiming to have seen the dead god alive and well on the Astral Plane. As Harmonium officers move to arrest the githyanki, he mysteriously vanishes."]]},{"name":"Sigil Lower Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lower Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A thunder-voiced {@creature Mind's Eye matter smith|MPP} (see {@book Morte's Planar Parade|MPP}) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes material around one of the characters."],["2","Two {@creature Wererat||wererats} in human form approach the characters, offering to sell them various junkyard baubles, while a third wererat uses the distraction to pick a character's pocket."],["3","A {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) wearing a gold monocle and an embroidered vest asks the characters to pick up an order for him at a nearby pawnshop. He offers to pay them 10 gp for their trouble (and their discretion)."],["4","Two {@creature minotaur} smiths argue with a {@creature goristro} over the price of an expertly forged greataxe, turning to the characters to settle the debate."],["5","An {@creature Athar null|MPP} (see {@book Morte's Planar Parade|MPP}) warmly greets the characters and offers to show them to their destination—while subtly pitching Athar philosophy to them."],["6","The {@creature ghost} of a factory worker appears to the characters and asks them to retrieve its skull from the {@book Bones of the Night|SatO|2|Bones of the Night} (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section) so it can finally be laid to rest."],["7","Two {@creature Githzerai Monk||githzerai monks} approach the characters, searching for a dangerous {@creature blue slaad} that stole a mote of primordial chaos from the {@book Face of Gith|SatO|2|Face of Gith} tavern (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section)."],["8","A soot-stained goblin {@creature mage} uses fire magic to repair a damaged {@creature iron golem} in the street. She tells the characters she needs two hundred pounds of iron to replace the construct's missing arm—even scrap will do."]]},{"name":"Sigil Market Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Market Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Transcendent Order instinct|MPP} (see {@book Morte's Planar Parade|MPP}) asks to spar with the characters, promising a reward if the character wins the fight."],["2","A neutral good {@creature manticore} acupuncturist brushes past the characters, accidentally poking one of them with its spiny tail. As a token of apology, the manticore gifts the party a voucher for one free spa treatment at the Flame Pits (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."],["3","Wheeze Whistletooth, a {@creature night hag} with a persistent hacking cough, offers the party free samples of her famous mystery meat pies."],["4","Clearly troubled, a human {@creature commoner} in the Free League asks the party which faction, if any, they believe is right about the truths of the multiverse."],["5","Two {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP}) question the characters about the whereabouts of a red-furred bariaur who reportedly stole a {@item potion of invisibility} from an alchemical shop."],["6","A tiny copper soldier fashioned by a {@creature pentadrone} toymaker marches up to the party, salutes them, and then stops functioning."],["7","A {@creature hill giant} stumbles toward the characters, pointing at his throat in worry but not saying a word. He's choking on an entire spit-roasted hog."],["8","Disguised as Rowan Darkwood, a {@creature barlgura} mastermind attempts to recruit the characters with a lucrative opportunity: robbing the Bank of Abbathor (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."]]},{"name":"Sigil Undersigil Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Undersigil Encounters","colLabels":["{@dice d6}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vargouille reflection|MPP} (see {@book Morte's Planar Parade|MPP}) sprouts from a nearby corpse."],["2","Putrice, a {@creature night hag}, cackles as she fishes a wriggling {@creature larva|DMG} (see the {@book Dungeon Master's Guide|DMG}) from a vent underneath a fiend-owned restaurant."],["3","Two {@creature Cranium Rat Squeaker|MPP|cranium rat squeakers} (see {@book Morte's Planar Parade|MPP}) gnaw on the bones of a {@creature skeleton}, which reaches out toward the characters for help."],["4","Two {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) prune back a mass of razorvine that has spread through a barred grate to the busy street above. As they trim its barbed branches, something shudders within."],["5","Three {@creature sahuagin} emerge from a wide pipe. \"Polluters!\" shouts one of them, addressing the characters."],["6","A warm sponge cake cools on a dusty stone ledge. Its sweet, strawberry aroma wafts through the otherwise dingy passage. A note reading \"DO NOT EAT\" rests below its porcelain serving dish."]]},{"name":"Stone Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Stone Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature stone giant} and 1 {@creature xorn} (attitude for both: {@dice 1d10}) hunting for gems, much the way surface peoples hunt for truffles"],["2","1 {@creature stone giant rockspeaker|BGG} conferring with 2 {@creature Galeb Duhr||galeb duhrs} (attitude for all: {@dice 1d8 + 4})"],["3","1 {@creature stone giant} (attitude: {@dice 1d12}) playing fetch with 1 {@creature carrion crawler} (attitude: {@dice 1d4 + 1})"],["4","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d10}) practicing throwing rocks"],["5","1 {@creature stone giant} arguing with 1 {@creature minotaur} (attitude for both: {@dice 1d12}) about the best path for a maze they're designing"],["6","1 {@creature stone giant} (attitude: {@dice 1d6 + 4}) dreamily carving a slab of rock into an abstract hill giant figure"],["7","1 {@creature cairnwight|BGG} (attitude: {@dice 1d8 + 2}) searching for treasure stolen from its tomb"],["8","{@dice 2d4} cave bears ({@creature Polar Bear||polar bears}; attitude: {@dice 1d6 + 1}) on patrol"],["9","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d6}) arguing theology with 2 {@creature Stone Giant||stone giants} (attitude: {@dice 1d12})"],["10","{@dice 2d6} dwarf prospectors ({@creature Veteran||veterans}; attitude: {@dice 1d12}) delving into areas full of stone giant dream carvings"],["11","2 {@creature Korred|MPMM|korreds} (attitude: {@dice 1d8}) exchanging their cut hair with 1 {@creature stone giant} (attitude: {@dice 1d10}) for stone and gem artwork"],["12","1 {@creature stone giant dreamwalker|MPMM} (attitude: {@dice 1d8 + 2}) collecting objects and creatures to fuse into its body"]]},{"name":"Storm Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Storm Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature storm giant tempest caller|BGG} (attitude: {@dice 1d8 + 2}) communing with a lightning-lit face in a thundercloud"],["2","1 {@creature storm giant} riding 1 {@creature aerosaur|BGG} (attitude for both: {@dice 1d10})"],["3","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d6}) reveling in destruction"],["4","1 {@creature storm giant} hunting or fishing with 1 {@creature griffon} or {@creature giant octopus} companion (attitude for both: {@dice 1d10 + 2})"],["5","1 {@creature storm giant} (attitude: {@dice 1d12}) patiently explaining a Giant rune to {@dice 1d4} {@creature Ogre||ogres} (attitude: {@dice 1d10})"],["6","2 {@creature Storm Giant||storm giants} (attitude: {@dice 1d8 + 2}) moving pieces on a massive game board according to events that haven't happened yet"],["7","{@dice 1d4} {@creature Behir||behirs} (attitude: {@dice 1d8 + 1}) stalking storm giants"],["8","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) meditating in hopes of receiving a vision or prophetic word"],["9","1 {@creature storm herald|BGG} conferring with 1 {@creature kraken} (attitude for both: {@dice 1d8 + 1})"],["10","1 {@creature adult blue dragon} (attitude: {@dice 1d6}) seeking the secret refuge of a storm giant oracle who is an ancient enemy"],["11","1 {@creature kraken priest|MPMM} and 3 {@creature Deep Scion|MPMM|deep scions} (attitude for all: {@dice 1d4 + 1}) studying storm giant runes"],["12","1 {@creature storm giant quintessent|MPMM} (attitude: {@dice 1d12}) reading omens in the migration paths of 2 {@creature Roc||rocs} or {@creature Killer Whale||killer whales} (attitude: {@dice 1d6 + 4})"]]},{"name":"Swamp Encounters (Levels 1—4)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["02-05","{@dice 3d6} {@creature rat||rats}"],["06-10","{@dice 2d8} {@creature raven||ravens}"],["11-12","{@dice 3d6} {@creature giant rat||giant rats}"],["13","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["14-15","{@dice 1d8 + 1} {@creature giant lizard||giant lizards}"],["16-17","1 {@creature crocodile}"],["18-19","1 {@creature swarm of insects}"],["20","1 {@creature giant spider}"],["21-22","{@dice 1d4 + 1} mud huts partially sunken in murky water"],["23-25","{@dice 2d8 + 1} {@creature kobold||kobolds}"],["26","{@dice 2d4} {@creature mud mephit||mud mephits}"],["27-29","{@dice 1d6 + 2} {@creature giant poisonous snake||giant poisonous snakes}"],["30","{@dice 2d4} {@creature winged kobold||winged kobolds}"],["31-32","1 {@creature scout}"],["33-34","The corpse of an adventurer tangled in the weeds. Looting the body turns up an {@item explorer's pack|phb} and perhaps (50% chance) a random common magic item."],["35-38","1 {@creature giant toad}"],["39-41","{@dice 1d6 + 2} {@creature constrictor snake||constrictor snakes}"],["42-44","{@dice 2d4} {@creature giant frog||giant frogs}"],["45","{@dice 1d8 + 1} {@creature swarm of rats||swarms of rats} or {@dice 1d6 + 2} {@creature swarm of ravens||swarms of ravens}"],["46-48","{@dice 2d10} {@creature stirge||stirges}"],["49-52","{@dice 2d6 + 3} {@creature bullywug||bullywugs}"],["53-54","{@dice 1d8 + 1} {@creature orc||orcs}"],["55-56","{@dice 1d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["57","1 {@creature druid}"],["58-59","1 yuan-ti malison: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["60-62","1 {@creature giant constrictor snake}"],["63-64","A high-pitched shriek that lasts for {@dice 1d4} minutes"],["65-67","{@dice 2d4} {@creature lizardfolk}"],["68-69","{@dice 1d4} {@creature ghoul||ghouls}"],["70-71","1 {@creature will-o'-wisp}"],["72","1 {@creature wight}"],["73","1 {@creature ghast}"],["74-75","1 {@creature swarm of poisonous snakes}"],["76-77","A foul stench bubbling up from brackish waters"],["78-80","{@dice 1d4 + 2} {@creature ogre||ogres}"],["81-83","1 {@creature shambling mound}"],["84-86","1 {@creature lizardfolk shaman} with {@dice 1d6} {@creature giant lizard||giant lizards} and {@dice 2d10} {@creature lizardfolk}"],["87","1 {@creature troll}"],["88-89","{@dice 1d4} {@creature green hag||green hags}"],["90-91","1 {@creature revenant}"],["92-93","1 {@creature giant crocodile}"],["94-95","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 2d6 + 3} {@creature orc||orcs}"],["96-97","1 {@creature young black dragon}"],["98","1 {@creature yuan-ti abomination}"],["99","{@dice 1d4} {@creature water elemental||water elementals}"],["00","1 {@creature hydra}"]]},{"name":"Swamp Encounters (Levels 5—10)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature green hag}"],["02-03","{@dice 2d4} {@creature giant lizard||giant lizards} or {@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["04-05","{@dice 2d8} {@creature winged kobold||winged kobolds}"],["06-07","{@dice 1d10 + 1} {@creature bullywug||bullywugs} with {@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["08-09","1 {@creature druid}"],["10","{@dice 1d8 + 1} {@creature swarm of insects||swarms of insects}"],["11-13","{@dice 1d12} {@creature ghoul||ghouls}"],["14-16","{@dice 2d8} {@creature scout||scouts}"],["17-19","{@dice 2d10} {@creature orc||orcs}"],["20-22","{@dice 2d4} {@creature giant spider||giant spiders}"],["23-24","Tainted water that exposes creatures that move through it to {@disease sight rot} (see \"{@book Diseases|DMG|8|Diseases}\" in chapter 8 of the {@italic Dungeon Master's Guide})"],["25-27","{@dice 1d6 + 2} {@creature giant toad||giant toads}"],["28-30","{@dice 3d6} {@creature lizardfolk}"],["31-33","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["34-36","{@dice 1d4 + 1} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["37-38","A bloated humanoid corpse floating facedown in the water"],["39-41","1 {@creature shambling mound}"],["42-44","{@dice 1d4 + 1} {@creature will-o'-wisp||will-o'-wisps}"],["45-47","{@dice 2d6} {@creature crocodile||crocodiles}"],["48-50","{@dice 1d4 + 1} {@creature giant constrictor snake||giant constrictor snakes}"],["51-54","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d8 + 2} {@creature lizardfolk}"],["55-58","{@dice 1d8 + 1} {@creature ogre||ogres}"],["59-62","{@dice 2d4} {@creature ghast||ghasts}"],["63-65","An altar partially sunk into the mud, devoted to a god that is part human and part frog"],["66-69","1 {@creature giant crocodile}"],["70-73","1 {@creature shambling mound}"],["74-77","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature ogre||ogres} and {@dice 2d10 + 5} {@creature orc||orcs}"],["78-80","A torrential rain that lasts {@dice 1d6} minutes and puts out all unprotected flames within 1 mile"],["81-82","1 {@creature young black dragon}"],["83-84","{@dice 1d4} {@creature green hag||green hags} with {@dice 1d6 + 1} {@creature ogre||ogres}"],["85-86","1 {@creature yuan-ti abomination}"],["87-88","{@dice 1d4 + 1} {@creature wight||wights}"],["89-90","{@dice 1d6 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["91-93","{@dice 1d4 + 1} {@creature troll||trolls}"],["94-96","{@dice 1d10} {@creature revenant||revenants}"],["97-99","{@dice 1d8 + 1} {@creature water elemental||water elementals}"],["00","{@dice 1d3} {@creature hydra||hydras}"]]},{"name":"Swamp Encounters (Levels 11—20)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 1d4} {@creature giant crocodile||giant crocodiles}"],["11-15","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["16-20","{@dice 1d6 + 1} {@creature green hag||green hags}"],["21-25","A large, spreading tree from which {@dice 2d6} armored knights hang by the neck"],["26-30","{@dice 2d4} {@creature wight||wights}"],["31-35","{@dice 1d8 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["36-40","Fog that rolls across the terrain, making the area within {@dice 1d3} miles heavily obscured for {@dice 1d4} hours"],["41-45","{@dice 1d4} {@creature revenant||revenants}"],["46-50","{@dice 1d6} {@creature shambling mound||shambling mounds}"],["51-55","{@dice 1d10} {@creature water elemental||water elementals}"],["56-60","{@dice 1d4} {@creature young black dragon||young black dragons}"],["61-65","An eerie, bat-headed idol almost completely covered by vines"],["66-70","{@dice 1d8 + 2} {@creature troll||trolls}"],["71-75","{@dice 1d3} {@creature hydra||hydras}"],["76-80","The sound of drums beating several miles away"],["81-96","1 {@creature adult black dragon}"],["97-00","1 {@creature ancient black dragon}"]]},{"name":"Sylvan Forest Encounters","type":"table","source":"DMG","page":86,"caption":"Sylvan Forest Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]]},{"name":"Underdark Encounters (Levels 1—4)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature mind flayer arcanist}"],["02","{@dice 1d3 + 1} {@creature giant poisonous snake||giant poisonous snakes}"],["03","{@dice 1d3} {@creature giant lizard||giant lizards}"],["04","{@dice 2d4} {@creature giant fire beetle||giant fire beetles}"],["05","{@dice 1d8 + 1} {@creature flumph||flumphs}"],["06","1 {@creature shrieker}"],["07","{@dice 1d12} {@creature giant rat||giant rats}"],["08","{@dice 2d4} {@creature kobold||kobolds}"],["09","{@dice 1d8 + 1} {@creature stirge||stirges}"],["10","{@dice 2d4} humans ({@creature tribal warrior||tribal warriors}) seeking the way to the surface, fleeing their Underdark oppressors"],["11-12","{@dice 1d10} {@creature troglodyte||troglodytes}"],["13-14","{@dice 1d2} {@creature gray ooze||gray oozes}"],["15-16","{@dice 3d6} {@creature stirge||stirges}"],["17-18","{@dice 1d3} {@creature magma mephit||magma mephits}"],["19-20","{@dice 1d10} {@creature goblin||goblins}"],["21-22","Orc graffiti on the walls, suggesting something rude about the mother of someone named Krusk"],["23-24","1 {@creature swarm of insects}"],["25","1 deep gnome"],["26-28","{@dice 1d8 + 1} {@creature drow}"],["29-30","{@dice 1d4} {@creature violet fungus||violet fungi}"],["31-32","{@dice 1d12} {@creature kuo-toa}"],["33","1 {@creature rust monster}"],["34-35","A rubble-strewn passage that appears to have been recently cleared after a cave-in"],["36-37","{@dice 1d8 + 1} {@creature giant bat||giant bats}"],["38-39","{@dice 3d6} {@creature kobold||kobolds}"],["40-41","{@dice 2d4} {@creature grimlock||grimlocks}"],["42-43","{@dice 1d4 + 3} {@creature swarm of bats||swarms of bats}"],["44","1 dwarf prospector ({@creature scout}) looking for gold"],["45","1 {@creature carrion crawler} or 1 {@creature gelatinous cube}"],["46","{@dice 1d8} {@creature darkmantle||darkmantles} or {@dice 2d4} {@creature piercer||piercers}"],["47","1 {@creature hell hound}"],["48","{@dice 1d3} {@creature specter||specters}"],["49","{@dice 1d4} {@creature bugbear||bugbears}"],["50","{@dice 1d10 + 5} {@creature winged kobold||winged kobolds}"],["51","{@dice 1d4} {@creature fire snake||fire snakes}"],["52","{@dice 2d8 + 1} {@creature troglodyte||troglodytes}"],["53","{@dice 1d6} {@creature giant spider||giant spiders}"],["54","{@dice 3d6} {@creature kuo-toa}"],["55","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["56","{@dice 4d4} {@creature grimlock||grimlocks}"],["57","1 {@creature ochre jelly}"],["58","{@dice 2d10} {@creature giant centipede||giant centipedes}"],["59","1 {@creature nothic} or 1 {@creature giant toad}"],["60","{@dice 1d4} {@creature myconid adult||myconid adults} with {@dice 5d4} {@creature myconid sprout||myconid sprouts}"],["61","1 {@creature minotaur skeleton} or 1 {@creature minotaur}"],["62","{@dice 3d6} {@creature drow}"],["63","1 {@creature mimic} or 1 {@creature doppelganger}"],["64","{@dice 1d6 + 3} {@creature hobgoblin||hobgoblins}"],["65","1 {@creature intellect devourer} or 1 {@creature spectator}"],["66","{@dice 1d8 + 1} {@creature orc||orcs}"],["67-68","A faint tapping coming from inside a nearby wall"],["69","1 {@creature gibbering mouther} or 1 {@creature water weird}"],["70","{@dice 1d12} {@creature gas spore||gas spores}"],["71","1 {@creature giant constrictor snake}"],["72","{@dice 1d10} {@creature shadow||shadows}"],["73","{@dice 1d3} {@creature grell||grells}"],["74","{@dice 1d4} {@creature wight||wights}"],["75","{@dice 1d8 + 1} {@creature quaggoth spore servant||quaggoth spore servants}"],["76","{@dice 1d2} {@creature gargoyle||gargoyles}"],["77","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d3} {@creature ettin||ettins}"],["78","{@dice 1d4} dwarf explorers ({@creature veteran||veterans})"],["79-80","An abandoned miners' camp spattered with blood and littered with the contents of {@dice 1d3} {@item dungeoneer's pack|phb|dungeoneer's packs}"],["81","1 {@creature chuul} or 1 {@creature salamander}"],["82","{@dice 1d4} {@creature phase spider||phase spiders} or {@dice 1d3} {@creature hook horror||hook horrors}"],["83","{@dice 5d4} {@creature duergar}"],["84","1 {@creature ghost} or 1 {@creature flameskull} or 1 {@creature wraith}"],["85","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["86","1 {@creature hobgoblin captain} with {@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} and {@dice 2d10} {@creature hobgoblin||hobgoblins}"],["87","1 {@creature earth elemental} or 1 {@creature black pudding}"],["88","1 {@creature kuo-toa monitor} with {@dice 1d8 + 1} {@creature kuo-toa whip||kuo-toa whips}"],["89","1 {@creature quaggoth thonot} with {@dice 1d3} {@creature quaggoth||quaggoths}"],["90","1 {@creature beholder zombie} or 1 {@creature bone naga (guardian)||bone naga}"],["91","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d8} {@creature orc||orcs}"],["92","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["93-95","A reeking puddle where slimy water has dripped from the ceiling"],["96","1 {@creature otyugh} or 1 {@creature roper}"],["97","1 {@creature vampire spawn}"],["98","1 {@creature chimera}"],["99","1 {@creature mind flayer}"],["00","1 {@creature spirit naga}"]]},{"name":"Underdark Encounters (Levels 5—10)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d6} {@creature swarm of bats||swarms of bats}"],["02","{@dice 1d4} {@creature giant spider||giant spiders} or {@dice 1d4} {@creature giant toad||giant toads}"],["03","1 {@creature mimic}"],["04","{@dice 2d4} {@creature gray ooze||grey oozes}"],["05","{@dice 2d10} {@creature orc||orcs} or {@dice 3d6} {@creature troglodyte||troglodytes}"],["06","{@dice 3d6} {@creature grimlock||grimlocks}"],["07","{@dice 1d6 + 2} {@creature magma mephit||magma mephits}"],["08","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["09","{@dice 2d4} {@creature darkmantle||darkmantles}"],["10","{@dice 2d8 + 1} {@creature drow}"],["11","{@dice 2d10} {@creature piercer||piercers}"],["12","{@dice 1d4} {@creature minotaur skeleton||minotaur skeletons}"],["13-14","{@dice 3d6} deep gnomes"],["15","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["16-17","{@dice 3d6} {@creature orc||orcs}"],["18","1 {@creature bone naga (guardian)||bone naga}"],["19-20","{@dice 2d6} {@creature bugbear||bugbears}"],["21-25","Luminescent fungi growing on the walls of a moist cave, filling it with dim light"],["26","{@dice 2d4} {@creature specter||specters}"],["27","{@dice 1d12 + 4} {@creature shadow||shadows}"],["28","{@dice 1d3} {@creature gibbering mouther||gibbering mouthers}"],["29-30","{@dice 4d4} {@creature hobgoblin||hobgoblins}"],["31-32","{@dice 1d4} {@creature carrion crawler||carrion crawlers}"],["33-34","1 {@creature black pudding}"],["35","{@dice 1d4} {@creature ochre jelly||ochre jellies}"],["36-40","A patch of mold that appears yellow when light is directed toward it"],["41","{@dice 1d4} {@creature nothic||nothics}"],["42-43","{@dice 2d8 + 1} {@creature gas spore||gas spores}"],["44-45","{@dice 1d3} {@creature gelatinous cube||gelatinous cubes}"],["46","1 {@creature ghost}"],["47-48","1 {@creature flameskull}"],["49-50","{@dice 2d8} {@creature duergar}"],["51","1 {@creature wraith}"],["52","1 {@creature umber hulk}"],["53","1 {@creature xorn}"],["54","{@dice 1d6 + 2} dwarf hunters ({@creature veteran||veterans}) searching for trolls"],["55","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["56","1 {@creature roper}"],["57","1 {@creature kuo-toa monitor} with {@dice 1d4} {@creature kuo-toa whip||kuo-toa whips} and {@dice 1d8 + 1} {@creature kuo-toa}"],["58","{@dice 1d3} {@creature water weird||water weirds}"],["59","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["60","1 {@creature otyugh}"],["61-62","A merchant caravan consisting of 1 {@creature drow mage}, 2 {@creature drow elite warrior||drow elite warriors}, and {@dice 2d10} {@creature quaggoth||quaggoths}"],["63","{@dice 1d4} {@creature wight||wights}"],["64","{@dice 1d4} {@creature doppelganger||doppelgangers}"],["65","{@dice 2d8} {@creature fire snake||fire snakes}"],["66","{@dice 1d4} {@creature spectator||spectators}"],["67","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d10 + 3} {@creature orc||orcs}"],["68","{@dice 1d3} {@creature vampire spawn}"],["69","{@dice 1d4} {@creature hook horror||hook horrors} or {@dice 1d4} {@creature minotaur||minotaurs}"],["70","{@dice 3d6} {@creature quaggoth spore servant||quaggoth spore servants}"],["71-72","{@dice 1d3} {@creature grell||grells}"],["73","{@dice 1d6 + 1} {@creature intellect devourer||intellect devourers}"],["74","{@dice 1d10} {@creature gargoyle||gargoyles}"],["75","1 {@creature beholder zombie}"],["76-77","1 {@creature quaggoth thonot} with {@dice 2d4} {@creature quaggoth||quaggoths}"],["78","{@dice 1d6} {@creature ettin||ettins} or {@dice 1d4} {@creature troll||trolls}"],["79","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["80","1 {@creature fomorian} or {@dice 1d3} {@creature cyclops||cyclopes}"],["81","{@dice 1d4} {@creature earth elemental||earth elementals}"],["82","{@dice 3d6} {@creature ogre||ogres}"],["83","{@dice 1d4 + 1} {@creature chuul||chuuls}"],["84","{@dice 1d10} {@creature hell hound||hell hounds}"],["85","{@dice 1d3} {@creature drow elite warrior||drow elite warriors}"],["86","{@dice 1d4} {@creature chimera||chimeras}"],["87","{@dice 1d4} {@creature salamander||salamanders}"],["88","1 {@creature cloaker}"],["89","{@dice 2d4} {@creature wight||wights}"],["90","{@dice 1d4} {@creature drider||driders}"],["91","1 {@creature fire giant}"],["92","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["93","1 {@creature mind flayer arcanist}"],["94","{@dice 1d4} {@creature drow mage||drow mages}"],["95","1 {@creature spirit naga}"],["96","{@dice 1d4} {@creature mind flayer||mind flayers}"],["97","1 {@creature behir}"],["98","1 {@creature aboleth}"],["99","1 {@creature dao} or 1 {@creature stone giant}"],["00","1 {@creature beholder}"]]},{"name":"Underdark Encounters (Levels 11—16)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature carrion crawler||carrion crawlers}"],["03-04","{@dice 1d6 + 1} {@creature gelatinous cube||gelatinous cubes}"],["05-06","{@dice 1d8 + 2} {@creature gibbering mouther||gibbering mouthers}"],["07-08","{@dice 2d8} {@creature minotaur skeleton||minotaur skeletons}"],["09-10","{@dice 2d6} {@creature ochre jelly||ochre jellies}"],["11-12","{@dice 2d4} {@creature doppelganger||doppelgangers}"],["13-14","{@dice 1d4} {@creature quaggoth thonot||quaggoth thonots} with {@dice 1d10 + 2} quaggoths"],["15-16","{@dice 1d3} {@creature roper||ropers}"],["17-18","{@dice 3d6} {@creature gargoyle||gargoyles}"],["19-20","{@dice 1d10} {@creature mimic||mimics}"],["21-25","A 100-foot-long ravine, {@dice 4d10} feet wide and {@dice 5d20 + 200} feet deep"],["26-27","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["28-29","{@dice 2d4} {@creature spectator||spectators}"],["30-31","{@dice 3d6} {@creature ghast||ghasts}"],["32-33","{@dice 2d8} {@creature intellect devourer||intellect devourers}"],["34-35","{@dice 1d3} {@creature orc Eye of Gruumsh||orc Eyes of Gruumsh} with {@dice 2d4} {@creature orog||orogs} and {@dice 2d10} {@creature orc||orcs}"],["36-40","A large cave containing {@dice 2d10} extraordinarily detailed statues of various creatures"],["41-42","{@dice 1d8 + 1} {@creature kuo-toa monitor||kuo-toa monitors}"],["43-44","{@dice 2d4} {@creature water weird||water weirds}"],["45-46","{@dice 2d10} {@creature grick||gricks}"],["47-48","{@dice 3d6} {@creature nothic||nothics}"],["49-50","{@dice 2d8 + 1} {@creature ogre||ogres}"],["51-52","{@dice 1d6 + 2} {@creature chuul||chuuls}"],["53-54","{@dice 1d8 + 1} {@creature ettin||ettins}"],["55","{@dice 3d6} {@creature grell||grells}"],["56","{@dice 2d4} {@creature flameskull||flameskulls}"],["57","{@dice 2d12} dwarf soldiers ({@creature veteran||veterans}) on patrol"],["58","{@dice 2d8} {@creature hell hound||hell hounds}"],["59","{@dice 1d10} {@creature ghost||ghosts}"],["60","{@dice 3d4} {@creature wight||wights}"],["61","{@dice 3d6} {@creature phase spider||phase spiders}"],["62","{@dice 1d8 + 1} {@creature bone naga (guardian)||bone nagas}"],["63-65","A shrill scream followed by dark laughter"],["66","{@dice 1d4} {@creature chimera||chimeras}"],["67","{@dice 1d10} {@creature black pudding||black puddings}"],["68","{@dice 3d6} {@creature minotaur||minotaurs}"],["69","{@dice 2d4} {@creature otyugh||otyughs}"],["70","{@dice 1d6 + 1} {@creature beholder zombie||beholder zombies}"],["71","{@dice 4d4} {@creature hook horror||hook horrors}"],["72","{@dice 1d8 + 1} {@creature umber hulk||umber hulks}"],["73","{@dice 2d4} {@creature salamander||salamanders}"],["74","{@dice 1d3} {@creature grick alpha||grick alphas}"],["75","{@dice 1d6 + 2} {@creature xorn}"],["76-80","A ruined village that once belonged to deep gnomes. A search has a 50% chance of uncovering {@dice 1d3} {@item potion of healing||potions of healing} and a 25% chance of finding a random common magic item"],["81","{@dice 2d4} {@creature earth elemental||earth elementals}"],["82","{@dice 1d3} {@creature spirit naga||spirit nagas}"],["83","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["84","{@dice 1d6 + 2} {@creature troll||trolls}"],["85","{@dice 2d4} {@creature stone giant||stone giants}"],["86","{@dice 2d4} {@creature wraith||wraiths}"],["87","{@dice 1d4} {@creature fomorian||fomorians}"],["88","{@dice 1d3} {@creature drow mage||drow mages} with {@dice 1d4} {@creature drow elite warrior||drow elite warriors}"],["89","{@dice 1d10} {@creature vampire spawn}"],["90","{@dice 1d3} {@creature cloaker||cloakers}"],["91","{@dice 1d4} {@creature fire giant||fire giants}"],["92","1 {@creature mind flayer arcanist} with {@dice 1d6 + 1} {@creature mind flayer||mind flayers}"],["93","{@dice 1d4} {@creature dao}"],["94","{@dice 1d8 + 1} {@creature drider||driders}"],["95","{@dice 1d3} {@creature behir||behirs}"],["96","{@dice 1d4} {@creature aboleth||aboleths}"],["97","1 {@creature beholder}"],["98","1 {@creature young red shadow dragon}"],["99","1 {@creature death tyrant}"],["00","1 {@creature purple worm}"]]},{"name":"Underdark Encounters (Levels 17—20)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature grick alpha||grick alphas}"],["02","{@dice 2d8} {@creature spectator||spectators}"],["03-04","{@dice 3d6} {@creature minotaur||minotaurs} or {@dice 2d8} {@creature kuo-toa monitor||kuo-toa monitors}"],["05-06","{@dice 2d8} {@creature grell||grells}"],["07-08","{@dice 2d10} {@creature phase spider||phase spiders}"],["09-10","{@dice 4d4} {@creature hell hound||hell hounds}"],["11-12","{@dice 1d6 + 2} {@creature roper||ropers}"],["13-14","{@dice 2d10} {@creature wight||wights}"],["15-16","{@dice 3d6} {@creature doppelganger||doppelgangers}"],["17-18","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["19-20","{@dice 1d4} {@creature cloaker||cloakers}"],["21","{@dice 1d4} {@creature hobgoblin captain||hobgoblin captains} with {@dice 5d10} {@creature hobgoblin||hobgoblins}"],["22-23","{@dice 1d8 + 1} {@creature earth elemental||earth elementals}"],["24-25","{@dice 2d4} {@creature vampire spawn}"],["26-27","{@dice 3d6} {@creature minotaur||minotaurs}"],["28-30","A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave"],["31-32","{@dice 1d10} {@creature beholder zombie||beholder zombies}"],["33-34","{@dice 1d4} {@creature mind flayer arcanist||mind flayer arcanists}"],["35-36","{@dice 1d6 + 2} {@creature otyugh||otyughs}"],["37-38","{@dice 1d12} {@creature troll||trolls}"],["39-40","{@dice 1d10} {@creature wraith||wraiths}"],["41-43","A beautiful obsidian sculpture of a panther lying on the floor"],["44-45","{@dice 1d4} {@creature drow mage||drow mages} with {@dice 1d6} {@creature drow elite warrior||drow elite warriors}"],["46-47","{@dice 1d4} {@creature spirit naga||spirit nagas}"],["48-49","{@dice 1d8 + 1} {@creature salamander||salamanders}"],["50-51","{@dice 2d4} {@creature umber hulk||umber hulks}"],["52-53","{@dice 1d10} {@creature xorn}"],["54-56","1 {@creature young red shadow dragon}"],["57-59","{@dice 2d4} {@creature fomorian||fomorians}"],["60-62","{@dice 1d8 + 1} {@creature drider||driders}"],["63-65","{@dice 1d20 + 20} {@creature spider||spiders} crawling on the walls of a web-filled cave"],["66-68","{@dice 1d4} {@creature fire giant||fire giants}"],["69-70","{@dice 1d10} {@creature mind flayer||mind flayers}"],["71-73","{@dice 2d4} {@creature stone giant||stone giants}"],["74-76","{@dice 1d12} {@creature cyclops||cyclopes}"],["77-80","A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp"],["81-85","{@dice 1d3} {@creature dao}"],["86-90","{@dice 1d4} {@creature beholder||beholders}"],["91-93","{@dice 1d4} {@creature behir||behirs}"],["94-96","1 {@creature death tyrant}"],["97-99","{@dice 1d3} {@creature purple worm||purple worms}"],["00","{@dice 2d4} {@creature aboleth||aboleths}"]]},{"name":"Undersea Encounters","type":"table","source":"DMG","page":116,"caption":"Undersea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]]},{"name":"Underwater Encounters (Levels 1—4)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 3d6} {@creature quipper||quippers}"],["11-14","{@dice 2d4} {@creature steam mephit||steam mephits}"],["15-18","{@dice 1d4} {@creature sahuagin}"],["19-22","{@dice 2d6} {@creature merfolk}"],["23-25","{@dice 2d4} corpses of drowned sailors tangled in kelp"],["26-29","{@dice 2d4} {@creature constrictor snake||constrictor snakes}"],["30-33","{@dice 1d4} {@creature reef shark||reef sharks}"],["34-37","1 {@creature swarm of quippers}"],["38-40","A bed of enormous clams"],["41-45","{@dice 1d10} {@creature merfolk} with {@dice 1d3} {@creature giant sea horse||giant sea horses}"],["46-50","1 {@creature giant octopus}"],["51-55","1 {@creature merrow}"],["56-60","1 {@creature plesiosaurus}"],["61-65","{@dice 2d10} pieces of corroded brass dinnerware littering the bottom"],["66-70","1 {@creature giant constrictor snake}"],["71-75","1 {@creature sea hag}"],["76-80","A school of silvery fish darting through the water"],["81-85","{@dice 1d4} {@creature hunter shark||hunter sharks}"],["86-90","1 {@creature sahuagin priestess} with {@dice 2d4} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature killer whale||killer whales}"],["97-98","1 {@creature giant shark}"],["99","1 {@creature water elemental}"],["00","1 {@creature sahuagin baron}"]]},{"name":"Underwater Encounters (Levels 5—10)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature steam mephit||steam mephits}"],["03-04","{@dice 1d10} {@creature sahuagin}"],["05-06","1 {@creature giant octopus}"],["07-08","{@dice 3d6} {@creature constrictor snake||constrictor snakes}"],["09-10","{@dice 2d10} {@creature merfolk} with {@dice 1d4} {@creature giant sea horse||giant sea horses}"],["11-15","{@dice 1d4} {@creature sea hag||sea hags}"],["16-20","{@dice 2d4} {@creature swarm of quippers||swarms of quippers}"],["21-25","A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5-10 table in chapter 7 of the {@italic Dungeon Master's Guide})"],["26-30","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["31-35","{@dice 3d6} {@creature reef shark||reef sharks}"],["36-40","An abandoned bathysphere"],["41-50","{@dice 1d4} {@creature giant constrictor snake||giant constrictor snakes}"],["51-55","{@dice 2d4} {@creature hunter shark||hunter sharks}"],["56-60","{@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} with {@dice 2d10} {@creature sahuagin}"],["61-65","An empty castle made from coral"],["66-70","{@dice 1d4} {@creature killer whale||killer whales}"],["71-75","{@dice 1d10} {@creature merrow}"],["76-80","An eerie statue of a squatting humanoid, with bat wings on its back and tentacles sprouting from its face"],["81-85","{@dice 1d4} {@creature water elemental||water elementals}"],["86-90","1 {@creature sahuagin baron} with {@dice 2d8} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature giant shark||giant sharks}"],["97-99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Underwater Encounters (Levels 11—20)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature sahuagin baron} with {@dice 1d4} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d10} {@creature sahuagin}"],["11-35","{@dice 1d10} {@creature killer whale||killer whales}"],["36-40","A ghost ship passing overhead, containing {@dice 2d6 + 10} {@creature ghost||ghosts}"],["41-60","{@dice 1d6} {@creature giant shark||giant sharks}"],["61-65","A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to breathe water while in the sphere"],["66-75","{@dice 1d10} {@creature water elemental||water elementals}"],["76-80","A shimmering, blue-green portal to the Elemental Plane of Water"],["81-90","{@dice 1d4} {@creature marid||marids}"],["91-96","{@dice 1d3} {@creature storm giant||storm giants}"],["97-99","1 {@creature dragon turtle}"],["00","1 {@creature kraken}"]]},{"name":"Urban Encounters","type":"table","source":"DMG","page":114,"caption":"Urban Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@book Animals on the loose|DMG|5|Animals on the loose}"],["3","{@book Announcement|DMG|5|Announcement}"],["4","{@book Brawl|DMG|5|Brawl}"],["5","{@book Bullies|DMG|5|Bullies}"],["6","{@book Companion|DMG|5|Companion}"],["7","{@book Contest|DMG|5|Contest}"],["8","{@book Corpse|DMG|5|Corpse}"],["9","{@book Draft|DMG|5|Draft}"],["10","{@book Drunk|DMG|5|Drunk}"],["11","{@book Fire|DMG|5|Fire}"],["12","{@book Found trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]]},{"name":"Urban Encounters (Levels 1—4)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1d6 {@creature cat||cats}"],["02-03","1 {@creature commoner} with 1d6 {@creature goat||goats}"],["04-05","2d10 {@creature rat||rats}"],["06","1 {@creature raven} perched on a signpost"],["07","1 {@creature commoner} on a {@creature draft horse}"],["08","2d4 {@creature mastiff||mastiffs}"],["09","1d2 {@creature commoner||commoners} leading 1d4 {@creature mule||mules} or 1d4 {@creature pony||ponies}"],["10","1 {@creature pseudodragon}"],["11","1 {@creature spy}"],["12-13","1d8 + 1 {@creature acolyte||acolytes}"],["14","1d6 + 6 {@creature flying snake||flying snakes}"],["15","3d6 {@creature kobold||kobolds}"],["16","2d4 {@creature giant centipede||giant centipedes}"],["17","1d8 + 1 {@creature skeleton||skeletons}"],["18-19","1d6 + 2 {@creature swarm of rats||swarms of rats}"],["20","1d12 {@creature zombie||zombies}"],["21-25","A peddler weighed down with a load of pots, pans, and other basic supplies"],["26","1 {@creature giant wasp}"],["27-28","1 {@creature warhorse}"],["29","2d8 {@creature cultist||cultists}"],["30-31","3d4 {@creature giant rat||giant rats}"],["32","2d8 {@creature stirge||stirges}"],["33","1d3 + 2 {@creature giant poisonous snake||giant poisonous snakes}"],["34","1d4 + 2 {@creature swarm of bats||swarms of bats}"],["35","2d4 {@creature winged kobold||winged kobolds}"],["36-40","A wagon loaded with apples that has a broken wheel and holds up traffic"],["41","1 {@creature crocodile}"],["42-43","1 {@creature swarm of insects}"],["44-45","3d6 {@creature bandit||bandits}"],["46-47","1d3 + 2 {@creature noble||nobles} on {@creature riding horse||riding horses} with an escort of 1d10 {@creature guard||guards}"],["48","2d4 {@creature kenku}"],["49","1d6 + 2 {@creature smoke mephit||smoke mephits}"],["50","1d8 + 1 {@creature swarm of ravens||swarms of ravens}"],["51-52","1 {@creature wererat}"],["53-54","1d3 {@creature half-ogre (ogrillon)||half-ogres}"],["55-56","1 {@creature mimic}"],["57-58","1d4 {@creature ghoul||ghouls}"],["59-60","1d4 {@creature specter||specters}"],["61-62","1d10 {@creature shadow||shadows}"],["63-65","Someone empties a chamber pot onto the street from a second-floor window"],["66-67","1 {@creature ghast}"],["68-69","1 {@creature priest}"],["70-71","1 {@creature will-o'-wisp}"],["72-73","1d3 {@creature giant spider||giant-spiders}"],["74-75","1d4 {@creature yuan-ti pureblood||yuan-ti purebloods}"],["76-77","2d4 {@creature thug||thugs}"],["78-80","A doomsayer who preaches the end of the world from a street corner"],["81","1 {@creature cambion}"],["82","1 {@creature vampire spawn}"],["83","1 {@creature couatl}"],["84","1 {@creature ghost}"],["85","1 {@creature succubus} or 1 {@creature incubus}"],["86","1 {@creature bandit captain} with 3d6 {@creature bandit||bandits}"],["87","1d4 + 1 {@creature cult fanatic||cult fanatics}"],["88","1 {@creature knight} or 1 {@creature veteran}"],["89","1 {@creature water weird}"],["90","1 {@creature wight}"],["91","1 {@creature mage}"],["92","1 {@creature shield guardian}"],["93","1 {@creature gladiator}"],["94","1 {@creature revenant}"],["95","2d4 {@creature gargoyle||gargoyles}"],["96","1d4 {@creature doppelganger||doppelgangers}"],["97","1 {@creature oni}"],["98","1 {@creature invisible stalker}"],["99","1d3 + 1 {@creature phase spider||phase spiders}"],["00","1 {@creature assassin}"]]},{"name":"Urban Encounters (Levels 5—10)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","1d10 {@creature kenku}"],["03-04","2d6 {@creature giant centipede||giant centipedes}"],["05-06","2d8 {@creature skeleton||skeletons}"],["07-08","1d6 {@creature swarm of bats||swarms of bats} and 1d6 {@creature swarm of rats||swarms of rats}"],["09-10","3d6 {@creature winged kobold||winged kobolds}"],["11-13","2d4 {@creature specter||specters}"],["14-16","1d4 {@creature wight||wights}"],["17-19","4d4 {@creature acolyte||acolytes} on {@creature draft horse||draft horses}"],["20-22","3d6 {@creature giant centipede||giant centipedes}"],["23-25","A talkative urchin, badgering passersby to serve as their guide through the community for a price of 1 sp"],["26-28","1d10 {@creature spy||spies}"],["29-31","3d6 {@creature crocodile||crocodiles}"],["32-34","1d6 + 2 {@creature swarm of insects||swarms of insects}"],["35-37","2d4 {@creature smoke mephit||smoke mephits}"],["38-40","A {@creature noble} shouts \"Stop! Thief!\" at a fleeing scoundrel ({@creature bandit})"],["41-43","1 {@creature succubus} or 1 {@creature incubus}"],["44-46","1d10 {@creature half-ogre (ogrillon)||half-ogres}"],["47-49","2d10 {@creature giant wasp||giant wasps}"],["50-51","4d10 {@creature zombie||zombies}"],["52-53","1d4 {@creature knight||knights} on {@creature warhorse||warhorses}"],["54-55","1d4 + 1 {@creature water weird||water weirds}"],["56-57","1d8 + 1 {@creature mimic||mimics}"],["58-59","2d8 {@creature giant spider||giant spiders}"],["60-61","3d6 {@creature shadow||shadows}"],["62-65","An actor leans out from a second-story window to call to passersby, announcing a show"],["66-67","1 {@creature bandit captain} with 3d8 {@creature bandit||bandits}"],["68-69","1d10 {@creature will-o'-wisp||will-o'-wisps}"],["70-71","2d4 {@creature priest||priests}"],["72-74","3d6 {@creature yuan-ti pureblood||yuan-ti purebloods}"],["75-76","2d10 {@creature thug||thugs}"],["77-80","A fortune-teller reads cards for those who pay a price of 1 sp"],["81","1d3 {@creature gladiator||gladiators}"],["82","1d4 + 1 {@creature couatl||couatls}"],["83","1d8 {@creature ghost||ghosts}"],["84","2d4 {@creature doppelganger||doppelgangers}"],["85","1d6 + 2 {@creature phase spider||phase spiders}"],["86","2d4 {@creature veteran||veterans}"],["87","1d8 {@creature ghast||ghasts} with 2d6 {@creature ghoul||ghouls}"],["88","3d6 {@creature gargoyle||gargoyles}"],["89","2d10 {@creature cult fanatic||cult fanatics}"],["90","3d6 {@creature wererat||wererats}"],["91","1 {@creature assassin}"],["92","1d3 {@creature invisible stalker||invisible stalkers}"],["93","1 {@creature gray slaad}"],["94","1 {@creature young silver dragon}"],["95","1d4 {@creature cambion||cambions} or 1d4 {@creature revenant||revenants}"],["96","3d6 {@creature wight||wights}"],["97","1 {@creature archmage}"],["98","2d4 {@creature vampire spawn} or 1d4 {@creature oni}"],["99","1 {@creature mage} with 1 {@creature shield guardian}"],["00","1 {@creature rakshasa} or 1 {@creature vampire}"]]},{"name":"Urban Encounters (Levels 11—16)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature mimic}"],["02-05","1 {@creature bandit captain} with 5d10 {@creature bandit||bandits}, all on {@creature riding horse||riding horses}"],["06-10","1d10 {@creature knight||knights} on {@creature warhorse||warhorses} (one knight is a {@creature doppelganger})"],["11-13","1d8 {@creature succubus||succubi} or 1d8 {@creature incubus||incubi}"],["14-16","3d6 {@creature cult fanatic||cult fanatics}"],["17-19","1d10 {@creature wight||wights}"],["20-22","3d6 {@creature wererat||wererats}"],["23-25","A distant boom followed by a plume of smoke rising from the other side of the community"],["26-28","1d8 + 1 {@creature ghost||ghosts}"],["29-31","2d10 {@creature gargoyle||gargoyles}"],["32-34","1d6 + 2 {@creature water weird||water weirds}"],["35-37","1d4 + 4 {@creature will-o'-wisp||will-o'-wisps}"],["38-40","Street performers putting on a puppet show, involving two puppets beating each other with sticks to the amusement of the gathered crowd"],["41-43","2d4 {@creature couatl||couatls}"],["44-46","2d8 {@creature ghast||ghasts}"],["47-51","1d8 + 1 {@creature veteran||veterans}"],["52-55","3d4 {@creature priest||priests}"],["56-58","2d4 {@creature cambion||cambions}"],["59-61","1d10 {@creature revenant||revenants}"],["62-65","2d4 {@creature phase spider||phase spiders}"],["66-69","A scruffy {@creature commoner} that ducks into an alley to make a purchase from a suspicious looking figure"],["70-72","1d8 {@creature invisible stalker||invisible stalkers}"],["73-75","1d8 + 1 {@creature gladiator||gladiators}"],["76-80","Two farmers trading blows over the price of potatoes (50% chance for one farmer to be a retired {@creature assassin})"],["81-82","1d4 {@creature young silver dragon||young silver dragons}"],["83-84","1d4 {@creature assassin||assassins}"],["85-86","1d8 {@creature oni}"],["87-88","1d4 {@creature mage||mages} with 1d4 {@creature shield guardian||shield guardians}"],["89-90","1d10 {@creature vampire spawn}"],["91-92","1 {@creature adult silver dragon}"],["93-94","1d4 {@creature gray slaad||gray slaadi}"],["95-96","1 {@creature vampire spellcaster||spellcaster vampire} or 1 {@creature vampire warrior||warrior vampire}"],["97","1 {@creature rakshasa}"],["98","1 {@creature vampire}"],["99","1 {@creature ancient silver dragon}"],["00","1 {@creature archmage} speeding down the street on a {@creature riding horse}, blasting 1d4 {@creature guard||guards} with spells"]]},{"name":"Urban Encounters (Levels 17—20)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1d10 {@creature invisible stalker||invisible stalkers}"],["06-10","1d10 {@creature revenant||revenants}"],["11-14","1d6 + 2 {@creature gladiator||gladiators}"],["15-18","2d4 {@creature cambion||cambions}"],["19-22","2d6 {@creature succubus||succubi} or 2d6 {@creature incubus||incubi}"],["23-25","A witch ({@creature archmage}) who zooms overhead on a {@item broom of flying}"],["26-30","1d4 {@creature gray slaad||gray slaadi}"],["31-35","2d8 {@creature couatl||couatls}"],["36-40","A distraught parent who rushes up to people, begging for help for a child who fell into the sewer"],["41-45","1d3 {@creature young silver dragon||young silver dragons}"],["46-50","3d6 {@creature ghost||ghosts}"],["51-55","1 {@creature adult silver dragon}"],["56-60","1d4 {@creature mage||mages} with 1d4 {@creature shield guardian||shield guardians}"],["61-65","An aggressive merchant who hawks wares to passersby, claiming to be the purveyor of the finest silks in all the land"],["66-70","1 {@creature ancient silver dragon}"],["71-75","3d6 {@creature vampire spawn}"],["76-80","A patrol of 2d10 {@creature guard||guards} marching up the street, searching for someone or something"],["81-85","1d10 {@creature assassin||assassins}"],["86-90","1d4 + 1 {@creature gray slaad||gray slaadi}"],["91-93","1d10 {@creature oni}"],["94-96","1 {@creature vampire spellcaster||spellcaster vampire} or 1 {@creature vampire warrior||warrior vampire}"],["97","1d4 {@creature archmage||archmages}"],["98","1d3 {@creature rakshasa||rakshasas}"],["99","1d4 {@creature vampire||vampires}"],["00","1 {@creature tarrasque}"]]},{"name":"Wildspace Encounters","type":"table","source":"BAM","page":6,"caption":"Wildspace Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-03","{@dice 1d4} {@creature Chwinga Astronaut|BAM|chwinga astronauts},* each mounted on 1 {@creature space guppy|BAM}*","{@dice 1d6 + 4}"],["04","1 {@creature cosmic horror|BAM}* (30 percent chance it is asleep)","{@dice 1d6}"],["05","1 {@creature esthetic|BAM}* piloted by 1 {@creature reigar|BAM}*†","{@dice 1d12}"],["06-07","1 {@creature eye monger|BAM}*","{@dice 1d6}"],["08-11","1 {@creature feyr|BAM}*","{@dice 1d6}"],["12-13","1 {@creature giant octopus} that has a flying speed of 60 feet and doesn't need to breathe air","{@dice 1d10}"],["14-17","{@dice 1d6} {@creature Jammer Leech|BAM|jammer leeches}*","{@dice 1d8}"],["18-23","{@dice 1d4} {@creature kindori|BAM}*","{@dice 1d6 + 3}"],["24-25","1 {@creature kindori|BAM}* with 1 {@creature druid}† living in a hut on its back","{@dice 2d6 + 3}"],["26","1 {@creature kraken} that has a flying speed of 60 feet and doesn't need to breathe air","{@dice 1d6}"],["27","1 lunar dragon* (your choice of {@creature Young Lunar Dragon|BAM|young}, {@creature Adult Lunar Dragon|BAM|adult}, or {@creature Ancient Lunar Dragon|BAM|ancient})","{@dice 1d10}"],["28-35","A tavern or inn built on an asteroid, with docks where ships can berth","—"],["36-39","{@dice 1d6} {@creature Murder 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craft","NG","Knowledge","Crossed hammer and tongs"]]},{"type":"table","colLabels":["The Dark Six","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity The Devourer|eberron}, god of nature's wrath","NE","Tempest","Bundle of five sharpened bones"],["{@deity The Fury|eberron}, goddess of wrath and madness","NE","War","Winged wyrm with woman's head and upper body"],["{@deity The Keeper|eberron}, god of greed and death","NE","Death","Dragonshard stone in the shape of a fang"],["{@deity The Mockery|eberron}, god of violence and treachery","NE","War","Five blood-spattered tools"],["{@deity The Shadow|eberron}, god of dark magic","CE","Knowledge","Obsidian tower"],["{@deity The Traveler|eberron}, deity of chaos and change","CN","Knowledge, Trickery","Four crossed, rune-inscribed bones"]]},{"type":"table","colLabels":["Other Faiths of Eberron","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity The Silver Flame|eberron}, deity of protection and good","LG","Life, Light, War","Flame drawn on silver or molded from silver"],["{@deity The Blood of Vol|eberron}, philosophy of immortality and undeath","LN","Death, Life","Stylized dragon skull on red teardrop gem"],["{@deity Cults of the Dragon Below|eberron}, deities of madness","NE","Trickery","Varies"],["{@deity The Path of Light|eberron}, philosophy of light and self-improvement","LN","Life, Light","Brilliant crystal"],["{@deity The Undying Court|eberron}, elven ancestors","NG","Knowledge, Life","Varies"],["{@deity The Spirits of the Past|eberron}, elven ancestors","CG","War","Varies"]]}],"page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"type":"tableGroup","name":"Psychic Wind","tables":[{"type":"table","caption":"Psychic Wind Effects","colLabels":["d20","Location Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-8","Diverted, add {@dice 1d6} hours to travel time"],["9-12","Blown off course, add {@dice 3d10} hours to travel time"],["13-16","Lost, at the end of the travel time, characters arrive at a location other than the intended destination"],["17-20","Sent through color pool to a random plane. 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good"],["4","Life"],["5","Respect"],["6","Self-sacrifice"]]},{"type":"table","caption":"Evil Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Domination"],["2","Greed"],["3","Might"],["4","Pain"],["5","Retribution"],["6","Slaughter"]]},{"type":"table","caption":"Lawful Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Community"],["2","Fairness"],["3","Honor"],["4","Logic"],["5","Responsibility"],["6","Tradition"]]},{"type":"table","caption":"Chaotic Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Change"],["2","Creativity"],["3","Freedom"],["4","Independence"],["5","No limits"],["6","Whimsy"]]},{"type":"table","caption":"Neutral Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance"],["2","Knowledge"],["3","Live and let live"],["4","Moderation"],["5","Neutrality"],["6","People"]]},{"type":"table","caption":"Other Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aspiration"],["2","Discovery"],["3","Glory"],["4","Nation"],["5","Redemption"],["6","Self-knowledge"]]}],"page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 0—4","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 0—4","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","{@dice 6d6 × 100} (2,100)","{@dice 3d6 × 100} (1,050)","—","{@dice 2d6 × 10} (70)","—"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-06","—","—"],["07-16","{@dice 2d6} (7) 10 gp gems","—"],["17-26","{@dice 2d4} (5) 25 gp art objects","—"],["27-36","{@dice 2d6} (7) 50 gp gems","—"],["37-44","{@dice 2d6} (7) 10 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["45-52","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["53-60","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["61-65","{@dice 2d6} (7) 10 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["66-70","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["71-75","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["76-78","{@dice 2d6} (7) 10 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["79-80","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["81-85","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["86-92","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["93-97","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["98-99","{@dice 2d4} (5) 25 gp art objects","Roll once on {@table Magic Item Table G}."],["00","{@dice 2d6} (7) 50 gp gems","Roll once on {@table Magic Item Table G}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 5—10","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 5—10","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","{@dice 2d6 × 100} (700)","{@dice 2d6 × 1,000} (7,000)","—","{@dice 6d6 × 100} (2,100)","{@dice 3d6 × 10} (105)"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-04","—","—"],["05-10","{@dice 2d4} (5) 25 gp art objects","—"],["11-16","{@dice 3d6} (10) 50 gp gems","—"],["17-22","{@dice 3d6} (10) 100 gp gems","—"],["23-28","{@dice 2d4} (5) 250 gp art objects","—"],["29-32","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["33-36","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["37-40","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["41-44","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["45-49","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["50-54","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["55-59","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["60-63","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["64-66","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["67-69","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["70-72","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["73-74","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["75-76","{@dice 2d4} (5) 25 gp art objects","Roll once on {@table Magic Item Table D}."],["77-78","{@dice 3d6} (10) 50 gp gems","Roll once on {@table Magic Item Table D}."],["79","{@dice 3d6} (10) 100 gp gems","Roll once on {@table Magic Item Table D}."],["80","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table D}."],["81-84","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["85-88","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["89-91","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["92-94","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["95-96","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["97-98","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["99","{@dice 3d6} (10) 100 gp gems","Roll once on {@table Magic Item Table H}."],["00","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table H}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 11—16","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 11—16","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","—","—","—","{@dice 4d6 × 1,000} (14,000)","{@dice 5d6 × 100} (1,750)"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-03","—","—"],["04-06","{@dice 2d4} (5) 250 gp art objects","—"],["07-09","{@dice 2d4} (5) 750 gp art objects","—"],["10-12","{@dice 3d6} (10) 500 gp gems","—"],["13-15","{@dice 3d6} (10) 1,000 gp gems","—"],["16-19","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["20-23","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["24-26","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["27-29","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["30-35","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["36-40","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["41-45","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["46-50","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["51-54","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["55-58","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["59-62","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["63-66","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["67-68","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table E}."],["69-70","{@dice 2d4} (5) 750 gp art objects","Roll once on {@table Magic Item Table E}."],["71-72","{@dice 3d6} (10) 500 gp gems","Roll once on {@table Magic Item Table E}."],["73-74","{@dice 3d6} (10) 1,000 gp gems","Roll once on {@table Magic Item Table E}."],["75-76","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["77-78","{@dice 2d4} (5) 750 gp art objects","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["79-80","{@dice 3d6} (10) 500 gp gems","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["81-82","{@dice 3d6} (10) 1,000 gp gems","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["83-85","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["86-88","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["89-90","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["91-92","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["93-94","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table I}."],["95-96","{@dice 2d4} (5) 750 gp art objects","Roll once on {@table Magic Item Table I}."],["97-98","{@dice 3d6} (10) 500 gp gems","Roll once on {@table Magic Item Table I}."],["99-00","{@dice 3d6} (10) 1,000 gp gems","Roll once on {@table Magic Item Table I}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 17+","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 17+","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","—","—","—","{@dice 12d6 × 1,000} (42,000)","{@dice 8d6 × 1,000} (28,000)"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-02","—","—"],["03-05","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["06-08","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["09-11","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["12-14","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["15-22","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["23-30","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["31-38","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["39-46","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["47-52","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["53-58","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["59-63","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["64-68","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["69","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["70","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["71","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["72","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["73-74","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["75-76","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["77-78","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["79-80","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["81-85","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table I}."],["86-90","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table I}."],["91-95","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table I}."],["96-00","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table I}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Charisma Check; Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}],"page":245,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"type":"tableGroup","name":"Explosives","tables":[{"type":"table","caption":"Explosives","colLabels":["Renaissance Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Bomb}","150 gp","1 lb."],["{@item Gunpowder Keg||Gunpowder, keg}","250 gp","20 lb."],["{@item Gunpowder Horn||Gunpowder, powder horn}","35 gp","2 lb."]]},{"type":"table","colLabels":["Modern Item","Cost","Weight"],"colStyles":["col-8 text","col-2 text-right","col-2 text-right"],"rows":[["{@item Dynamite (stick)}","—","1 lb."],["{@item Fragmentation Grenade||Grenade, fragmentation}","—","1 lb."],["{@item Smoke Grenade||Grenade, smoke}","—","2 lb."],["{@item Grenade Launcher||Grenade launcher}","—","7 lb."]]}],"page":267,"source":"DMG","chapter":{"name":"Dungeon Master's 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Going it alone was all I could do."],["6","Society's decadence disgusted me, so I decided to leave it behind."]]},{"type":"table","caption":"Noble","colLabels":["d6","I became a noble because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I come from an old and storied family, and it fell to me to preserve the family name."],["2","My family has been disgraced, and I intend to clear our name."],["3","My family recently came by its title, and that elevation thrust us into a new and strange world."],["4","My family has a title, but none of my ancestors have distinguished themselves since we gained it."],["5","My family is filled with remarkable people. I hope to live up to their example."],["6","I hope to increase my family's power and influence."]]},{"type":"table","caption":"Outlander","colLabels":["d6","I became an outlander because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I spent a lot of time in the wilderness as a youngster, and I came to love that way of life."],["2","From a young age, I couldn't abide the stink of the cities and preferred to spend my time in nature."],["3","I came to understand the darkness that lurks in the wilds, and I vowed to combat it."],["4","My people lived on the edges of civilization, and I learned the methods of survival from my family."],["5","After a tragedy I retreated to the wilderness, leaving my old life behind."],["6","My family moved away from civilization, and I learned to adapt to my new environment."]]},{"type":"table","caption":"Sage","colLabels":["d6","I became a sage because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was naturally curious, so I packed up and went to a university to learn more about the world."],["2","My mentor's teachings opened my mind to new possibilities in that field of study."],["3","I was always an avid reader, and I learned much about my favorite topic on my own."],["4","I discovered an old library and pored over the texts I found there. 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I took it upon myself to become the first line of defense against the evils that lie beyond civilization's borders."],["5","I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands."],["6","I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments."]]},{"type":"table","caption":"Rogue","colLabels":["d6","I became a rogue because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I've always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world."],["2","An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort."],["3","An experienced rogue saw something in me and taught me several useful tricks."],["4","I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential."],["5","I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation."],["6","I'm a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb."]]},{"type":"table","caption":"Sorcerer","colLabels":["d6","I became a sorcerer because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. 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When I became old enough to set out on my own, I did so to learn more magic and expand my power."]]}],"page":66,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"type":"tableGroup","name":"Devil Customization Tables","tables":[{"type":"table","caption":"Devil Honorifics","colLabels":["d20","Title"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","the Perceiver"],["2","Veteran of Avernus"],["3","the Insightful"],["4","Collector of Debts"],["5","the Summoner"],["6","Speaker of Profit"],["7","Chainer of Demons"],["8","the Conqueror"],["9","Glory Seeker"],["10","the Victorious"],["11","the Infiltrator"],["12","the Voluminous"],["13","the Stoic"],["14","the Shatterer"],["15","the Keeper"],["16","the Faithful"],["17","the Clever"],["18","the Chanter"],["19","the Indomitable"],["20","the Vicious"]]},{"type":"table","caption":"Devil Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I always have a scheme to make a profit."],["2","Nobody is as smart as me, and I need to prove that all the time."],["3","There's a rule for everything."],["4","If I can't seize control, I'll serve in the meantime."],["5","I'm a bully who backs down when faced with any sort of resistance."],["6","Every problem can be solved with the use of force."]]},{"type":"table","caption":"Devil Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Loyalty. I keep my vows to my superior and respect those who do the same."],["2","Law. I might not like the rules, but I obey them."],["3","Ambition. The need to improve my station drives my every action."],["4","Conquest. I am equal to the sum of the foes I have defeated in combat."],["5","Cunning. Those who can see an advantage in the direst situation deserve respect."],["6","Brutality. Overwhelming violence, and those who can deliver it, are worthy of obedience."]]},{"type":"table","caption":"Devil Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I and my comrades fought well in the Blood War, and our service demands respect."],["2","Evil without law is a pointless exercise in destruction. Rules make us what we are."],["3","Those who follow me rely on my wisdom to ensure their prosperity."],["4","One day I will have revenge on those who defied me."],["5","If I do my duty, in time I will be rewarded."],["6","We don't corrupt mortals. We teach them enlightened self-interest."]]},{"type":"table","caption":"Devil Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My frustration boils over into violence."],["2","I obey the law, but I strain at its limits to the point of heresy."],["3","I put the minimum effort possible into anything that isn't my own idea."],["4","A low profile is the best defense of all."],["5","I'm so reliant on the laws of the Nine Hells that I panic without their guidance."],["6","I am secretly jealous of the freedom that mortals enjoy."]]}],"page":23,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Dungeon Spread Decks","page":11,"source":"DMTCRG","tables":[{"type":"table","caption":"Locations Deck","page":11,"rows":[["{@card Bridge|Deck of Many More Things|DMTCRG}"],["{@card Cavern|Deck of Many More Things|DMTCRG}"],["{@card Crossroads|Deck of Many More Things|DMTCRG}"],["{@card Donjon|Deck of Many More Things|DMTCRG}"],["{@card Maze|Deck of Many More Things|DMTCRG}"],["{@card Path|Deck of Many More Things|DMTCRG}"],["{@card Ruin|Deck of Many More Things|DMTCRG}"],["{@card Tavern|Deck of Many More Things|DMTCRG}"],["{@card Temple|Deck of Many More Things|DMTCRG}"],["{@card Tomb|Deck of Many More Things|DMTCRG}"],["{@card Tower|Deck of Many More Things|DMTCRG}"]]},{"type":"table","caption":"Story Deck *","page":11,"rows":[["{@card Balance|Deck of Many More Things|DMTCRG}"],["{@card Comet|Deck of Many More Things|DMTCRG}"],["{@card Fates|Deck of Many More Things|DMTCRG}"],["{@card Flames|Deck of Many More Things|DMTCRG}"],["{@card Moon|Deck of Many More Things|DMTCRG}"],["{@card Ship|Deck of Many More Things|DMTCRG}"],["{@card Star|Deck of Many More Things|DMTCRG}"],["{@card Sun|Deck of Many More Things|DMTCRG}"],["{@card Talons|Deck of Many More Things|DMTCRG}"],["{@card Void|Deck of Many More Things|DMTCRG}"]],"footnotes":["* Optional"]},{"type":"table","caption":"Features Deck","page":11,"rows":[["{@card Aberration|Deck of Many More Things|DMTCRG}","{@card Mage|Deck of Many More Things|DMTCRG}"],["{@card Beast|Deck of Many More Things|DMTCRG}","{@card Map|Deck of Many More Things|DMTCRG}"],["{@card Book|Deck of Many More Things|DMTCRG}","{@card Monstrosity|Deck of Many More Things|DMTCRG}"],["{@card Campfire|Deck of Many More Things|DMTCRG}","{@card Ooze|Deck of Many More Things|DMTCRG}"],["{@card Celestial|Deck of Many More Things|DMTCRG}","{@card Pit|Deck of Many More Things|DMTCRG}"],["{@card Construct|Deck of Many More Things|DMTCRG}","{@card Plant|Deck of Many More Things|DMTCRG}"],["{@card Corpse|Deck of Many More Things|DMTCRG}","{@card Priest|Deck of Many More Things|DMTCRG}"],["{@card Door|Deck of Many More Things|DMTCRG}","{@card Prisoner|Deck of Many More Things|DMTCRG}"],["{@card Dragon|Deck of Many More Things|DMTCRG}","{@card Puzzle|Deck of Many More Things|DMTCRG}"],["{@card Elemental|Deck 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Things|DMTCRG}","{@card Undead|Deck of Many More Things|DMTCRG}"],["{@card Knight|Deck of Many More Things|DMTCRG}","{@card Warrior|Deck of Many More Things|DMTCRG}"],["{@card Lance|Deck of Many More Things|DMTCRG}","{@card Well|Deck of Many More Things|DMTCRG}"]]}],"chapter":{"name":"Adventure Spreads","index":2}},{"type":"tableGroup","tables":[{"type":"table","caption":"Arctic","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Owl}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/4","{@creature Giant owl}","Fly"],["1","{@creature Brown bear}","—"],["2","{@creature Polar bear}","Swim"],["2","{@creature Saber-toothed tiger}","—"],["6","{@creature Mammoth}","—"]]},{"type":"table","caption":"Coast","colLabels":["CR","Beast","Fly/Swim"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["0","{@creature Crab}","Swim"],["0","{@creature Eagle}","Fly"],["1/8","{@creature Blood hawk}","Fly"],["1/8","{@creature Giant 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Island","index":2}},{"caption":"Wilderness Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A pack of {@creature Sprite||Sprites} pester the party, playing tricks and attempting to steal small items until the characters leave their territory. If they are treated with deference, the sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen {@creature Sprite||Sprites} riding {@creature Stirge||Stirges} attack. (The sprites' invisibility extends to the stirges as well while they are mounted.)"],["2","The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a {@chance 50|50 percent} chance to receive a supernatural gift (see {@book chapter 7|DMG|7|Supernatural Gifts} of the {@book Dungeon Master's Guide|DMG})—a charm that allows a character to cast the {@spell Galder's Tower|LLK|Galder's tower} spell (see {@adventure appendix E|LLK|7}) once as an action."],["3","A {@creature Treant} and a {@creature Stone Golem} were magically locked together during an ancient battle. Over the centuries since, fey gardeners have turned the two into a temple. Characters who explore the temple might inadvertently help the treant or the golem finally overcome its foe."],["4","A leprechaun (use {@creature Quickling|VGM} statistics from {@book Volo's Guide to Monsters|VGM}) crosses the characters' path. If successfully caught without being killed, the creature negotiates its release with the location of its hidden treasure: 1,000 gp in brightly polished coins."],["5","Gathering firewood results in a visit from an angered undead {@creature Treant}. (Use normal statistics, but the creature has the undead type and cannot use its Animate Trees feature). The treant collects all such fallen branches to take to a hidden graveyard of treant remains, and it angrily attacks any characters who get in its way."],["6–7","Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use {@creature Oaken Bolter|MTF} statistics from {@book Mordenkainen's Tome of Foes|MTF}) or a {@creature Gibbering Mouther} with a mechanical skull housing its central brain."],["8–10","The characters come across a group of roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}), who are heading to the monastery to join its ranks. They possess rumors and fragments of a map, and are keen to steal the characters' resources—especially if {@creature Gearbox|LLK} the modron is present."]],"name":"Wilderness Encounters","page":32,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Cavern Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature Xorn} and an {@creature Umber Hulk} hunt as a team, with the umber hulk working to herd characters toward its partner. Alternatively, the xorn and the umber hulk are rivals, with the characters caught in the middle."],["2","A small war machine built at the monastery has been claimed by three kobolds, which use it to attack any potential threats. Use the statistics for the {@creature Oaken Bolter|MTF} (from {@book Mordenkainen's Tome of Foes|MTF}) and the {@creature Kobold Inventor|VGM} (from {@book Volo's Guide to Monsters|VGM})."],["3","The characters' tunnel route leads through the lair of a {@creature Froghemoth|VGM} or some other exotic monstrosity escaped from another planar craft that crashed into the Barrier Peaks long ago."],["4","A {@creature Galeb Duhr} serves as a kind of door between passageways. Negotiating with it successfully allows access to a secret tunnel that cuts days off the characters' journey."],["5","Roving outlaws (five to ten {@creature Thug||Thugs} led by a {@creature Bandit Captain}) heading to the monastery to join its ranks are hopelessly lost in the tunnels. In gratitude for being rescued, they offer to help the characters in their quest, but betray them at the first opportunity."],["6–7","Six prisoners ({@creature Commoner||Commoners}) escaping from the monastery look to the characters for aid. They are pursued by monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}). If the prisoners are aided, they can supply some knowledge of the monastery before making their own way safely out of the mountains."],["8–10","A monastery work party—six humanoid prisoners ({@creature Commoner||Commoners}) watched by five {@creature Cultist||Cultists} and a {@creature Cult Fanatic}—is seen collecting ore to fuel the monastery's engines. If the prisoners are rescued, they can supply some knowledge of the monastery before fleeing the mountains."]],"name":"Cavern Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Mountain Encounters","colLabels":["d10","Encounter"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","A party of monks (five {@creature Cultist||Cultists} led by a {@creature Cult Fanatic}) either survived the characters' assault on the Monastery of the Distressed Body or were away from the monastery and returned to find it routed. They pursue the characters—to try to convince them to take on leadership of the monastery."],["3","A party of surviving monks (five {@creature Cultist||Cultists}) pursues the characters in revenge, led by an escaped {@creature Brain in a jar|LLK} using cobbled-together mechanical gear for mobility. (If the Grand Master was defeated and its brain survived any encounter in the treasury (area M10), that brain now leads this group.)"],["4","The characters discover signs of past expeditions to the Barrier Peaks—the remains of travelers crushed by fallen rocks. If searched, the bodies might still possess useful gear or fragmentary maps showing the layout of Daoine Gloine. But a close inspection shows that some bodies have had part of their flesh melted away (from encounters with wandering ooze-folk)."],["5","A {@creature Galeb Duhr} (sibling to the one in the monastery tunnels) blocks a key route into the lost city of Daoine Gloine. A character must succeed on a DC 14 Charisma ({@skill Persuasion}) check for the party to pass. But these galeb duhr have an instinctive knowledge of each other, granting advantage or disadvantage on the check depending on how the other galeb duhr was treated. If the other galeb duhr was killed, this one attacks as soon as the characters are recognized."],["6–7","A wandering {@creature Ooze-Folk|LLK} appears, having accidentally trekked out of the city."],["8–10","An isolated village clings to the mountainside, populated by {@creature Kenku} descended from Daoine Gloine refugees who fled the city when it was flooded with ooze. The kenku still remember ancient legends their forebears told about a cult of the medusa, as well as Kwalish's arrival and the \"plague of ooze.\" However, their ability to speak only in mimicry might make it challenging for the characters to communicate with them. In the course of the conversation, the kenku might mimic the sounds of destruction and screaming heard as the city was overwhelmed, relay the mad ranting of the medusa, and so forth. They might even repeat the words of Kwalish himself as he talks of his extradimensional experiments with glass baubles, and his efforts to hide his lab inside of one."]],"name":"Mountain Encounters","page":33,"source":"LLK","chapter":{"name":"Random Encounters","ordinal":{"type":"appendix","identifier":"A"},"index":4}},{"caption":"Stagefright's Lines","page":250,"colLabels":["1d80","Line"],"colStyles":["col-1 text-center","col-11 text-center"],"rows":[[1,"Did you speak? I thought 'twas the braying of an ass."],[2,"Not even otyughs would dine on this."],[3,"Am I to make pie from these crumbs?"],[4,"Are you the lord here? I bring dark tidings from afar."],[5,"You would make a mistress of the moon, if it shone on you."],[6,"You have lit my lantern wick, that's for sure! I am aflame."],[7,"You! Fetch my steed!"],[8,"'Tis said that in Veluna they eat such things."],[9,"Careful, whelp. Far greater than thou hath perished for less."],[10,"Hold on to thy seat. This trail has more bumps to come!"],[11,"I feel I have inherited much from this meeting."],[12,"Stop saying that! Are you a fool?"],[13,"From this wound I shall not recover. You have slain me."],[14,"Let us dance in the whistling wind!"],[15,"You dare speak of this, rascal?"],[16,"On the contrary, I acknowledge all your faults."],[17,"My liege, he's dead."],[18,"It seems we are in a bit of a pickle."],[19,"No, master! He turned to stone."],[20,"But I am your son!"],[21,"Murder! Oh, murder!"],[22,"Hurts, doesn't it?"],[23,"This portends an unpleasant day."],[24,"What manner of ghoul is this I see before me?"],[25,"Knaves, footpads, and liars. I am in good company!"],[26,"Even a beholder wouldn't have seen that one coming!"],[27,"This truly is the worst outcome."],[28,"Tomorrow, at sunrise, I shall no longer be here."],[29,"Hurry! 'Tis best I die quickly."],[30,"Lend me your hand. There is something I must show you."],[31,"I would not wish you upon a toad."],[32,"You beastly little imp!"],[33,"Oh, let us make merry again soon!"],[34,"Night comes, and we must away!"],[35,"I smell a foul wind."],[36,"Tomorrow should dawn merrier."],[37,"My hope is shriveled like a grape. Let us make wine of it!"],[38,"Tell me what I must do."],[39,"Speak only good news! My mood is leaden."],[40,"I think I'll hide in the chimney."],[41,"Enough! I shall not be kicked by any mule!"],[42,"An unnecessary footnote, you are."],[43,"I would tear the world in two for a quaff."],[44,"How now, friend. Why the long face?"],[45,"I shall make a banquet of your dreams."],[46,"Hush, my sweet dumpling."],[47,"We danced too long; now all the music is gone."],[48,"Such humor. I can barely hold my sides."],[49,"Who goes there, on this woebegone, rain-lashed night?"],[50,"The words catch in my throat. I cannot speak them!"],[51,"That is a goatish look you have upon your face."],[52,"Is that a hoot or a growl? It chills my blood!"],[53,"A tailor could not sew a finer lie."],[54,"Silence, piglet! You have squealed enough."],[55,"This dream shall soon end."],[56,"As for this one: let your sword speak."],[57,"A runt has no place among giants."],[58,"Perhaps I shall have that drink, after all."],[59,"Awake! The time is upon us."],[60,"Strange bedfellows, these ones."],[61,"I have a wicked thought, if you will hear it."],[62,"Well, here is a serpent!"],[63,"Two truths told. A lie is sure to follow."],[64,"I warn you: my patience has sunk."],[65,"It seems I am betrayed."],[66,"Have you met my husband?"],[67,"Bar the door! They're here!"],[68,"Let me answer this one."],[69,"I shall not rest 'til the deed is done."],[70,"My enemies are dead, yet I hunger still."],[71,"This is no night for joy."],[72,"See, 'twas I all along!"],[73,"Here's some gristle to chew upon."],[74,"I feel like a giant stepped on my head."],[75,"All is lost! No prayer can save us now!"],[76,"Oh, for a sword!"],[77,"What malice are you planning?"],[78,"What fresh horror is this?"],[79,"Something stirs below."],[80,"See! I blush red as a radish."]],"name":"Stagefright's Lines","source":"WBtW","chapter":{"name":"Stagefright's Lines","ordinal":{"type":"appendix","identifier":"E"},"index":10}},{"caption":"Summoned Underlings","colLabels":["Archdevil","Underlings Summoned"],"colStyles":["col-6","col-6"],"rows":[["{@creature Asmodeus|CoA}","Any devil, including another archdevil"],["{@creature Baalzebul|CoA}","{@dice 1d6} allied {@creature horned devil||horned devils}, {@dice 1d4} allied {@creature ice devil||ice devils}, or 1 allied {@creature pit fiend}"],["{@creature Bel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Belial|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Dispater|CoA}","1 {@creature pit fiend}"],["{@creature Fierna|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"],["{@creature Glasya|CoA}","{@dice 1d2} {@creature erinyes}"],["{@creature Levistus|CoA}","1 {@creature pit fiend}"],["{@creature Mammon|CoA}","{@dice 1d2} {@creature bone devil||bone devils}"],["{@creature Mephistopheles|CoA}","{@dice 1d4} {@creature ice devil||ice devils}"],["{@creature Zariel|CoA}","{@dice 1d6} {@creature bearded devil||bearded devils}"]],"name":"Archdevil Lair Action List; Summoned Underlings","page":214,"source":"CoA","chapter":{"name":"Lords of the Nine","ordinal":{"type":"appendix","identifier":"A"},"index":13}},{"caption":"Ability Score Point Cost","basicRules":true,"srd":true,"colLabels":["Score","Cost","Score","Cost"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["8","0","12","4"],["9","1","13","5"],["10","2","14","7"],["11","3","15","9"]],"name":"Variant: Customizing Ability Scores; Ability Score Point Cost","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ability Scores and Modifiers","srd":true,"basicRules":true,"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1","-5","16-17","+3"],["2-3","-4","18-19","+4"],["4-5","-3","20-21","+5"],["6-7","-2","22-23","+6"],["8-9","-1","24-25","+7"],["10-11","+0","26-27","+8"],["12-13","+1","28-29","+9"],["14-15","+2","30","+10"]],"name":"Variant: Customizing Ability Scores; Ability Scores and Modifiers","page":13,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Character Advancement","srd":true,"basicRules":true,"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"],["14,000","6","+3"],["23,000","7","+3"],["34,000","8","+3"],["48,000","9","+4"],["64,000","10","+4"],["85,000","11","+4"],["100,000","12","+4"],["120,000","13","+5"],["140,000","14","+5"],["165,000","15","+5"],["195,000","16","+5"],["225,000","17","+6"],["265,000","18","+6"],["305,000","19","+6"],["355,000","20","+6"]],"name":"Beyond 1st Level; Character Advancement","page":15,"source":"PHB","chapter":{"name":"Step-by-Step Characters","ordinal":{"type":"chapter","identifier":1},"index":1}},{"basicRules":true,"colLabels":["Class","Description","Hit Die","Primary Ability","Saving Throw Proficiencies","Armor and Weapon Proficiencies"],"colStyles":["col-1","col-4","col-1 text-center","col-1","col-1","col-4"],"rows":[["{@class Barbarian}","A fierce warrior of primitive background who can enter a battle rage","d12","Strength","Strength & Constitution","Light and medium armor, shields, simple and martial weapons"],["{@class Bard}","An inspiring magician whose power echoes the music of creation","d8","Charisma","Dexterity & Charisma","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Cleric}","A priestly champion who wields divine magic in service of a higher power","d8","Wisdom","Wisdom & Charisma","Light and medium armor, shields, simple weapons"],["{@class Druid}","A priest of the Old Faith, wielding the powers of nature—moonlight and plant growth, fire and lightning—and adapting animal forms","d8","Wisdom","Intelligence & Wisdom","Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears"],["{@class Fighter}","A master of martial combat, skilled with a variety of weapons and armor","d10","Strength or Dexterity","Strength & Constitution","All armor, shields, simple and martial weapons"],["{@class Monk}","A master of martial arts harnessing the power of the body in pursuit of physical and spiritual perfection","d8","Dexterity & Wisdom","Strength & Wisdom","Simple weapons, shortswords"],["{@class Paladin}","A holy warrior bound to a sacred oath","d10","Strength & Charisma","Wisdom & Charisma","All armor, shields, simple and martial weapons"],["{@class Ranger}","A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization","d10","Dexterity & Wisdom","Strength & Dexterity","Light and medium armor, shields, simple and martial weapons"],["{@class Rogue}","A scoundrel who uses stealth and trickery to overcome obstacles and enemies","d8","Dexterity","Dexterity & Intelligence","Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords"],["{@class Sorcerer}","A spellcaster who draws on inherent magic from a gift or bloodline","d6","Charisma","Constitution & Charisma","Daggers, darts, slings, quarterstaffs, light crossbows"],["{@class Warlock}","A wielder of magic that is derived from a bargain with an extraplanar entity","d8","Charisma","Wisdom & Charisma","Light armor, simple weapons"],["{@class Wizard}","A scholarly magic-user capable of manipulating the structures of reality","d6","Intelligence","Intelligence & Wisdom","Daggers, darts, slings, quarterstaffs, light crossbows"]],"name":"Classes","page":45,"source":"PHB","chapter":{"name":"Classes","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Random Height and Weight","basicRules":true,"colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-4","col-2","col-2","col-2","col-2"],"rows":[["{@race Human}","4'8\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."],["{@race Dwarf (hill)}","3'8\"","+{@dice 2d4}","115 lb.","× ({@dice 2d6}) lb."],["{@race Dwarf (mountain)}","4'","+{@dice 2d4}","130 lb.","× ({@dice 2d6}) lb."],["{@race Elf (high)}","4'6\"","+{@dice 2d10}","90 lb.","× ({@dice 1d4}) lb."],["{@race Elf (wood)}","4'6\"","+{@dice 2d10}","100 lb.","× ({@dice 1d4}) lb."],["{@race Elf (drow)}","4'5\"","+{@dice 2d6}","75 lb.","× ({@dice 1d6}) lb."],["{@race Halfling}","2'7\"","+{@dice 2d4}","35 lb.","× 1 lb"],["{@race Dragonborn}","5'6\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["{@race Gnome}","2' 11\"","+{@dice 2d4}","35 lb.","× 1 lb."],["{@race Half-elf}","4'9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."],["{@race Half-orc}","4'10\"","+{@dice 2d10}","140 lb.","× ({@dice 2d6}) lb."],["{@race Tiefling}","4 '9\"","+{@dice 2d8}","110 lb.","× ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":121,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Standard Languages","srd":true,"basicRules":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","Humans","Common"],["Dwarvish","Dwarves","Dwarvish"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Dwarvish"],["Gnomish","Gnomes","Dwarvish"],["Goblin","Goblinoids","Dwarvish"],["Halfling","Halflings","Common"],["Orc","Orcs","Dwarvish"]],"name":"Standard Languages","page":123,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Exotic Languages","basicRules":true,"srd":true,"colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons","Infernal"],["Celestial","Celestials","Celestial"],["Draconic","Dragons, dragonborn","Draconic"],["Deep Speech","Mind Flayers, beholders","—"],["Infernal","Devils","Infernal"],["Primordial","Elementals","Dwarvish"],["Sylvan","Fey creatures","Elvish"],["Undercommon","Underdark traders","Elvish"]],"name":"Exotic Languages","page":123,"source":"PHB","chapter":{"name":"Personality and Background","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Starting Wealth by Class","basicRules":true,"colLabels":["Class","Funds"],"colStyles":["col-6","col-6"],"rows":[["Barbarian","{@dice 2d4×10|2d4 × 10|Barbarian Starting Wealth} gp"],["Bard","{@dice 5d4×10|5d4 × 10|Bard Starting Wealth} gp"],["Cleric","{@dice 5d4×10|5d4 × 10|Cleric Starting Wealth} gp"],["Druid","{@dice 2d4×10|2d4 × 10|Druid Starting Wealth} gp"],["Fighter","{@dice 5d4×10|5d4 × 10|Fighter Starting Wealth} gp"],["Monk","{@dice 5d4|5d4|Monk Starting Wealth} gp"],["Paladin","{@dice 5d4×10|5d4 × 10|Paladin Starting Wealth} gp"],["Ranger","{@dice 5d4×10|5d4 × 10|Ranger Starting Wealth} gp"],["Rogue","{@dice 4d4×10|4d4 × 10|Rogue Starting Wealth} gp"],["Sorcerer","{@dice 3d4×10|3d4 × 10|Sorcerer Starting Wealth} gp"],["Warlock","{@dice 4d4×10|4d4 × 10|Warlock Starting Wealth} gp"],["Wizard","{@dice 4d4×10|4d4 × 10|Wizard Starting Wealth} gp"]],"name":"Starting Equipment; Starting Wealth by Class","page":143,"source":"PHB","chapter":{"name":"Equipment","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Standard Exchange Rates","srd":true,"basicRules":true,"colLabels":["Coin","cp","sp","ep","gp","pp"],"colStyles":["col-2","col-2","col-2","col-2","col-2","col-2"],"rows":[["Copper (cp)","1","1/10","1/50","1/100","1/1,000"],["Silver (sp)","10","1","1/5","1/10","1/100"],["Electrum (ep)","50","5","1","1/2","1/20"],["Gold (gp)","100","10","2","1","1/10"],["Platinum (pp)","1,000","100","20","10","1"]],"name":"Coinage; Standard Exchange Rates","page":143,"source":"PHB","chapter":{"name":"Equipment","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Armor","srd":true,"basicRules":true,"colLabels":["Armor","Cost","Armor Class (AC)","Strength","Stealth","Weight"],"colStyles":["col-3","col-1 text-right","col-3 text-center","col-1","col-3","col-1 text-center"],"rows":[["{@i Light 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lb."]},{"type":"row","style":"row-indent-first","row":["{@item half plate armor|phb|Half plate}","750 gp","15 + Dex modifier (max 2)","—","Disadvantage","40 lb."]},["{@i Heavy Armor}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Ring mail|phb}","30 gp","14","—","Disadvantage","40 lb."]},{"type":"row","style":"row-indent-first","row":["{@item Chain mail|phb}","75 gp","16","Str 13","Disadvantage","55 lb."]},{"type":"row","style":"row-indent-first","row":["{@item splint armor|phb|Splint}","200 gp","17","Str 15","Disadvantage","60 lb."]},{"type":"row","style":"row-indent-first","row":["{@item plate armor|phb|Plate}","1,500 gp","18","Str 15","Disadvantage","65 lb."]},["{@i Shield}","","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Shield|phb}","10 gp","+2","—","—","6 lb."]}],"name":"Armor and Shields; Armor","page":144,"source":"PHB","chapter":{"name":"Equipment","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Donning and Doffing Armor","basicRules":true,"srd":true,"colLabels":["Category","Don","Doff"],"colStyles":["col-4","col-4","col-4"],"rows":[["Light Armor","1 minute","1 minute"],["Medium Armor","5 minutes","1 minute"],["Heavy Armor","10 minutes","5 minutes"],["Shield","1 action","1 action"]],"name":"Getting Into and Out of Armor; Donning and Doffing Armor","page":146,"source":"PHB","chapter":{"name":"Equipment","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Weapons","srd":true,"basicRules":true,"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-4","col-1 text-center","col-2","col-1 -text-right","col-4"],"rows":[["{@i Simple Melee Weapons}","","","",""],{"type":"row","style":"row-indent-first","row":["{@item Club|phb}","1 sp","1d4 bludgeoning","2 lb.","Light"]},{"type":"row","style":"row-indent-first","row":["{@item Dagger|phb}","2 gp","1d4 piercing","1 lb.","Finesse, light, thrown (range 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thunder","CG","Tempest, War","Hammer"],["{@deity Thrym|norse}, god of frost giants and cold","CE","War","White double-bladed axe"],["{@deity Tyr|norse}, god of courage and strategy","LN","Knowledge, War","Sword"],["{@deity Uller|norse}, god of hunting and winter","CN","Nature","Longbow"]],"name":"The Norse Pantheon; Norse Deities","page":298,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"caption":"Outer Planes","colLabels":["Outer Plane","Alignment"],"colStyles":["col-8","col-4"],"rows":[["Mount Celestia, the Seven Heavens of","LG"],["Bytopia, the Twin Paradises of","NG, LG"],["Elysium, the Blessed Fields of","NG"],["The Beastlands, the Wilderness of","NG, CG"],["Arborea, the Olympian Glades of","CG"],["Ysgard, the Heroic Domains of","CN, CG"],["Limbo, the Ever-Changing Chaos of","CN"],["Pandemonium, the Windswept Depths of","CN, CE"],["The Abyss, the Infinite Layers of","CE"],["Carceri, the Tarterian Depths of","NE, CE"],["Hades, the Gray Waste of","NE"],["Gehenna, the Bleak Eternity of","NE, LE"],["The Nine Hells (of Baator)","LE"],["Acheron, the Infinite Battlefield of","LN, LE"],["Mechanus, the Clockwork Nirvana of","LN"],["Arcadia, the Peaceable Kingdoms of","LN, LG"]],"name":"Outer Planes","page":301,"source":"PHB","chapter":{"name":"The Planes of Existence","ordinal":{"type":"appendix","identifier":"C"},"index":14}},{"caption":"Size Categories","colLabels":["Size","Space","Examples"],"colStyles":["col-4","col-4","col-4"],"rows":[["Tiny","2½ by 2½ ft.","{@creature Imp}, {@creature sprite}"],["Small","5 by 5 ft.","{@creature Giant rat}, {@creature goblin}"],["Medium","5 by 5 ft.","{@creature Orc}, {@creature werewolf}"],["Large","10 by 10 ft.","{@creature Hippogriff}, {@creature ogre}"],["Huge","15 by 15 ft.","{@creature Fire giant}, {@creature treant}"],["Gargantuan","20 by 20 ft. or larger","{@creature Kraken}, {@creature purple worm}"]],"name":"Size 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10","14","11,500"],["1/8","25","15","13,000"],["1/4","50","16","15,000"],["1/2","100","17","18,000"],["1","200","18","20,000"],["2","450","19","22,000"],["3","700","20","25,000"],["4","1,100","21","33,000"],["5","1,800","22","41,000"],["6","2,300","23","50,000"],["7","2,900","24","62,000"],["8","3,900","25","75,000"],["9","5,000","26","90,000"],["10","5,900","27","105,000"],["11","7,200","28","120,000"],["12","8,400","29","135,000"],["13","10,000","30","155,000"]],"name":"Experience Points by Challenge Rating","page":9,"source":"MM","chapter":{"name":"Introduction","index":0}},{"colLabels":["Color","Damage Resistance"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Black or copper","Acid"],["Blue or bronze","Lightning"],["Brass, gold, or red","Fire"],["Green","Poison"],["Silver or white","Cold"]],"name":"Resistances","page":180,"source":"MM","chapter":{"name":"Introduction","index":0}},{"colLabels":["Size","Breath Weapon","Optional 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ally"]],"name":"Assault or Invasion; Invading Forces","page":29,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Extinction or Depletion","colLabels":["d8","Lost Resource"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A kind of animal (insect, bird, fish, livestock)"],["2","Habitable land"],["3","Magic or magic-users (all magic, or specific kinds or schools of magic)"],["4","A mineral resource (gems, metals, ores)"],["5","A type of monster (unicorn, manticore, dragon)"],["6","A people (family line, clan, culture, race)"],["7","A kind of plant (crop, tree, herb, forest)"],["8","A waterway (river, lake, ocean)"]],"name":"Extinction or Depletion","page":30,"source":"DMG","chapter":{"name":"A World of Your Own","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"New Organizations","colLabels":["d10","New Organizations"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crime 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white"],["4","Plane of Air","Pale blue"],["5","Plane of Earth","Reddish-brown"],["6","Plane of Fire","Orange"],["7","Plane of Water","Green"],["8","Elemental Chaos","Swirling mix of colors"]],"name":"Deep Ethereal; Ethereal Curtains","page":48,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ether Cyclones","colLabels":["d20","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-12","Extended journey"],["13-19","Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)"],["20","Hurled into the Astral Plane"]],"name":"Ether Cyclones","page":49,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Feywild Time Warp","colLabels":["d20","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-2","Days become minutes"],["3-6","Days become hours"],["7-13","No change"],["14-17","Days become weeks"],["18-19","Days become months"],["20","Days become years"]],"name":"Feywild Time Warp","page":50,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Shadowfell Despair","colLabels":["d6","Effect"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-3","{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \"I don't believe I can make a difference to anyone or anything.\""],["4-5","{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \"I am convinced that this place is going to kill me.\""],["6","{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \"I can't tell what's real anymore.\""]],"name":"Shadowfell Despair","page":52,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"The Outer Planes","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["Mount Celestia, the Seven Heavens of","LG"],["Bytopia, the Twin Paradises of","NG, LG"],["Elysium, the Blessed Fields of","NG"],["The Beastlands, the Wilderness of","NG, CG"],["Arborea, the Olympian Glades of","CG"],["Ysgard, the Heroic Domains of","CN, CG"],["Limbo, the Ever-Changing Chaos of","CN"],["Pandemonium, the Windswept Depths of","CN, CE"],["The Abyss, the Infinite Layers of","CE"],["Carceri, the Tarterian Depths of","NE, CE"],["Hades, the Gray Waste of","NE"],["Gehenna, the Bleak Eternity of","NE, LE"],["The Nine Hells of Baator","LE"],["Acheron, the Infinite Battlefield of","LN, LE"],["Mechanus, the Clockwork Nirvana of","LN"],["Arcadia, the Peaceable Kingdoms of","LN, LG"]],"name":"The Outer Planes","page":57,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Abyssal Corruption","colLabels":["d10","Result"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1-4","{@bold Treachery.} The character gains the following flaw: \"I can only achieve my goals by making sure that my companions don't achieve theirs.\""],["5-7","{@bold Bloodlust.} The character gains the following flaw: \"I enjoy killing for its own sake, and once I start, it's hard to stop.\""],["8-9","{@bold Overwhelming Ambition.} The character gains the following flaw: \"I am destined to rule the Abyss, and my companions are tools to that end.\""],["10","{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1."]],"name":"Optional Rule: Abyssal Corruption; Abyssal Corruption","page":62,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gate-Towns of the Outlands","colLabels":["Town","Gate Destination"],"colStyles":["col-4","col-8"],"rows":[["Excelsior","The Seven Heavens of Mount Celestia"],["Tradegate","The Twin Paradises of Bytopia"],["Ecstasy","The Blessed Fields of Elysium"],["Faunel","The Wilderness of the Beastlands"],["Sylvania","The Olympian Glades of Arborea"],["Glorium","The Heroic Domains of Ysgard"],["Xaos","The Ever-Changing Chaos of Limbo"],["Bedlam","The Windswept Depths of Pandemonium"],["Plague-Mort","The Infinite Layers of the Abyss"],["Curst","The Tarterian Depths of Carceri"],["Hopeless","The Gray Waste of Hades"],["Torch","The Bleak Eternity of Gehenna"],["Ribcage","The Nine Hells of Baator"],["Rigus","The Infinite Battlefield of Acheron"],["Automata","The Clockwork Nirvana of Mechanus"],["Fortitude","The Peaceable Kingdoms of Arcadia"]],"name":"The Outlands and Sigil; Gate-Towns of the Outlands","page":67,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dungeon Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stop the dungeon's monstrous inhabitants from raiding the surface world."],["2","Foil a villain's evil scheme."],["3","Destroy a magical threat inside the dungeon."],["4","Acquire treasure."],["5","Find a particular item for a specific purpose."],["6","Retrieve a stolen item hidden in the dungeon."],["7","Find information needed for a special purpose."],["8","Rescue a captive."],["9","Discover the fate of a previous adventuring party."],["10","Find an NPC who disappeared in the area."],["11","Slay a dragon or some other challenging monster."],["12","Discover the nature and origin of a strange location or phenomenon."],["13","Pursue fleeing foes taking refuge in the dungeon."],["14","Escape from captivity in the dungeon."],["15","Clear a ruin so it can be rebuilt and reoccupied."],["16","Discover why a villain is interested in the dungeon."],["17","Win a bet or complete a rite of passage by surviving in the dungeon for a certain amount of time."],["18","Parley with a villain in the dungeon."],["19","Hide from a threat outside the dungeon."],["20","Roll twice, ignoring results of 20"]],"name":"Identify the Party's Goals; Dungeon Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wilderness Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locate a dungeon or other site of interest (roll on the Dungeon Goals table to find out why)."],["2","Assess the scope of a natural or unnatural disaster."],["3","Escort an NPC to a destination."],["4","Arrive at a destination without being seen by the villain's forces."],["5","Stop monsters from raiding caravans and farms."],["6","Establish trade with a distant town."],["7","Protect a caravan traveling to a distant town."],["8","Map a new land."],["9","Find a place to establish a colony."],["10","Find a natural resource."],["11","Hunt a specific monster."],["12","Return home from a distant place."],["13","Obtain information from a reclusive hermit."],["14","Find an object that was lost in the wilds."],["15","Discover the fate of a missing group of explorers."],["16","Pursue fleeing foes."],["17","Assess the size of an approaching army."],["18","Escape the reign of a tyrant."],["19","Protect a wilderness site from attackers."],["20","Roll twice, ignoring results of 20."]],"name":"Identify the Party's Goals; Wilderness Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Other Goals","colLabels":["d12","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize control of a fortified location such as a fortress, town, or ship."],["2","Defend a location from attackers."],["3","Retrieve an object from inside a secure location in a settlement."],["4","Retrieve an object from a caravan."],["5","Salvage an object or goods from a lost vessel or caravan."],["6","Break a prisoner out of a jail or prison camp."],["7","Escape from a jail or prison camp."],["8","Successfully travel through an obstacle course to gain recognition or reward."],["9","Infiltrate a fortified location."],["10","Find the source of strange occurrences in a haunted house or other location."],["11","Interfere with the operation of a business."],["12","Rescue a character, monster, or object from a natural or unnatural disaster."]],"name":"Identify the Party's Goals; Other Goals","page":72,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Villains","colLabels":["d20","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beast or monstrosity with no particular agenda"],["2","Aberration bent on corruption or domination"],["3","Fiend bent on corruption or destruction"],["4","Dragon bent on domination and plunder"],["5","Giant bent on plunder"],["6-7","Undead with any agenda"],["8","Fey with a mysterious goal"],["9-10","Humanoid cultist"],["11-12","Humanoid conqueror"],["13","Humanoid seeking revenge"],["14-15","Humanoid schemer seeking to rule"],["16","Humanoid criminal mastermind"],["17-18","Humanoid raider or ravager"],["19","Humanoid under a curse"],["20","Misguided humanoid zealot"]],"name":"Identify Important NPCs; Adventure Villains","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Allies","colLabels":["d12","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skilled adventurer"],["2","Inexperienced adventurer"],["3","Enthusiastic commoner"],["4","Soldier"],["5","Priest"],["6","Sage"],["7","Revenge seeker"],["8","Raving lunatic adventurer"],["9","Celestial ally"],["10","Fey ally"],["11","Disguised monster"],["12","Villain posing as an ally"]],"name":"Identify Important NPCs; Adventure Allies","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Patrons","colLabels":["d20","Patron"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Retired adventurer"],["3-4","Local ruler"],["5-6","Military officer"],["7-8","Temple official"],["9-10","Sage"],["11-12","Respected elder"],["13","Deity or celestial"],["14","Mysterious fey"],["15","Old friend"],["16","Former teacher"],["17","Parent or other family member"],["18","Desperate Commoner"],["19","Embattled merchant"],["20","Villain posing as a patron"]],"name":"Identify Important NPCs; Adventure Patrons","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Introduction","colLabels":["d12","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While traveling in the wilderness, the characters fall into a sinkhole that opens beneath their feet, dropping them into the adventure location."],["2","While traveling in the wilderness, the characters notice the entrance to the adventure location."],["3","While traveling on a road, the characters are attacked by monsters that flee into the nearby adventure location."],["4","The adventurers find a map on a dead body. In addition to the map setting up the adventure, the adventure's villain wants the map."],["5","A mysterious magic item or a cruel villain teleports the characters to the adventure location."],["6","A stranger approaches the characters in a tavern and urges them toward the adventure location."],["7","A town or village needs volunteers to go to the adventure location."],["8","An NPC the characters care about needs them to go to the adventure location."],["9","An NPC the characters must obey orders them to go to the adventure location."],["10","An NPC the characters respect asks them to go to the adventure location."],["11","One night, the characters all dream about entering the adventure location."],["12","A ghost appears and terrorizes a village. Research reveals that it can be put to rest only by entering the adventure location."]],"name":"Find the Ideal Introduction; Adventure Introduction","page":74,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventure Climax","colLabels":["d12","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers confront the main villain and a group of minions in a bloody battle to the finish."],["2","The adventurers chase the villain while dodging obstacles designed to thwart them, leading to a final confrontation in or outside the villain's refuge."],["3","The actions of the adventurers or the villain result in a cataclysmic event that the adventurers must escape."],["4","The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be completed."],["5","The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time."],["6","An ally betrays the adventurers as they're about to achieve their goal. (Use this climax carefully, and don't overuse it.)"],["7","A portal opens to another plane of existence. Creatures on the other side spill out, forcing the adventurers to close the portal and deal with the villain at the same time."],["8","Traps, hazards, or animated objects turn against the adventurers while the main villain attacks."],["9","The dungeon begins to collapse while the adventurers face the main villain, who attempts to escape in the chaos."],["10","A threat more powerful than the adventurers appears, destroys the main villain, and then turns its attention on the characters."],["11","The adventurers must choose whether to pursue the fleeing main villain or save an NPC they care about or a group of innocents."],["12","The adventurers must discover the main villain's secret weakness before they can hope to defeat that villain."]],"name":"Consider the Ideal Climax; Adventure Climax","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Villain Actions","colLabels":["d6","Type of Actions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Big event"],["2","Crime spree"],["3","Growing corruption"],["4","One and done"],["5","Serial crimes"],["6","Step by step"]],"name":"Determine the Villain's Actions; Event-Based Villain Actions","page":75,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Event-Based Goals","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring the villain to justice."],["2","Clear the name of an innocent NPC."],["3","Protect or hide an NPC."],["4","Protect an object."],["5","Discover the nature and origin of a strange phenomenon that might be the villain's doing."],["6","Find a wanted fugitive."],["7","Overthrow a tyrant."],["8","Uncover a conspiracy to overthrow a ruler."],["9","Negotiate peace between enemy nations or feuding families."],["10","Secure aid from a ruler or council."],["11","Help a villain find redemption."],["12","Parley with a villain."],["13","Smuggle weapons to rebel forces."],["14","Stop a band of smugglers."],["15","Gather intelligence on an enemy force."],["16","Win a tournament."],["17","Determine the villain's identity."],["18","Locate a stolen item."],["19","Make sure a wedding goes off without a hitch."],["20","Roll twice, ignoring results of 20."]],"name":"Determine the Party's Goals; Event-Based Goals","page":76,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Framing Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Anniversary of a monarch's reign"],["03-04","Anniversary of an important event"],["05-06","Arena event"],["07-08","Arrival of a caravan or ship"],["09-10","Arrival of a circus"],["11-12","Arrival of an important NPC"],["13-14","Arrival of marching modrons"],["15-16","Artistic performance"],["17-18","Athletic event"],["19-20","Birth of a child"],["21-22","Birthday of an important NPC"],["23-24","Civic festival"],["25-26","Comet appearance"],["27-28","Commemoration of a past tragedy"],["29-30","Consecration of a new temple"],["31-32","Coronation"],["33-34","Council meeting"],["35-36","Equinox or solstice"],["37-38","Execution"],["39-40","Fertility festival"],["41-42","Full moon"],["43-44","Funeral"],["45-46","Graduation of cadets or wizards"],["47-48","Harvest festival"],["49-50","Holy day"],["51-52","Investiture of a knight or other noble"],["53-54","Lunar eclipse"],["55-58","Midsummer festival"],["59-60","Midwinter festival"],["61-62","Migration of monsters"],["63-64","Monarch's ball"],["65-66","New moon"],["67-68","New year"],["69-70","Pardoning of a prisoner"],["71-72","Planar conjunction"],["73-74","Planetary alignment"],["75-76","Priestly investiture"],["77-78","Procession of ghosts"],["79-80","Remembrance for soldiers lost in war"],["81-82","Royal address or proclamation"],["83-84","Royal audience day"],["85-86","Signing of a treaty"],["87-88","Solar eclipse"],["89-91","Tournament"],["92-94","Trial"],["95-96","Violent uprising"],["97-98","Wedding or wedding anniversary"],["99-100","Concurrence of two events. (roll twice, ignoring results of 99 or 100.)"]],"name":"Framing Events","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Moral Quandaries","colLabels":["d20","Quandary"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Ally quandary"],["4-6","Friend quandary"],["7-12","Honor quandary"],["13-16","Rescue quandary"],["17-20","Respect quandary"]],"name":"Moral Quandaries","page":79,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Twists","colLabels":["d10","Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventurers are racing against other creatures with the same or opposite goal."],["2","The adventurers become responsible for the safety of a noncombatant NPC."],["3","The adventurers are prohibited from killing the villain, but the villain has no compunctions about killing them."],["4","The adventurers have a time limit."],["5","The adventurers have received false or extraneous information."],["6","Completing an adventure goal fulfills a prophecy or prevents the fulfillment of a prophecy."],["7","The adventurers have two different goals, but they can complete only one."],["8","Completing the goal secretly helps the villain."],["9","The adventurers must cooperate with a known enemy to achieve the goal."],["10","The adventurers are under magical compulsion (such as a geas spell) to complete their goal."]],"name":"Twists","page":80,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Side Quests","colLabels":["d8","Side Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific item rumored to be in the area."],["2","Retrieve a stolen item in the villain's possession."],["3","Receive information from an NPC in the area."],["4","Rescue a captive."],["5","Discover the fate of a missing NPC."],["6","Slay a specific monster."],["7","Discover the nature and origin of a strange phenomenon in the area."],["8","Secure the aid of a character or creature in the area."]],"name":"Side Quests","page":81,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"XP Thresholds by Character Level","basicRules":true,"colLabels":["Character Level","Easy","Medium","Hard","Deadly"],"colStyles":["col-4 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1st","25","50","75","100"],["2nd","50","100","150","200"],["3rd","75","150","225","400"],["4th","125","250","375","500"],["5th","250","500","750","1,100"],["6th","300","600","900","1,400"],["7th","350","750","1,100","1,700"],["8th","450","900","1,400","2,100"],["9th","550","1,100","1,600","2,400"],["10th","600","1,200","1,900","2,800"],["11th","800","1,600","2,400","3,600"],["12th","1,000","2,000","3,000","4,500"],["13th","1,100","2,200","3,400","5,100"],["14th","1,250","2,500","3,800","5,700"],["15th","1,400","2,800","4,300","6,400"],["16th","1,600","3,200","4,800","7,200"],["17th","2,000","3,900","5,900","8,800"],["18th","2,100","4,200","6,300","9,500"],["19th","2,400","4,900","7,300","10,900"],["20th","2,800","5,700","8,500","12,700"]],"name":"Combat Encounter Difficulty; XP Thresholds by Character Level","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Encounter Multipliers","basicRules":true,"colLabels":["Number of Monsters","Multiplier"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1","×1"],["2","×1.5"],["3-6","×2"],["7-10","×2.5"],["11-14","×3"],["15 or more","×4"]],"name":"Modify Total XP for Multiple Monsters; Encounter Multipliers","page":82,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adventuring Day XP","basicRules":true,"colLabels":["Level","Adjusted XP per Day per Character"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","300"],["2nd","600"],["3rd","1,200"],["4th","1,700"],["5th","3,500"],["6th","4,000"],["7th","5,000"],["8th","6,000"],["9th","7,500"],["10th","9,000"],["11th","10,500"],["12th","11,500"],["13th","13,500"],["14th","15,000"],["15th","18,000"],["16th","20,000"],["17th","25,000"],["18th","27,000"],["19th","30,000"],["20th","40,000"]],"name":"The Adventuring Day; Adventuring Day XP","page":84,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvan Forest Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]],"name":"Probabilities; Sylvan Forest Encounters","page":86,"source":"DMG","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"NPC Appearance","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Distinctive jewelry: earrings, necklace, circlet, bracelets"],["2","Piercings"],["3","Flamboyant or outlandish clothes"],["4","Formal, clean clothes"],["5","Ragged, dirty clothes"],["6","Pronounced scar"],["7","Missing teeth"],["8","Missing fingers"],["9","Unusual eye color (or two different colors)"],["10","Tattoos"],["11","Birthmark"],["12","Unusual skin color"],["13","Bald"],["14","Braided beard or hair"],["15","Unusual hair color"],["16","Nervous eye twitch"],["17","Distinctive nose"],["18","Distinctive posture (crooked or rigid)"],["19","Exceptionally beautiful"],["20","Exceptionally ugly"]],"name":"NPC Appearance","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Abilities","colLabels":["d6","High Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-powerful, brawny, strong as an ox"],["2","Dexterity-lithe, agile, graceful"],["3","Constitution-hardy, hale, healthy"],["4","Intelligence-studious, learned, inquisitive"],["5","Wisdom-perceptive, spiritual, insightful"],["6","Charisma-persuasive, forceful, born leader"]],"name":"NPC Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Low Abilities","colLabels":["d6","Low Ability"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength-feeble, scrawny"],["2","Dexterity-clumsy, fumbling"],["3","Constitution-sickly, pale"],["4","Intelligence-dim-witted, slow"],["5","Wisdom-oblivious, absentminded"],["6","Charisma-dull, boring"]],"name":"NPC Low Abilities","page":88,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Talents","colLabels":["d20","Talent"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plays a musical instrument"],["2","Speaks several languages fluently"],["3","Unbelievably lucky"],["4","Perfect memory"],["5","Great with animals"],["6","Great with children"],["7","Great at solving puzzles"],["8","Great at one game"],["9","Great at impersonations"],["10","Draws beautifully"],["11","Paints beautifully"],["12","Sings beautifully"],["13","Drinks everyone under the table"],["14","Expert carpenter"],["15","Expert cook"],["16","Expert dart thrower and rock skipper"],["17","Expert juggler"],["18","Skilled actor and master of disguise"],["19","Skilled dancer"],["20","Knows thieves' cant"]],"name":"NPC Talents","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prone to singing, whistling, or humming quietly"],["2","Speaks in rhyme or some other peculiar way"],["3","Particularly low or high voice"],["4","Speaks in an unusually formal manner"],["5","Enunciates overly clearly"],["6","Speaks loudly"],["7","Whispers"],["8","Uses flowery speech or long words"],["9","Frequently uses the wrong word"],["10","Uses colorful oaths and exclamations"],["11","Makes constant jokes or puns"],["12","Prone to predictions of doom"],["13","Fidgets"],["14","Squints"],["15","Stares into the distance"],["16","Chews something"],["17","Paces"],["18","Taps fingers"],["19","Bites fingernails"],["20","Twirls hair or tugs beard"]],"name":"NPC Mannerisms","page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"NPC Interaction Traits","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Argumentative"],["2","Arrogant"],["3","Blustering"],["4","Rude"],["5","Curious"],["6","Friendly"],["7","Honest"],["8","Hot tempered"],["9","Irritable"],["10","Ponderous"],["11","Quiet"],["12","Suspicious"]],"name":"Interactions with Others; 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trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]],"name":"Random Urban Encounters","page":114,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Undersea Encounters","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]],"name":"Random Undersea Encounters","page":116,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Underwater Encounter Distance","colLabels":["Creature Size","Encounter Distance"],"colStyles":["col-10","col-2 text-center"],"rows":[["Clear water, bright light","60 ft."],["Clear water, dim light","30 ft."],["Murky water or no light","10 ft."]],"name":"Underwater Encounter Distance","page":117,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Random Encounters at Sea","colLabels":["d12 + d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]],"name":"Random Encounters at Sea","page":118,"source":"DMG","chapter":{"name":"Adventure Environments","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Airborne and Waterborne 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Costs","colLabels":["Property","Total Cost per Day","Skilled Hirelings","Untrained Hirelings"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Abbey","20 gp","5","25"],["Farm","5 sp","1","2"],["Guildhall, town or city","5 gp","5","3"],["Inn, rural roadside","10 gp","5","10"],["Inn, town or city","5 gp","1","5"],["Keep or small castle","100 gp","50","50"],["Lodge, hunting","5 sp","1","-"],["Noble estate","10 gp","3","15"],["Outpost or fort","50 gp","20","40"],["Palace or large castle","400 gp","200","100"],["Shop","2 gp","1","-"],["Temple, large","25 gp","10","10"],["Temple, small","1 gp","2","-"],["Tower, fortified","25 gp","10","-"],["Trading post","10 gp","4","2"]],"name":"Recurring Expenses; Maintenance Costs","page":126,"source":"DMG","chapter":{"name":"Between Adventures","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Individual Treasure: Challenge 0—4","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 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(140)","—"],["96-00","—","—","—","{@dice 2d6 × 10} (70)","{@dice 3d6} (10)"]],"name":"Individual Treasure: Challenge 5—10","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 11—16","colLabels":["d100","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["01-20","—","{@dice 4d6 × 100} (1,400)","—","{@dice 1d6 × 100} (350)","—"],["21-35","—","—","{@dice 1d6 × 100} (350)","{@dice 1d6 × 100} (350)","—"],["36-75","—","—","—","{@dice 2d6 × 100} (700)","{@dice 1d6 × 10} (35)"],["76-00","—","—","—","{@dice 2d6 × 100} (700)","{@dice 2d6 × 10} (70)"]],"name":"Individual Treasure: Challenge 11—16","page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Individual Treasure: Challenge 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yellow-brown)"],["6","{@item Jasper} (opaque blue, black, or brown)"],["7","{@item Moonstone} (translucent white with pale blue glow)"],["8","{@item Onyx} (opaque bands of black and white, or pure black or white)"],["9","{@item Quartz} (transparent white, smoky gray, or yellow)"],["10","{@item Sardonyx} (opaque bands of red and white)"],["11","{@item Star rose quartz} (translucent rosy stone with white star-shaped center)"],["12","{@item Zircon} (transparent pale blue-green)"]],"name":"50 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"100 gp Gemstones","colLabels":["d10","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Amber} (transparent watery gold to rich gold)"],["2","{@item Amethyst} (transparent deep purple)"],["3","{@item Chrysoberyl} (transparent yellow-green to pale green)"],["4","{@item Coral} (opaque crimson)"],["5","{@item Garnet} (transparent red, brown-green, or violet)"],["6","{@item Jade} (translucent light green, deep green, or white)"],["7","{@item Jet} (opaque deep black)"],["8","{@item Pearl} (opaque lustrous white, yellow, or pink)"],["9","{@item Spinel} (transparent red, red-brown, or deep green)"],["10","{@item Tourmaline} (transparent pale green, blue, brown, or red)"]],"name":"100 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"500 gp Gemstones","colLabels":["d6","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Alexandrite} (transparent dark green)"],["2","{@item Aquamarine} (transparent pale blue-green)"],["3","{@item Black pearl} (opaque pure black)"],["4","{@item Blue spinel} (transparent deep blue)"],["5","{@item Peridot} (transparent rich olive green)"],["6","{@item Topaz} (transparent golden yellow)"]],"name":"500 gp 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Gemstones","colLabels":["d4","Stone Description"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Black sapphire} (translucent lustrous black with glowing highlights)"],["2","{@item Diamond} (transparent blue-white, canary, pink, brown, or blue)"],["3","{@item Jacinth} (transparent fiery orange)"],["4","{@item Ruby} (transparent clear red to deep crimson)"]],"name":"5,000 gp Gemstones","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"25 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver ewer}"],["2","{@item Carved bone statuette}"],["3","{@item Small gold bracelet}"],["4","{@item Cloth-of-gold vestments}"],["5","{@item Black velvet mask stitched with silver thread}"],["6","{@item Copper chalice with silver filigree}"],["7","{@item Pair of engraved bone dice}"],["8","{@item Small mirror set in a painted wooden frame}"],["9","{@item Embroidered silk handkerchief}"],["10","{@item Gold locket with a painted portrait inside}"]],"name":"25 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"250 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Gold ring set with bloodstones}"],["2","{@item Carved ivory statuette}"],["3","{@item Large gold bracelet}"],["4","{@item Silver necklace with a gemstone pendant}"],["5","{@item Bronze crown}"],["6","{@item Silk robe with gold embroidery}"],["7","{@item Large well-made tapestry}"],["8","{@item Brass mug with jade inlay}"],["9","{@item Box of turquoise animal figurines}"],["10","{@item Gold bird cage with electrum filigree}"]],"name":"250 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"750 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Silver chalice set with moonstones}"],["2","{@item Silver-plated steel longsword with jet set in hilt}"],["3","{@item Carved harp of exotic wood with ivory inlay and zircon gems}"],["4","{@item Small gold idol}"],["5","{@item Gold dragon comb set with red garnets as eyes}"],["6","{@item Bottle stopper cork embossed with gold leaf and set with amethysts}"],["7","{@item Ceremonial electrum dagger with a black pearl in the pommel}"],["8","{@item Silver and gold brooch}"],["9","{@item Obsidian statuette with gold fittings and inlay}"],["10","{@item Painted gold war mask}"]],"name":"750 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"2,500 gp Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Fine gold chain set with a fire opal}"],["2","{@item Old masterpiece painting}"],["3","{@item Embroidered silk and velvet mantle set with numerous moonstones}"],["4","{@item Platinum bracelet set with a sapphire}"],["5","{@item Embroidered glove set with jewel chips}"],["6","{@item Jeweled anklet}"],["7","{@item Gold music box}"],["8","{@item Gold circlet set with four aquamarines}"],["9","{@item Eye patch with a mock eye set in blue sapphire and moonstone}"],["10","A {@item necklace string of small pink pearls}"]],"name":"2,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"7,500 gp Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@item Jeweled gold crown}"],["2","{@item Jeweled platinum ring}"],["3","{@item Small gold statuette set with rubies}"],["4","{@item Gold cup set with emeralds}"],["5","{@item Gold jewelry box with platinum filigree}"],["6","{@item Painted gold child's sarcophagus}"],["7","{@item Jade game board with solid gold playing pieces}"],["8","{@item Bejeweled ivory drinking horn with gold filigree}"]],"name":"7,500 gp Art Objects","page":134,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Rarity","colLabels":["Rarity","Character Level","Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["Common","1st or higher","50-100 gp"],["Uncommon","1st or higher","101-500 gp"],["Rare","5th or higher","501-5,000 gp"],["Very rare","11th or higher","5,001-50,000 gp"],["Legendary","17th or higher","50,001+ gp"]],"name":"Magic Item Rarity","page":135,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Potion Miscibility","colLabels":["d100","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer."],["02-08","The mixture becomes an ingested poison of the DM's choice."],["09-15","Both potions lose their effects."],["16-25","One potion loses its effect."],["26-35","Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way."],["36-90","Both potions work normally."],["91-99","The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."],["00","Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect."]],"name":"Variant: Mixing Potions; Potion Miscibility","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Spell Scroll","srd":true,"colLabels":["Spell Level","Rarity","Save DC","Attack Bonus"],"colStyles":["col-3","col-3","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","Common","13","+5 "],["1st","Common","13","+5 "],["2nd","Uncommon","13","+5 "],["3rd","Uncommon","15","+7"],["4th","Rare","15","+7"],["5th","Rare","17","+9"],["6th","Very rare","17","+9"],["7th","Very rare","18","+10"],["8th","Very rare","18","+10"],["9th","Legendary","19","+11"]],"name":"Spell Scrolls; Spell Scroll","page":139,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Scroll Mishap","colLabels":["d6","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell."],["2","The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target."],["3","The spell affects a random location within the spell's range."],["4","The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold."],["5","The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for {@dice 1d10} minutes."],["6","The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away."]],"name":"Variant: Scroll Mishaps; Scroll Mishap","page":140,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Who Created It or Was Intended to Use It?","colLabels":["d20","Creator or Intended User"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving."],["2-4","Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages."],["5","Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive."],["6","Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon."],["7","Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more."],["8-9","Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls."],["10","Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous."],["11","Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock."],["12","Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors."],["13","Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal."],["14-15","Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like."],["16","Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius Any metal in the item is silver or mithral, rather than iron or steel."],["17","Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive."],["18","Giant. The item is larger than normal and was crafted by giants for use by their smaller allies."],["19","Gnome. The item is crafted to appear ordinary and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function."],["20","Undead. The item incorporates imagery of death such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch"]],"name":"Special Features; Who Created It or Was Intended to Use It?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Is a Detail from Its History?","colLabels":["d8","History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol."],["2","Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy."],["3","Heroic. A great hero once wielded this item. Anyone who's familiar with the item's history expects great deeds from the new owner."],["4","Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface."],["5","Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer."],["6","Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god's followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity."],["7","Sinister. This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion."],["8","Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume its new owner is the item's legitimate inheritor."]],"name":"Special Features; What Is a Detail from Its History?","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Minor Property Does It Have","colLabels":["d20","Minor Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light."],["2","Compass. The wielder can use an action to learn which way is north."],["3","Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience."],["4","Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward."],["5","Gleaming. This item never gets dirty."],["6","Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated."],["7","Harmonious. Attuning to this item takes only 1 minute."],["8","Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location."],["9","Key. The item is used to unlock a container, chamber, vault, or other entryway."],["10","Language. The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person."],["11","Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it."],["12","Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song."],["13","Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected."],["14","Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit."],["15","Unbreakable. The item can't be broken. Special means must be used to destroy it."],["16","War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn."],["17","Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength ({@skill Athletics}) checks to swim."],["18","Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so."],["19","Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it."],["20","Roll twice, rerolling any additional 20s."]],"name":"Special Features; What Minor Property Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"What Quirk Does It Have","colLabels":["d12","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence."],["2","Confident. The item helps its bearer feel self-assured."],["3","Covetous. The item's bearer becomes obsessed with material wealth."],["4","Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit."],["5","Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate."],["6","Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used."],["7","Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use."],["8","Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful."],["9","Painful. The bearer experiences a harmless flash of pain when using the item."],["10","Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)"],["11","Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it."],["12","Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest."]],"name":"Special Features; What Quirk Does It Have","page":141,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table A","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-50","{@item Potion of healing}"],["51-60","{@item Spell scroll (cantrip)}"],["61-70","{@item Potion of climbing}"],["71-90","{@item Spell scroll (1st level)}"],["91-94","{@item Spell scroll (2nd level)}"],["95-98","{@item Potion of greater healing}"],["99","{@item Bag of holding}"],["00","{@item Driftglobe}"]],"name":"Magic Item Table A","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table B","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of greater healing}"],["16-22","{@item Potion of fire breath}"],["23-29","{@item Potion of resistance}"],["30-34","{@item +1 ammunition}"],["35-39","{@item Potion of animal friendship}"],["40-44","{@item Potion of hill giant strength}"],["45-49","{@item Potion of growth}"],["50-54","{@item Potion of water breathing}"],["55-59","{@item Spell scroll (2nd level)}"],["60-64","{@item Spell scroll (3rd level)}"],["65-67","{@item Bag of holding}"],["68-70","{@item Keoghtom's ointment}"],["71-73","{@item Oil of slipperiness}"],["74-75","{@item Dust of disappearance}"],["76-77","{@item Dust of dryness}"],["78-79","{@item Dust of sneezing and choking}"],["80-81","{@item Elemental gem}"],["82-83","{@item Philter of love}"],["84","{@item Alchemy jug}"],["85","{@item Cap of water breathing}"],["86","{@item Cloak of the manta ray}"],["87","{@item Driftglobe}"],["88","{@item Goggles of night}"],["89","{@item Helm of comprehending languages}"],["90","{@item Immovable rod}"],["91","{@item Lantern of revealing}"],["92","{@item Mariner's armor}"],["93","{@item Mithral armor}"],["94","{@item Potion of poison}"],["95","{@item Ring of swimming}"],["96","{@item Robe of useful items}"],["97","{@item Rope of climbing}"],["98","{@item Saddle of the cavalier}"],["99","{@item Wand of magic detection}"],["00","{@item Wand of secrets}"]],"name":"Magic Item Table B","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table C","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item Potion of superior healing}"],["16-22","{@item Spell scroll (4th level)}"],["23-27","{@item +2 ammunition}"],["28-32","{@item Potion of clairvoyance}"],["33-37","{@item Potion of diminution}"],["38-42","{@item Potion of gaseous form}"],["43-47","{@item Potion of frost giant strength}"],["48-52","{@item Potion of stone giant strength}"],["53-57","{@item Potion of heroism}"],["58-62","{@item Potion of invulnerability}"],["63-67","{@item Potion of mind reading}"],["68-72","{@item Spell scroll (5th level)}"],["73-75","{@item Elixir of health}"],["76-78","{@item Oil of etherealness}"],["79-81","{@item Potion of fire giant strength}"],["82-84","{@item Quaal's feather token}"],["85-87","{@item Scroll of protection}"],["88-89","{@item Bag of beans}"],["90-91","{@item Bead of force}"],["92","{@item Chime of opening}"],["93","{@item Decanter of endless water}"],["94","{@item Eyes of minute seeing}"],["95","{@item Folding boat}"],["96","{@item Heward's handy haversack}"],["97","{@item Horseshoes of speed}"],["98","{@item Necklace of fireballs}"],["99","{@item Periapt of health}"],["00","{@item Sending stones}"]],"name":"Magic Item Table C","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table D","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","{@item Potion of supreme healing}"],["21-30","{@item Potion of invisibility}"],["31-40","{@item Potion of speed}"],["41-50","{@item Spell scroll (6th level)}"],["51-57","{@item Spell scroll (7th level)}"],["58-62","{@item +3 ammunition}"],["63-67","{@item Oil of sharpness}"],["68-72","{@item Potion of flying}"],["73-77","{@item Potion of cloud giant strength}"],["78-82","{@item Potion of longevity}"],["83-87","{@item Potion of vitality}"],["88-92","{@item Spell scroll (8th level)}"],["93-95","{@item Horseshoes of a zephyr}"],["96-98","{@item Nolzur's marvelous pigments}"],["99","{@item Bag of devouring}"],["00","{@item Portable hole}"]],"name":"Magic Item Table D","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table E","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-30","{@item Spell scroll (8th level)}"],["31-55","{@item Potion of storm giant strength}"],["56-70","{@item Potion of supreme healing}"],["71-85","{@item Spell scroll (9th level)}"],["86-93","{@item Universal solvent}"],["94-98","{@item Arrow of slaying}"],["99-100","{@item Sovereign glue}"]],"name":"Magic Item Table E","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table F","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","{@item +1 weapon}"],["16-18","{@item +1 shield}"],["19-21","{@item Sentinel shield}"],["22-23","{@item Amulet of proof against detection and location}"],["24-25","{@item Boots of elvenkind}"],["26-27","{@item Boots of striding and springing}"],["28-29","{@item Bracers of archery}"],["30-31","{@item Brooch of shielding}"],["32-33","{@item Broom of flying}"],["34-35","{@item Cloak of elvenkind}"],["36-37","{@item Cloak of protection}"],["38-39","{@item Gauntlets of ogre power}"],["40-41","{@item Hat of disguise}"],["42-43","{@item Javelin of lightning}"],["44-45","{@item Pearl of power}"],["46-47","{@item +1 rod of the pact keeper}"],["48-49","{@item Slippers of spider climbing}"],["50-51","{@item Staff of the adder}"],["52-53","{@item Staff of the python}"],["54-55","{@item Sword of vengeance}"],["56-57","{@item Trident of fish command}"],["58-59","{@item Wand of magic missiles}"],["60-61","{@item +1 wand of the war mage}"],["62-63","{@item Wand of web}"],["64-65","{@item Weapon of warning}"],["66","{@item Adamantine chain mail}"],["67","{@item Adamantine chain shirt}"],["68","{@item Adamantine scale mail}"],["69","{@item Bag of tricks, gray}"],["70","{@item Bag of tricks, rust}"],["71","{@item Bag of tricks, tan}"],["72","{@item Boots of the winterlands}"],["73","{@item Circlet of blasting}"],["74","{@item Deck of illusions}"],["75","{@item Eversmoking bottle}"],["76","{@item Eyes of charming}"],["77","{@item Eyes of the eagle}"],["78","{@item Figurine of wondrous power, silver raven}"],["79","{@item Gem of brightness}"],["80","{@item Gloves of missile snaring}"],["81","{@item Gloves of swimming and climbing}"],["82","{@item Gloves of thievery}"],["83","{@item Headband of intellect}"],["84","{@item Helm of telepathy}"],["85","{@item Instrument of the bards, doss lute}"],["86","{@item Instrument of the bards, fochlucan bandore}"],["87","{@item Instrument of the bards, mac-fuirmidh cittern}"],["88","{@item Medallion of thoughts}"],["89","{@item Necklace of adaptation}"],["90","{@item Periapt of wound closure}"],["91","{@item Pipes of haunting}"],["92","{@item Pipes of the sewers}"],["93","{@item Ring of jumping}"],["94","{@item Ring of mind shielding}"],["95","{@item Ring of warmth}"],["96","{@item Ring of water walking}"],["97","{@item Quiver of ehlonna}"],["98","{@item Stone of good luck}"],["99","{@item Wind fan}"],["00","{@item Winged boots}"]],"name":"Magic Item Table F","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table G","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-11","{@item +2 weapon}"],["12-14",{"type":"table","caption":"Figurine of Wondrous Power","colLabels":["d8","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@item Figurine of wondrous power, bronze griffon}"],["02","{@item Figurine of wondrous power, ebony fly}"],["03","{@item Figurine of wondrous power, golden lions}"],["04","{@item Figurine of wondrous power, ivory goats}"],["05","{@item Figurine of wondrous power, marble elephant}"],["06-07","{@item Figurine of wondrous power, onyx dog}"],["08","{@item Figurine of wondrous power, serpentine owl}"]],"data":{"tableIgnore":true}}],["15","{@item Adamantine breastplate}"],["16","{@item Adamantine splint armor}"],["17","{@item Amulet of health}"],["18","{@item Armor of vulnerability}"],["19","{@item Arrow-catching shield}"],["20","{@item Belt of dwarvenkind}"],["21","{@item Belt of hill giant strength}"],["22","{@item Berserker axe}"],["23","{@item Boots of levitation}"],["24","{@item Boots of speed}"],["25","{@item Bowl of commanding water elementals}"],["26","{@item Bracers of defense}"],["27","{@item Brazier of commanding fire elementals}"],["28","{@item Cape of the mountebank}"],["29","{@item Censer of controlling air elementals}"],["30","{@item +1 chain mail}"],["31","{@item armor of resistance||Chain mail of resistance|}"],["32","{@item +1 chain shirt}"],["33","{@item armor of resistance||Chain shirt of resistance|}"],["34","{@item Cloak of displacement}"],["35","{@item Cloak of the bat}"],["36","{@item Cube of force}"],["37","{@item Daern's instant fortress}"],["38","{@item Dagger of venom}"],["39","{@item Dimensional shackles}"],["40","{@item Dragon slayer}"],["41","{@item Elven chain}"],["42","{@item Flame tongue}"],["43","{@item Gem of seeing}"],["44","{@item Giant slayer}"],["45","{@item Glamoured studded leather}"],["46","{@item Helm of teleportation}"],["47","{@item Horn of blasting}"],["48","Horn of Valhalla ({@item Horn of Valhalla, Silver||Silver|} or {@item Horn of Valhalla, Brass||Brass|})"],["49","{@item Instrument of the bards, canaith mandolin}"],["50","{@item Instrument of the bards, cli lyre}"],["51","{@item Ioun stone, awareness}"],["52","{@item Ioun stone, protection}"],["53","{@item Ioun stone, reserve}"],["54","{@item Ioun stone, sustenance}"],["55","{@item Iron bands of bilarro}"],["56","{@item +1 leather armor}"],["57","{@item armor of resistance||Leather armor of resistance|}"],["58","{@item Mace of disruption}"],["59","{@item Mace of smiting}"],["60","{@item Mace of terror}"],["61","{@item Mantle of spell resistance}"],["62","{@item Necklace of prayer beads}"],["63","{@item Periapt of proof against poison}"],["64","{@item Ring of animal influence}"],["65","{@item Ring of evasion}"],["66","{@item Ring of feather falling}"],["67","{@item Ring of free action}"],["68","{@item Ring of protection}"],["69","{@item Ring of resistance}"],["70","{@item Ring of spell storing}"],["71","{@item Ring of the ram}"],["72","{@item Ring of x-ray vision}"],["73","{@item Robe of eyes}"],["74","{@item Rod of rulership}"],["75","{@item +2 rod of the pact keeper}"],["76","{@item Rope of entanglement}"],["77","{@item +1 scale mail}"],["78","{@item armor of resistance||Scale mail of resistance|}"],["79","{@item +2 shield}"],["80","{@item Shield of missile attraction}"],["81","{@item Staff of charming}"],["82","{@item Staff of healing}"],["83","{@item Staff of swarming insects}"],["84","{@item Staff of the woodlands}"],["85","{@item Staff of withering}"],["86","{@item Stone of controlling earth elementals}"],["87","{@item Sun blade}"],["88","{@item Sword of life stealing}"],["89","{@item Sword of wounding}"],["90","{@item Tentacle rod}"],["91","{@item Vicious weapon}"],["92","{@item Wand of binding}"],["93","{@item Wand of enemy detection}"],["94","{@item Wand of fear}"],["95","{@item Wand of fireballs}"],["96","{@item Wand of lightning bolts}"],["97","{@item Wand of paralysis}"],["98","{@item +2 wand of the war mage}"],["99","{@item Wand of wonder}"],["00","{@item Wings of flying}"]],"name":"Magic Item Table G","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table H","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@item +3 weapon}"],["11-12","{@item Amulet of the planes}"],["13-14","{@item Carpet of flying}"],["15-16","{@item Crystal ball}"],["17-18","{@item Ring of regeneration}"],["19-20","{@item Ring of shooting stars}"],["21-22","{@item Ring of telekinesis}"],["23-24","{@item Robe of scintillating colors}"],["25-26","{@item Robe of stars}"],["27-28","{@item Rod of absorption}"],["29-30","{@item Rod of alertness}"],["31-32","{@item Rod of security}"],["33-34","{@item +3 rod of the pact keeper}"],["35-36","{@item Scimitar of speed}"],["37-38","{@item +3 shield}"],["39-40","{@item Staff of fire}"],["41-42","{@item Staff of frost}"],["43-44","{@item Staff of power}"],["45-46","{@item Staff of striking}"],["47-48","{@item Staff of thunder and lightning}"],["49-50","{@item Sword of sharpness}"],["51-52","{@item Wand of polymorph}"],["53-54","{@item +3 wand of the war mage}"],["55","{@item Adamantine half plate armor}"],["56","{@item Adamantine plate armor}"],["57","{@item Animated shield}"],["58","{@item Belt of fire giant strength}"],["59","Belt of {@item Belt of Frost Giant Strength||Frost|} or {@item Belt of Stone Giant Strength||Stone|} giant strength"],["60","{@item +1 breastplate}"],["61","{@item armor of resistance||Breastplate of resistance|}"],["62","{@item Candle of invocation}"],["63","{@item +2 chain mail}"],["64","{@item +2 chain shirt}"],["65","{@item Cloak of arachnida}"],["66","{@item Dancing sword}"],["67","{@item Demon armor}"],["68","{@item Dragon scale mail}"],["69","{@item Dwarven plate}"],["70","{@item Dwarven thrower}"],["71","{@item Efreeti bottle}"],["72","{@item Figurine of wondrous power, obsidian steed}"],["73","{@item Frost brand}"],["74","{@item Helm of brilliance}"],["75","{@item Horn of valhalla, bronze}"],["76","{@item Instrument of the bards, anstruth harp}"],["77","{@item Ioun stone, absorption}"],["78","{@item Ioun stone, agility}"],["79","{@item Ioun stone, fortitude}"],["80","{@item Ioun stone, insight}"],["81","{@item Ioun stone, intellect}"],["82","{@item Ioun stone, leadership}"],["83","{@item Ioun stone, strength}"],["84","{@item +2 leather armor}"],["85","{@item Manual of bodily health}"],["86","{@item Manual of gainful exercise}"],["87","{@item Manual of golems}"],["88","{@item Manual of quickness of action}"],["89","{@item Mirror of life trapping}"],["90","{@item Nine lives stealer}"],["91","{@item Oathbow}"],["92","{@item +2 scale mail}"],["93","{@item Spellguard shield}"],["94","{@item +1 splint armor}"],["95","{@item armor of resistance||Splint armor of resistance|}"],["96","{@item +1 studded leather armor}"],["97","{@item armor of resistance||Studded leather armor of resistance|}"],["98","{@item Tome of clear thought}"],["99","{@item Tome of leadership and influence}"],["00","{@item Tome of understanding}"]],"name":"Magic Item Table H","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Magic Item Table I","colLabels":["d100","Magic Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@item Defender}"],["06-10","{@item Hammer of thunderbolts}"],["11-15","{@item Luck blade}"],["16-20","{@item Sword of answering}"],["21-23","{@item Holy avenger}"],["24-26","{@item Ring of djinni summoning}"],["27-29","{@item Ring of invisibility}"],["30-32","{@item Ring of spell turning}"],["33-35","{@item Rod of lordly might}"],["36-38","{@item Staff of the magi}"],["39-41","{@item Vorpal sword}"],["42-43","{@item Belt of cloud giant strength}"],["44-45","{@item +2 breastplate}"],["46-47","{@item +3 chain mail}"],["48-49","{@item +3 chain shirt}"],["50-51","{@item Cloak of invisibility}"],["52-53","{@item Crystal ball (legendary version)}"],["54-55","{@item +1 half plate armor}"],["56-57","{@item Iron flask}"],["58-59","{@item +3 leather armor}"],["60-61","{@item +1 plate armor}"],["62-63","{@item Robe of the archmagi}"],["64-65","{@item Rod of resurrection}"],["66-67","{@item +1 scale mail}"],["68-69","{@item Scarab of protection}"],["70-71","{@item +2 splint armor}"],["72-73","{@item +2 studded leather armor}"],["74-75","{@item Well of many worlds}"],["76",{"type":"table","caption":"Magic armor","colLabels":["1d12",""],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","{@item +2 half plate armor}"],["3-4","{@item +2 plate armor}"],["5-6","{@item +3 studded leather armor}"],["7-8","{@item +3 breastplate}"],["9-10","{@item +3 splint armor}"],["11","{@item +3 half plate armor}"],["12","{@item +3 plate armor}"]],"data":{"tableIgnore":true}}],["77","{@item Apparatus of kwalish}"],["78","{@item Armor of invulnerability}"],["79","{@item Belt of storm giant strength}"],["80","{@item Cubic gate}"],["81","{@item Deck of many things}"],["82","{@item Efreeti chain}"],["83","{@item armor of resistance||Half plate armor of resistance|}"],["84","{@item Horn of valhalla, iron}"],["85","{@item Instrument of the bards, ollamh harp}"],["86","{@item Ioun stone, greater absorption}"],["87","{@item Ioun stone, mastery}"],["88","{@item Ioun stone, regeneration}"],["89","{@item Plate armor of etherealness}"],["90","{@item armor of resistance||Plate armor of resistance|}"],["91","{@item Ring of air elemental command}"],["92","{@item Ring of earth elemental command}"],["93","{@item Ring of fire elemental command}"],["94","{@item Ring of three wishes}"],["95","{@item Ring of water elemental command}"],["96","{@item Sphere of annihilation}"],["97","{@item Talisman of pure good}"],["98","{@item Talisman of the sphere}"],["99","{@item Talisman of ultimate evil}"],["00","{@item Tome of the stilled tongue}"]],"name":"Magic Item Table I","page":144,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Communication","srd":true,"colLabels":["d100","Communication"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-60","The item communicates by transmitting emotion to the creature carrying or wielding it."],["61-90","The item can speak, read, and understand one or more languages."],["91-100","The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it."]],"name":"Sentient Magic Item Communication","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Senses","srd":true,"colLabels":["d4","Senses"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hearing and normal vision out to 30 feet."],["2","Hearing and normal vision out to 60 feet"],["3","Hearing and normal vision out to 120 feet."],["4","Hearing and darkvision out to 120 feet."]],"name":"Sentient Magic Item Senses","page":214,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Magic Item Alignment","srd":true,"colLabels":["d100","Alignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","Lawful good"],["16-35","Neutral good"],["36-50","Chaotic good"],["51-63","Lawful neutral"],["64-73","Neutral"],["74-85","Chaotic neutral"],["86-89","Lawful evil"],["90-96","Neutral evil"],["97-100","Chaotic evil"]],"name":"Sentient Magic Item Alignment","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Sentient Special Purpose","srd":true,"colLabels":["d10","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)"],["2","Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards."],["3","Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids."],["4","Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity."],["5","Templar: The item seeks to defend the servants and interests of a particular deity."],["6","Destroyer: The item craves destruction and goads its user to fight arbitrarily."],["7","Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure."],["8","Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy."],["9","Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events."],["10","Creator Seeker: The item seeks its creator and wants to understand why it was created."]],"name":"Sentient Special Purpose","page":216,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, you gain proficiency in one skill of the DM's choice."],["21-30","While attuned to the artifact, you are immune to disease."],["31-40","While attuned to the artifact, you can't be {@condition charmed} or {@condition frightened}."],["41-50","While attuned to the artifact, you have resistance against one damage type of the DM's choice."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter cantrip|spells|level=0} (chosen by the DM) from it."],["61-70","While attuned to the artifact, you can use an action to cast one {@filter 1st-level|spells|level=1} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["71-80","As 61-70 above, except the spell is {@filter 2nd level|spells|level=2}."],["81-90","As 61-70 above, except the spell is {@filter 3rd level|spells|level=3}."],["91-00","While attuned to the artifact, you gain a +1 bonus to Armor Class."]],"name":"Artifact Properties; Minor Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Beneficial Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24."],["21-30","While attuned to the artifact, you regain {@dice 1d6} hit points at the start of your turn if you have at least 1 hit point."],["31-40","When you hit with a weapon attack while attuned to the artifact, the target takes an extra {@dice 1d6} damage of the weapon's type."],["41-50","While attuned to the artifact, your walking speed increases by 10 feet."],["51-60","While attuned to the artifact, you can use an action to cast one {@filter 4th-level|spells|level=4} spell (chosen by the DM) from it. After you cast the spell, roll a {@dice d6}. On a roll of 1-5, you can't cast it again until the next dawn."],["61-70","As 51-60 above, except the spell is {@filter 5th level|spells|level=5}."],["71-80","As 51-60 above, except the spell is {@filter 6th level|spells|level=6}."],["81-90","As 51-60 above, except the spell is {@filter 7th level|spells|level=7}."],["91-00","While attuned to the artifact, you can't be {@condition blinded}, {@condition deafened}, {@condition petrified}, or {@condition stunned}."]],"name":"Artifact Properties; Major Beneficial Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Minor Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While attuned to the artifact, you have disadvantage on saving throws against spells."],["06-10","The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half."],["11-15","While attuned to the artifact, you are {@condition blinded} when you are more than 10 feet away from it."],["16-20","While attuned to the artifact, you have disadvantage on saving throws against poison."],["21-30","While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away."],["31-35","While attuned to the artifact, all holy water within 10 feet of you is destroyed."],["36-40","While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution."],["41-45","While attuned to the artifact, your weight increases by {@dice 1d4 × 10} pounds."],["46-50","While attuned to the artifact, your appearance changes as the DM decides."],["51-55","While attuned to the artifact, you are {@condition deafened} when you are more than 10 feet away from it."],["56-60","While attuned to the artifact, your weight drops by {@dice 1d4 × 5} pounds."],["61-65","While attuned to the artifact, you can't smell."],["66-70","While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you."],["71-80","While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you."],["81-85","While attuned to the artifact, you deal {@dice 1d6} necrotic damage to any plant you touch that isn't a creature."],["86-90","While you are attuned to the artifact, animals within 30 feet of you are hostile toward you."],["91-95","While attuned to the artifact, you must eat and drink six times the normal amount each day."],["96-00","While you are attuned to the artifact, your flaw is amplified in a way determined by the DM."]],"name":"Artifact Properties; Minor Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Major Detrimental Properties","colLabels":["d100","Property"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A {@spell regenerate} spell restores lost body parts."],["06-10","While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a {@dice d6} twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil."],["11-15","When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the {@spell geas} spell. Once you complete the quest, you are no longer affected by this property."],["16-20","The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a {@chance 50} chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished using magic such as the {@spell dispel evil and good} spell."],["21-25","Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact."],["26-30","The artifact imprisons a {@creature death slaad} (see the Monster Manual). Each time you use one of the artifact's properties as an action, the slaad has a {@chance 10} chance of escaping, whereupon it appears within 15 feet of you and attacks you."],["31-35","While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you."],["36-40","The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical."],["41-45","The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical."],["46-50","Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes {@dice 1d4} damage of the appropriate type."],["51-60","When you become attuned to the artifact, you gain a form of {@book long-term madness|dmg|8|madness effects} (see chapter 8, \"Running the Game\")."],["61-65","You take {@dice 4d10} psychic damage when you become attuned to the artifact."],["66-70","You take {@dice 8d10} psychic damage when you become attuned to the artifact."],["71-75","Before you can become attuned to the artifact, you must kill a creature of your alignment."],["76-80","When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A {@spell greater restoration} spell restores the ability to normal."],["81-85","Each time you become attuned to the artifact, you age {@dice 3d10} years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a {@creature wight} (see the Monster Manual) under the DM's control that is sworn to protect the artifact."],["86-90","While attuned to the artifact, you lose the ability to speak."],["91-95","While attuned to the artifact, you have vulnerability to all damage."],["96-00","When you become attuned to the artifact, there is a {@chance 10} chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an {@creature empyrean} (see the Monster Manual). Once it obtains the artifact, the avatar vanishes."]],"name":"Artifact Properties; Major Detrimental Properties","page":219,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"caption":"Ability Checks","colLabels":["Ability","Used for...","Example Uses"],"colStyles":["col-1","col-3","col-8"],"rows":[["Strength","Physical force and athleticism","Smash down a door, move a boulder, use a spike to wedge a door shut"],["Dexterity","Agility, reflexes, and balance","Sneak past a guard, walk along a narrow ledge, wriggle free from chains"],["Constitution","Stamina and health","Endure a marathon, grasp hot metal without flinching, win a drinking contest"],["Intelligence","Memory and reason","Recall a bit of lore, recognize a clue's significance, decode an encrypted message"],["Wisdom","Perceptiveness and willpower","Spot a hidden creature, sense that someone is lying"],["Charisma","Social influence and confidence","Persuade a creature to do something, cow a crowd, lie to someone convincingly"]],"name":"Ability Checks","page":237,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Saving Throws","colLabels":["Ability","Used For..."],"colStyles":["col-2","col-10"],"rows":[["Strength","Opposing a force that would physically move or bind you"],["Dexterity","Dodging out of harm's way"],["Constitution","Enduring a disease, poison, or other hazard that saps vitality"],["Intelligence","Disbelieving certain illusions and resisting mental assaults that can be refuted with logic, sharp memory, or both"],["Wisdom","Resisting effects that charm, frighten, or otherwise assault your willpower"],["Charisma","Withstanding effects, such as possession, that would subsume your personality or hurl you to another plane of existence"]],"name":"Saving Throws","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Typical DCs","colLabels":["Task","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Very easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very hard","25"],["Nearly impossible","30"]],"name":"Difficulty Class; Typical DCs","page":238,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Map Travel Pace","colLabels":["Map Scale","Slow Pace","Normal Pace","Fast Pace"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Dungeon (1 sq. = 10 ft.)","20 sq./min.","30 sq./min.","40 sq./min."],["City (1 sq. = 100 ft.)","2 sq./min.","3 sq./min.","4 sq./min."],["Province (1 hex = 1 mi.)","2 hexes/hr., 18 hexes/day","3 hexes/hr., 24 hexes/day","4 hexes/hr., 30 hexes/day"],["Kingdom (1 hex = 6 mi.)","1 hex/3 hr., 3 hexes/day","1 hex/2 hr., 4 hexes/day","1 hex/1½ hr., 5 hexes/day"]],"name":"Using a Map; Map Travel Pace","page":242,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Tracking DCs","page":244,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Armor Class","srd":true,"colLabels":["Substance","AC"],"colStyles":["col-10","col-2 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Object Armor Class","page":246,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Object Hit Points","srd":true,"colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny (bottle, lock)","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small (chest, lute)","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium (barrel, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large (cart, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Object Hit Points","page":247,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Improvising Damage","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Damage Severity and Level","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1st-4th","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5th-10th","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11th-16th","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17th-20th","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Improvising Damage; Damage Severity and Level","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Targets in Areas of Effect","colLabels":["Area","Number of Targets"],"colStyles":["col-6","col-6"],"rows":[["Cone","{@dice ceil(#$prompt_number:title=Enter a Size$# / 10)|Size ÷ 10} (round up)"],["Cube or square","{@dice ceil(#$prompt_number:title=Enter a Size$# / 5)|Size ÷ 5} (round up)"],["Cylinder","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"],["Line","{@dice ceil(#$prompt_number:title=Enter a Length$# / 30)|Length ÷ 30} (round up)"],["Sphere or circle","{@dice ceil(#$prompt_number:title=Enter a Radius$# / 5)|Radius ÷ 5} (round up)"]],"name":"Adjudicating Areas of Effect; Targets in Areas of Effect","page":249,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Mob Attacks","colLabels":["d20 Roll Needed","Attackers Needed for One to Hit"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1-5","1"],["6-12","2"],["13-14","3"],["15-16","4"],["17-18","5"],["19-19","10"],["20-20","20"]],"name":"Handling Mobs; Mob Attacks","page":250,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Creature Size and Space","colLabels":["Size","Space: Squares","Space: Hexes"],"colStyles":["col-3","col-6","col-3"],"rows":[["Tiny","4 per square","4 per hex"],["Small","1 square","1 hex"],["Medium","1 square","1 hex"],["Large","4 squares (2 by 2)","3 hexes"],["Huge","9 squares (3 by 3)","7 hexes"],["Gargantuan","16 squares (4 by 4) or more","12 hexes or more"]],"name":"Creature Size on Squares and Hexes; Creature Size and Space","page":251,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-6","col-6"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in Survival","Disadvantage"]],"name":"Ending a Chase; Escape Factors","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Urban Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity ({@skill Acrobatics}) check to get past the obstacle. On a failed check, the obstacle counts as 10 feet of {@quickref difficult terrain||3}."],["2","A crowd blocks your way. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to make your way through the crowd unimpeded. On a failed check, the crowd counts as 10 feet of {@quickref difficult terrain||3}."],["3","A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier and keep going. On a failed save, you bounce off the barrier and fall prone."],["4","A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity ({@skill Acrobatics}) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of {@quickref difficult terrain||3}."],["5","The ground beneath your feet is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone."],["6","You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity ({@skill Acrobatics}) check to get through the pack unimpeded. On a failed check, you are bitten and take {@dice 1d4} piercing damage, and the dogs count as 5 feet of {@quickref difficult terrain||3}."],["7","You run into a brawl in progress. Make a DC 15 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to get past the brawlers unimpeded. On a failed check, you take {@dice 2d4} bludgeoning damage, and the brawlers count as 10 feet of {@quickref difficult terrain||3}."],["8","A beggar blocks your way. Make a DC 10 Strength ({@skill Athletics}), Dexterity ({@skill Acrobatics}), or Charisma ({@skill Intimidation}) check (your choice) to slip past the beggar. You succeed automatically if you toss the beggar a coin. On a failed check, the beggar counts as 5 feet of {@quickref difficult terrain||3}."],["9","An overzealous guard (see the Monster Manual (or game statistics) mistakes you for someone else. If you move 20 feet or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; {@dice 1d6 + 1} piercing damage on a hit)."],["10","You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take {@dice 1d4} bludgeoning damage."],["11-20","No complication."]],"name":"Urban Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On a failed check, the brush counts as 5 feet of {@quickref difficult terrain||3}."],["2","Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On a failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],["3","You run through a {@creature swarm of insects} (see the Monster Manual for game statistics, with the DM choosing whichever kind of insects makes the most sense). The swarm makes an opportunity attack against you (+3 to hit; {@dice 4d4} piercing damage on a hit)."],["4","A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],["5","Make a DC 10 Constitution saving throw. On a failed save, you are blinded by blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved."],["6","A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall {@dice 1d4 × 5} feet, taking {@dice 1d6} bludgeoning damage per 10 feet fallen as normal, and land prone."],["7","You blunder into a hunter's snare. Make a DC 15 Dexterity saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 \"Equipment,\" of the Player's Handbook for rules on escaping a net."],["8","You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. On a failed save, you are knocked about and take {@dice 1d4} bludgeoning damage and {@dice 1d4} piercing damage."],["9","Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@dice 1d10} slashing damage."],["10","A creature indigenous to the area chases after you. The DM chooses a creature appropriate for the terrain."],["11-20","No complication."]],"name":"Wilderness Chase Complications","page":253,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Poisons","srd":true,"colLabels":["Item","Type","Price per Dose"],"colStyles":["col-6","col-3","col-3 text-right"],"rows":[["{@item Assassin's blood}","Ingested","150 gp"],["{@item Burnt othur fumes}","Inhaled","500 gp"],["{@item Carrion crawler mucus}","Contact","200 gp"],["{@item Drow poison}","Injury","200 gp"],["{@item Essence of ether}","Inhaled","300 gp"],["{@item Malice}","Inhaled","250 gp"],["{@item Midnight tears}","Ingested","1,500 gp"],["{@item Oil of taggit}","Contact","400 gp"],["{@item Pale tincture}","Ingested","250 gp"],["{@item Purple worm poison}","Injury","2,000 gp"],["{@item Serpent venom}","Injury","200 gp"],["{@item Torpor}","Ingested","600 gp"],["{@item Truth serum}","Ingested","150 gp"],["{@item Wyvern poison}","Injury","1,200 gp"]],"name":"Poisons","page":257,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Short-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 minutes)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-20","The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."],["21-30","The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."],["31-40","The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."],["41-50","The character begins babbling and is incapable of normal speech or spellcasting."],["51-60","The character must use his or her action each round to attack the nearest creature."],["61-70","The character experiences vivid hallucinations and has disadvantage on ability checks."],["71-75","The character does whatever anyone tells him or her to do that isn't obviously self-destructive."],["76-80","The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."],["81-90","The character is {@condition stunned}."],["91-100","The character falls {@condition unconscious}."]],"name":"Short-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Long-Term Madness","srd":true,"colLabels":["d100","Effects (lasts 1d10 × 10 hours)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."],["11-20","The character experiences vivid hallucinations and has disadvantage on ability checks."],["21-30","The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks."],["31-40","The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."],["41-45","The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."],["46-55","The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."],["56-65","The character is {@condition blinded} (25%) or {@condition deafened} (75%)."],["66-75","The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."],["76-85","The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."],["86-90","Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."],["91-95","The character loses the ability to speak."],["96-100","The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."]],"name":"Long-Term Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Indefinite Madness","srd":true,"colLabels":["d100","Flaw (lasts until cured)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-15","\"Being drunk keeps me sane.\""],["16-25","\"I keep whatever I find.\""],["26-30","\"I try to become more like someone else I know—adopting his or her style of dress, mannerisms, and name.\""],["31-35","\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""],["36-45","\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""],["46-50","\"I find it hard to care about anything that goes on around me.\""],["51-55","\"I don't like the way people judge me all the time.\""],["56-70","\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""],["71-80","\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""],["81-85","\"There's only one person I can trust. And only I can see this special friend.\""],["86-95","\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""],["96-100","\"I've discovered that I really like killing people.\""]],"name":"Indefinite Madness","page":259,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"caption":"Proficiency Dice","colLabels":["Level","Proficiency Bonus","Proficiency Die"],"colStyles":["col-2 no-wrap text-center","col-5 text-center","col-5 text-center"],"rows":[["1st-4th","+2","{@dice 1d4}"],["5th-8th","+3","{@dice 1d6}"],["9th-12th","+4","{@dice 1d8}"],["13th-16th","+5","{@dice 1d10}"],["17th-20th","+6","{@dice 1d12}"]],"name":"Proficiency Dice","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Ability Check Proficiency by Class","colLabels":["Class","Ability Check"],"colStyles":["col-2","col-10"],"rows":[["{@class Barbarian}","Strength, Dexterity, or Wisdom"],["{@class Bard}","Any one"],["{@class Cleric}","Intelligence, Wisdom, or Charisma"],["{@class Druid}","Intelligence or Wisdom"],["{@class Fighter}","Strength, Dexterity, or Wisdom"],["{@class Monk}","Strength, Dexterity, or Intelligence"],["{@class Paladin}","Strength, Wisdom, or Charisma"],["{@class Ranger}","Strength, Dexterity, or Wisdom"],["{@class Rogue}","Dexterity, Intelligence, Wisdom, or Charisma"],["{@class Sorcerer}","Intelligence or Charisma"],["{@class Warlock}","Intelligence or Charisma"],["{@class Wizard}","Intelligence or Wisdom"]],"name":"Ability Check Proficiency by Class","page":263,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Figuring Out Alien Technology","colLabels":["Int. Check Total","Result"],"colStyles":["col-3 no-wrap","col-9"],"rows":[["9 or lower","One failure; one charge or use is wasted, if applicable; character has disadvantage on next check"],["10-14","One failure"],["15-19","One success"],["20 or higher","One success; character has advantage on next check"]],"name":"Figuring Out Alien Technology","page":268,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Lingering Injuries","colLabels":["d20","Injury"],"colStyles":["col-2 text-center no-wrap","col-10"],"rows":[["1","{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}."],["2","{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["3","{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage."],["4","{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp."],["5-7","{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting."],["8-10","{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10."],["11-13","{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."],["14-16","{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom ({@skill Medicine}) check once every 24 hours. After ten successes, the wound heals."],["17-20","{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."]],"name":"Lingering Injuries","page":272,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"System Shock","colLabels":["d10","Effect"],"colStyles":["col-1 text-center no-wrap","col-12"],"rows":[["1","The creature drops to 0 hit points."],["2-3","The creature drops to 0 hit points but is stable."],["4-5","The creature is {@condition stunned} until the end of its next turn."],["6-7","The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn."],["8-10","The creature can't take reactions until the end of its next turn."]],"name":"Massive Damage; System Shock","page":273,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Statistics by Challenge Rating","colLabels":["CR","Prof. Bonus","Armor Class","Hit Points","Attack Bonus","Damage/Round","Save DC"],"colStyles":["col-1 text-center","col-1 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["0","+2","≤ 13","1-6","≤ +3","0-1","≤ 13"],["1/8","+2","13","7-35","+3","2-3","13"],["1/4","+2","13","36-49","+3","4-5","13"],["1/2","+2","13","50-70","+3","6-8","13"],["1","+2","13","71-85","+3","9-14","13"],["2","+2","13","86-100","+3","15-20","13"],["3","+2","13","101-115","+4","21-26","13"],["4","+2","14","116-130","+5","27-32","14"],["5","+3","15","131-145","+6","33-38","15"],["6","+3","15","146-160","+6","39-44","15"],["7","+3","15","161-175","+6","45-50","15"],["8","+3","16","176-190","+7","51-56","16"],["9","+4","16","191-205","+7","57-62","16"],["10","+4","17","206-220","+7","63-68","16"],["11","+4","17","221-235","+8","69-74","17"],["12","+4","17","236-250","+8","75-80","17"],["13","+5","18","251-265","+8","81-86","18"],["14","+5","18","266-280","+8","87-92","18"],["15","+5","18","281-295","+8","93-98","18"],["16","+5","18","296-310","+9","99-104","18"],["17","+6","19","311-325","+10","105-110","19"],["18","+6","19","326-340","+10","111-116","19"],["19","+6","19","341-355","+10","117-122","19"],["20","+6","19","356-400","+10","123-140","19"],["21","+7","19","401-445","+11","141-158","20"],["22","+7","19","446-490","+11","159-176","20"],["23","+7","19","491-535","+11","177-194","20"],["24","+7","19","536-580","+12","195-212","21"],["25","+8","19","581-625","+12","213-230","21"],["26","+8","19","626-670","+12","231-248","21"],["27","+8","19","671-715","+13","249-266","22"],["28","+8","19","716-760","+13","267-284","22"],["29","+9","19","761-805","+13","285-302","22"],["30","+9","19","806-850","+14","303-320","23"]],"name":"Creating Quick Monster Stats; Monster Statistics by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Experience Points by Challenge Rating","basicRules":true,"srd":true,"colLabels":["CR","XP"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["0","0 or 10"],["1/8","25"],["1/4","50"],["1/2","100"],["1","200"],["2","450"],["3","700"],["4","1,100"],["5","1,800"],["6","2,300"],["7","2,900"],["8","3,900"],["9","5,000"],["10","5,900"],["11","7,200"],["12","8,400"],["13","10,000"],["14","11,500"],["15","13,000"],["16","15,000"],["17","18,000"],["18","20,000"],["19","22,000"],["20","25,000"],["21","33,000"],["22","41,000"],["23","50,000"],["24","62,000"],["25","75,000"],["26","90,000"],["27","105,000"],["28","120,000"],["29","135,000"],["30","155,000"]],"name":"Final Challenge Rating; Experience Points by Challenge Rating","page":274,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Hit Dice by Size","srd":true,"basicRules":true,"colLabels":["Monster Size","Hit Die","Average HP per Die"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Tiny","{@dice d4}","2½"],["Small","{@dice d6}","3½"],["Medium","{@dice d8}","4½"],["Large","{@dice d10}","5½"],["Huge","{@dice d12}","6½"],["Gargantuan","{@dice d20}","10½"]],"name":"Assign Hit Dice; Hit Dice by Size","page":276,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Effective Hit Points Based on Resistances and Immunities","colLabels":["Expected Challenge Rating","HP Multiplier for Resistances","HP Multiplier for Immunities"],"colStyles":["col-3","col-3","col-3"],"rows":[["1-4","× 2","× 2"],["5-10","× 1.5","× 2"],["11-16","× 1.25","× 1.5"],["17 or more","× 1","× 1.25"]],"name":"Damage Vulnerabilities, Resistances, and Immunities; Effective Hit Points Based on Resistances and Immunities","page":277,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Monster Features","colLabels":["Name","Example Monster","Effect on Challenge Rating"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aggressive","{@creature Orc}","Increase the monster's effective per-round damage output by 2."],["Ambusher","{@creature Doppelganger}","Increase the monster's effective attack bonus by 1."],["Amorphous","{@creature Black pudding}","—"],["Amphibious","{@creature Kuo-toa}","—"],["Angelic Weapons","{@creature Deva}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Antimagic Susceptibility","{@creature Flying sword}","—"],["Avoidance","{@creature Demilich}","Increase the monster's effective AC by 1."],["Blind Senses","{@creature Grimlock}","—"],["Blood Frenzy","{@creature Sahuagin}","Increase the monster's effective attack bonus by 4."],["Breath Weapon","{@creature Ancient black dragon}","For the purpose of determining effective damage output, assume the breath weapon hits two targets, and that each target fails its saving throw."],["Brute","{@creature Bugbear}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Chameleon Skin","{@creature Troglodyte}","—"],["Change Shape","{@creature Ancient brass dragon}","—"],["Charge","{@creature Centaur}","Increase the monster's damage on one attack by the amount noted in the trait."],["Charm","{@creature Vampire}","—"],["Constrict","{@creature Constrictor snake}","Increase the monster's effective AC by 1."],["Damage Absorption","{@creature Flesh golem}","—"],["Damage Transfer","{@creature Cloaker}","Double the monster's effective hit points. Add one-third of the monster's hit points to its per-round damage."],["Death Burst","{@creature Magmin}","Increase the monster's effective damage output for 1 round by the amount noted in the trait, and assume it affects two creatures."],["Devil Sight","{@creature Barbed devil}","—"],["Dive","{@creature Aarakocra}","Increase the monster's effective damage on one attack by the amount noted in the trait."],["Echolocation","{@creature Hook horror}","—"],["Elemental Body","{@creature Azer}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Enlarge","{@creature Duergar}","Increase the monster's effective per-round damage by the amount noted in the trait."],["Etherealness","{@creature Night hag}","—"],["False Appearance","{@creature Gargoyle}","—"],["Fey Ancestry","{@creature Drow}","—"],["Fiendish Blessing","{@creature Cambion}","Apply the monster's Charisma modifier to its actual AC."],["Flyby","{@creature Peryton}","—"],["Frightful Presence","{@creature Ancient black dragon}","Increase the monster's effective hit points by 25% if the monster is meant to face characters of 10th level or lower."],["Grappler","{@creature Mimic}","—"],["Hold Breath","{@creature Lizardfolk}","—"],["Horrifying Visage","{@creature Banshee}","See Frightful Presence."],["Illumination","{@creature Flameskull}","—"],["Illusory Appearance","{@creature Green hag}","—"],["Immutable Form","{@creature Iron golem}","—"],["Incorporeal Movement","{@creature Ghost}","—"],["Innate Spellcasting","{@creature Djinni}","See step 13 under \"Creating a Monster Stat Block.\""],["Inscrutable","{@creature Androsphinx}","—"],["Invisibility","{@creature Imp}","—"],["Keen Senses","{@creature Hell hound}","—"],["Labyrinthine Recall","{@creature Minotaur}","—"],["Leadership","{@creature Hobgoblin captain}","—"],["Legendary Resistance","{@creature Ancient black dragon}","Each per-day use of this trait increases the monster's effective hit points based on the expected challenge rating: 1-4, 10 hp: 5-10, 20 hp: 11 or higher, 30 hp."],["Life Drain","{@creature Wight}","—"],["Light Sensitivity","{@creature Shadow demon}","—"],["Magic Resistance","{@creature Balor}","Increase the monster's effective AC by 2."],["Magic Weapons","{@creature Balor}","—"],["Martial Advantage","{@creature Hobgoblin}","Increase the effective damage of one attack per round by the amount gained from this trait."],["Mimicry","{@creature Kenku}","—"],["Nimble Escape","{@creature Goblin}","Increase the monster's effective AC and effective attack bonus by 4 (assuming the monster hides every round)."],["Otherworldly Perception","{@creature Kuo-toa}","—"],["Pack Tactics","{@creature Kobold}","Increase the monster's effective attack bonus by 1."],["Parry","{@creature Hobgoblin warlord}","Increase the monster's effective AC by 1."],["Possession","{@creature Ghost}","Double the monster's effective hit points."],["Pounce","{@creature Tiger}","Increase the monster's effective damage for 1 round by the amount it deals with the bonus action gained from this trait."],["Psychic Defense","{@creature Githzerai monk}","Apply the monster's Wisdom modifier to its actual AC if the monster isn't wearing armor or wielding a shield."],["Rampage","{@creature Gnoll}","Increase the monster's effective per-round damage by 2."],["Reactive","{@creature Marilith}","—"],["Read Thoughts","{@creature Doppelganger}","—"],["Reckless","{@creature Minotaur}","—"],["Redirect Attack","{@creature Goblin boss}","—"],["Reel","{@creature Roper}","—"],["Regeneration","{@creature Troll}","Increase the monster's effective hit points by 3 × the number of hit points the monster regenerates each round."],["Rejuvenation","{@creature Lich}","—"],["Relentless","{@creature Wereboar}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Shadow Stealth","{@creature Shadow demon}","Increase the monster's effective AC by 4."],["Shapechanger","{@creature Wererat}","—"],["Siege Monster","{@creature Earth elemental}","—"],["Slippery","{@creature Kuo-toa}","—"],["Spellcasting","{@creature Lich}","See step 13 under \"Creating a Monster Stat Block.\""],["Spider Climb","{@creature Ettercap}","—"],["Standing Leap","{@creature Bullywug}","—"],["Steadfast","{@creature Bearded devil}","—"],["Stench","{@creature Troglodyte}","Increase the monster's effective AC by 1."],["Sunlight Sensitivity","{@creature Kobold}","—"],["Superior Invisibility","{@creature Faerie dragon (violet)||Faerie dragon}","Increase the monster's effective AC by 2."],["Sure-Footed","{@creature Dao}","—"],["Surprise Attack","{@creature Bugbear}","Increase the monster's effective damage for 1 round by the amount noted in the trait."],["Swallow","{@creature Behir}","Assume the monster swallows one creature and deals 2 rounds of acid damage to it."],["Teleport","{@creature Balor}","—"],["Terrain Camouflage","{@creature Bullywug}","—"],["Tunneler","{@creature Umber hulk}","—"],["Turn Immunity","{@creature Revenant}","—"],["Turn Resistance","{@creature Lich}","—"],["Two Heads","{@creature Ettin}","—"],["Undead Fortitude","{@creature Zombie}","Increase the monster's effective hit points based on the expected challenge rating: 1-4, 7 hp: 5-10, 14 hp: 11-16, 21 hp: 17 or higher, 28 hp."],["Web","{@creature Giant spider}","Increase the monster's effective AC by 1."],["Web Sense","{@creature Giant spider}","—"],["Web Walker","{@creature Giant spider}","—"],["Wounded Fury","{@creature Quaggoth}","Increase the monster's damage for 1 round by the amount noted in the trait."]],"name":"Creating a Monster Stat Block; Monster Features","page":275,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"NPC Features","colLabels":["Race","Ability Modifiers","Features"],"colStyles":["col-3","col-3","col-6"],"rows":[["Aarakocra","+2 Dex, +2 Wis","Dive Attack: talon attack action, speed 20 ft., fly 50 ft., speaks Auran"],["Bullywug","-2 Int, -2 Cha","Amphibious, Speak with Frogs and Toads, Swamp Camouflage, Standing Leap: speed 20 ft., swim 40 ft.: speaks Bullywug"],["Dragonborn*","+2 Str, +1 Cha","Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry, speaks Common and Draconic"],["Drow*","+2 Dex, +1 Cha","Fey Ancestry, Innate Spellcasting feature of the drow, Sunlight Sensitivity, darkvision 120 ft., speaks Elvish and Undercommon"],["Dwarf*","+2 Str or Wis, +2 Con","Dwarven Resilience, Stonecunning, speed 25 ft., darkvision 60 ft., speaks Common and Dwarvish"],["Elf*","+2 Dex, +1 Int or Wis","Fey Ancestry, Trance, darkvision 60 ft., proficiency in the Perception skill, speaks Common and Elvish"],["Gnoll","+2 Str, -2 Int","Rampage, darkvision 60 ft."],["Gnome*","+2 Int, +2 Dex or Con","Gnome Cunning, Small size: speed 25 ft., darkvision 60 ft., speaks Common and Gnomish"],["Gnome, deep","+1 Str, +2 Dex","Gnome Cunning, Innate Spellcasting, Stone Camouflage, Small size, speed 20 ft., darkvision 120 ft., speaks Gnomish, Terran, and Undercommon"],["Goblin","-2 Str, +2 Dex","Nimble Escape, Small size, darkvision 60 ft., speaks Common and Goblin"],["Grimlock","+2 Str, -2 Cha","Blind Senses, Keen Hearing and Smell, Stone Camouflage, can't be blinded, blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius), speaks Undercommon"],["Half-elf*","+1 Dex, +1 Int, +2 Cha","Fey Ancestry, darkvision 60 ft., proficiency in two skills, speaks Common and Elvish"],["Half-orc*","+2 Str, +1 Con","Relentless Endurance, darkvision 60 ft., proficiency in the Intimidation skill, speaks Common and Orc"],["Halfling*","+2 Dex, +1 Con or Cha","Brave, Halfling Nimbleness, Lucky, Small size, speed 25 ft., speaks Common and Halfling"],["Hobgoblin","None","Martial Advantage, darkvision 60 ft., speaks Common and Goblin"],["Kenku","+2 Dex","Ambusher, Mimicry, understands Auran and Common but speaks only through the use of its Mimicry trait"],["Kobold","-4 Str, +2 Dex","Pack Tactics, Sunlight Sensitivity, Small size, darkvision 60 ft., speaks Common and Draconic"],["Kuo-toa","None","Amphibious, Otherworldly Perception, Slippery, Sunlight Sensitivity, speed 30 ft., swim 30 ft., darkvision 120 ft., speaks Undercommon"],["Lizardfolk","+2 Str, -2 Int","Hold Breath (15 min.), +3 natural armor bonus to AC, speed 30 ft., swim 30 ft., speaks Draconic"],["Merfolk","None","Amphibious, speed 10 ft., swim 40 ft., speaks Aquan and Common"],["Orc","+2 Str, -2 Int","Aggressive, darkvision 60 ft., speaks Common and Orc"],["Skeleton","+2 Dex, -4 Int, -4 Cha","Vulnerable to bludgeoning damage, immune to poison damage and {@condition exhaustion}, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"],["Tiefling*","+1 Int, +2 Cha","Infernal Legacy (use challenge rating instead of level to determine spells), resistance to fire damage, darkvision 60 ft., speaks Common and Infernal"],["Troglodyte","+2 Str, +2 Con, -4 Int, -4 Cha","Chameleon Skin, Stench, Sunlight Sensitivity, +1 natural armor bonus to AC, darkvision 60 ft., speaks Troglodyte"],["Zombie","+1 Str, +2 Con, -6 Int, -4 Wis, -4 Cha","Undead Fortitude, immune to poison damage, can't be poisoned, darkvision 60 ft., can't speak but understands the languages it knew in life"]],"footnotes":["* See the {@i Player's Handbook} for descriptions of this race's features, none of which alter the NPC's challenge rating."],"name":"Creating NPCs from Scratch; NPC Features","page":282,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Damage","colLabels":["Spell Level","One Target","Multiple Targets"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["Cantrip","{@dice 1d10}","{@dice 1d6}"],["1st","{@dice 2d10}","{@dice 2d6}"],["2nd","{@dice 3d10}","{@dice 4d6}"],["3rd","{@dice 5d10}","{@dice 6d6}"],["4th","{@dice 6d10}","{@dice 7d6}"],["5th","{@dice 8d10}","{@dice 8d6}"],["6th","{@dice 10d10}","{@dice 11d6}"],["7th","{@dice 11d10}","{@dice 12d6}"],["8th","{@dice 12d10}","{@dice 13d6}"],["9th","{@dice 15d10}","{@dice 14d6}"]],"name":"Spell Damage","page":283,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Magic Item Power by Rarity","colLabels":["Rarity","Max Spell Level","Max Bonus"],"colStyles":["col-3","col-3 text-center","col-3 text-center"],"rows":[["Common","1st","—"],["Uncommon","3rd","+1"],["Rare","6th","+2"],["Very rare","8th","+3"],["Legendary","9th","+4"]],"name":"Power Level; Magic Item Power by Rarity","page":285,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Point Cost","colLabels":["Spell Level","Point Cost"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st",2],["2nd",3],["3rd",5],["4th",6],["5th",7],["6th",9],["7th",10],["8th",11],["9th",13]],"name":"Variant: Spell Points; Spell Point Cost","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Spell Points by Level","colLabels":["Class Level","Spell Points","Max Spell Level"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["1st",4,"1st"],["2nd",6,"1st"],["3rd",14,"2nd"],["4th",17,"2nd"],["5th",27,"3rd"],["6th",32,"3rd"],["7th",38,"4th"],["8th",44,"4th"],["9th",57,"5th"],["10th",64,"5th"],["11th",73,"6th"],["12th",73,"6th"],["13th",83,"7th"],["14th",83,"7th"],["15th",94,"8th"],["16th",94,"8th"],["17th",107,"9th"],["18th",114,"9th"],["19th",123,"9th"],["20th",133,"9th"]],"name":"Variant: Spell Points; Spell Points by Level","page":288,"source":"DMG","chapter":{"name":"Dungeon Master's Workshop","ordinal":{"type":"chapter","identifier":9},"index":9}},{"caption":"Starting Area","colLabels":["d10","Configuration"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Square, 20 × 20 ft.; passage on each wall"],["2","Square, 20 × 20 ft.; door on two walls, passage in third wall"],["3","Square, 40 × 40 ft.; doors on three walls"],["4","Rectangle, 80 × 20 ft., with row of pillars down the middle; two passages leading from each long wall, doors on each short wall"],["5","Rectangle, 20 × 40 ft.; passage on each wall"],["6","Circle, 40 ft. diameter; one passage at each cardinal direction"],["7","Circle, 40 ft. diameter; one passage in each cardinal direction; well in middle of room (might lead down to lower level)"],["8","Square, 20 × 20 ft.; door on two walls, passage on third wall, secret door on fourth wall"],["9","Passage, 10 ft. wide; T intersection"],["10","Passage, 10 ft. wide; four-way intersection"]],"name":"Starting Area","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage","colLabels":["d20","Detail"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Continue straight 30 ft., no doors or side passages"],["3","Continue straight 20 ft., door to the right, then an additional 10 ft. ahead"],["4","Continue straight 20 ft., door to the left, then an additional 10 ft. ahead"],["5","Continue straight 20 ft.; passage ends in a door"],["6-7","Continue straight 20 ft., side passage to the right, then an additional 10 ft. ahead"],["8-9","Continue straight 20 ft., side passage to the left, then an additional 10 ft. ahead"],["10","Continue straight 20 ft., comes to a dead end; {@chance 10} chance of a secret door"],["11-12","Continue straight 20 ft., then the passage turns left and continues 10 ft."],["13-14","Continue straight 20 ft., then the passage turns right and continues 10 ft."],["15-19","Chamber (roll on the Chamber table)"],["20","Stairs* (roll on the Stairs table)"]],"footnotes":["* The existence of stairs presumes a dungeon with more than one level. If you don't want a multilevel dungeon, reroll this result, use the stairs as an alternative entrance, or replace them with another feature of your choice."],"name":"Passages; Passage","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Passage Width","colLabels":["{@dice d12;d20}","Width"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"min":1,"max":2}},"5 ft."],[{"type":"cell","roll":{"min":3,"max":12}},"10 ft."],[{"type":"cell","roll":{"min":13,"max":14}},"20 ft."],[{"type":"cell","roll":{"min":15,"max":16}},"30 ft."],[{"type":"cell","roll":{"exact":17}},"40 ft., with row of pillars down the middle"],[{"type":"cell","roll":{"exact":18}},"40 ft., with double row of pillars"],[{"type":"cell","roll":{"exact":19}},"40 ft. wide, 20 ft. high"],[{"type":"cell","roll":{"exact":20}},"40 ft. wide, 20 ft. high, gallery 10 ft. above floor allows access to level above"]],"name":"Passages; Passage Width","page":290,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Door Type","colLabels":["d20","Door Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Wooden"],["11-12","Wooden, barred or locked"],["13","Stone"],["14","Stone, barred or locked"],["15","Iron"],["16","Iron, barred or locked"],["17","Portcullis"],["18","Portcullis, locked in place"],["19","Secret door"],["20","Secret door, barred or locked"]],"name":"Doors; Door Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Beyond a Door","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Passage extending 10 ft., then T intersection extending 10 ft. to the right and left"],["3-8","Passage 20 ft. straight ahead"],["9-18","Chamber (roll on the Chamber table)"],["19","Stairs (roll on the Stairs table)"],["20","False door with trap"]],"name":"Doors; Beyond a Door","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber","colLabels":["d20","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Square, 20 × 20 ft.¹"],["3-4","Square, 30 × 30 ft.¹"],["5-6","Square, 40 × 40 ft.¹"],["7-9","Rectangle, 20 × 30 ft.¹"],["10-12","Rectangle, 30 × 40 ft.¹"],["13-14","Rectangle, 40 × 50 ft.²"],["15","Rectangle, 50 × 80 ft.²"],["16","Circle, 30 ft. diameter¹"],["17","Circle, 50 ft. diameter²"],["18","Octagon, 40 × 40 ft.²"],["19","Octagon, 60 × 60 ft.²"],["20","Trapezoid, roughly 40 × 60 ft.²"]],"footnotes":["¹ Use the Normal Chamber column on the Chamber Exits table.","² Use the Large Chamber column on the Chamber Exits table."],"name":"Chambers; Chamber","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Chamber Exits","colLabels":["d20","Normal Chamber","Large Chamber"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1-3","0","0"],["4-5","0","1"],["6-8","1","1"],["9-11","1","2"],["12-13","2","2"],["14-15","2","3"],["16-17","3","3"],["18","3","4"],["19","4","5"],["20","4","6"]],"name":"Chambers; Chamber Exits","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Location","colLabels":["d20","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-7","Wall opposite entrance"],["8-12","Wall left of entrance"],["13-17","Wall right of entrance"],["18-20","Same wall as entrance"]],"name":"Chambers; Exit Location","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Exit Type","colLabels":["d20","Type"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","Door (roll on the Door Type table)"],["11-20","Corridor, 10 ft. long"]],"name":"Chambers; Exit Type","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Stairs","colLabels":["d20","Stairs"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Down one level to a chamber"],["5-8","Down one level to a passage 20 ft. long"],["9","Down two levels to a chamber"],["10","Down two levels to a passage 20 ft. long"],["11","Down three levels to a chamber"],["12","Down three levels to a passage 20 ft. long"],["13","Up one level to a chamber"],["14","Up one level to a passage 20 ft. long"],["15","Up to a dead end"],["16","Down to a dead end"],["17","Chimney up one level to a passage 20 ft. long"],["18","Chimney up two levels to a passage 20 ft. long"],["19","Shaft (with or without elevator) down one level to a chamber"],["20","Shaft (with or without elevator) up one level to a chamber and down one level to a chamber"]],"name":"Stairs","page":291,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Death Trap","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber or waiting room for spectators"],["2-8","Guardroom fortified against intruders"],["9-11","Vault for holding important treasures, accessible only by locked or secret door ({@chance 75} chance of being trapped)"],["12-14","Room containing a puzzle that must be solved to bypass a trap or monster"],["15-19","Trap designed to kill or capture creatures"],["20","Observation room, allowing guards or spectators to observe creatures moving through the dungeon"]],"name":"Chamber Purpose; Dungeon: Death Trap","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Lair","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armory stocked with weapons and armor"],["2","Audience chamber, used to receive guests"],["3","Banquet room for important celebrations"],["4","Barracks where the lair's defenders are quartered"],["5","Bedroom, for use by leaders"],["6","Chapel where the lair's inhabitants worship"],["7","Cistern or well for drinking water"],["8-9","Guardroom for the defense of the lair"],["10","Kennel for pets or guard beasts"],["11","Kitchen for food storage and preparation"],["12","Pen or prison where captives are held"],["13-14","Storage, mostly nonperishable goods"],["15","Throne room where the lair's leaders hold court"],["16","Torture chamber"],["17","Training and exercise room"],["18","Trophy room or museum"],["19","Latrine or bath"],["20","Workshop for the construction of weapons, armor, tools, and other goods"]],"name":"Chamber Purpose; Dungeon: Lair","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Maze","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conjuring room, used to summon creatures that guard the maze"],["2-5","Guard room for sentinels that patrol the maze"],["6-10","Lair for guard beasts that patrol the maze"],["11","Pen or prison accessible only by secret door, used to hold captives condemned to the maze"],["12","Shrine dedicated to a god or other entity"],["13-14","Storage for food, as well as tools used by the maze's guardians to keep the complex in working order"],["15-18","Trap to confound or kill those sent into the maze"],["19","Well that provides drinking water"],["20","Workshop where doors, torch sconces, and other furnishings are repaired and maintained"]],"name":"Chamber Purpose; Dungeon: Maze","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Mine","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Barracks for miners"],["3","Bedroom for a supervisor or manager"],["4","Chapel dedicated to a patron deity of miners, earth, or protection"],["5","Cistern providing drinking water for miners"],["6-7","Guardroom"],["8","Kitchen used to feed workers"],["9","Laboratory used to conduct tests on strange minerals extracted from the mine"],["10-15","Lode where metal ore is mined ({@chance 75} chance of being depleted)"],["16","Office used by the mine supervisor"],["17","Smithy for repairing damaged tools"],["18-19","Storage for tools and other equipment"],["20","Strong room or vault used to store ore for transport to the surface"]],"name":"Chamber Purpose; Dungeon: Mine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Planar Gate","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Decorated foyer or antechamber"],["04-08","Armory used by the portal's guardians"],["09-10","Audience chamber for receiving visitors"],["11-19","Barracks used by the portal's guards"],["20-23","Bedroom for use by the high-ranking members of the order that guards the portal"],["24-30","Chapel dedicated to a deity or deities related to the portal and its defenders"],["31-35","Cistern providing fresh water"],["36-38","Classroom for use of initiates learning about the portal's secrets"],["39","Conjuring room for summoning creatures used to investigate or defend the portal"],["40-41","Crypt where the remains of those that died guarding the portal are kept"],["42-47","Dining room"],["48-50","Divination room used to investigate the portal and events tied to it"],["51-55","Dormitory for visitors and guards"],["56-57","Entry room or vestibule"],["58-59","Gallery for displaying trophies and objects related to the portal and those that guard it"],["60-67","Guardroom to protect or watch over the portal"],["68-72","Kitchen"],["73-77","Laboratory for conducting experiments relating to the portal and creatures that emerge from it"],["78-80","Library holding books about the portal's history"],["81-85","Pen or prison for holding captives or creatures that emerge from the portal"],["86-87","Planar junction, where the gate to another plane once stood ({@chance 25} chance of being active)"],["88-90","Storage"],["91","Strong room or vault, for guarding valuable treasures connected to the portal or funds used to pay the planar gate's guardians"],["92-93","Study"],["94","Torture chamber, for questioning creatures that pass through the portal or that attempt to clandestinely use it"],["95-98","Latrine or bath"],["99-00","Workshop for constructing tools and gear needed to study the portal"]],"name":"Chamber Purpose; Dungeon: Planar Gate","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Stronghold","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","Antechamber where visitors seeking access to the stronghold wait"],["03-05","Armory holding high-quality gear, including light siege weapons such as ballistas"],["06","Audience chamber used by the master of the stronghold to receive visitors"],["07","Aviary or zoo for keeping exotic creatures"],["08-11","Banquet room for hosting celebrations and guests"],["12-15","Barracks used by elite guards"],["16","Bath outfitted with a marble floor and other luxurious accoutrements"],["17","Bedroom for use by the stronghold's master or important guests"],["18","Chapel dedicated to a deity associated with the stronghold's master"],["19-21","Cistern providing drinking water"],["22-25","Dining room for intimate gatherings or informal meals"],["26","Dressing room featuring a number of wardrobes"],["27-29","Gallery for the display of expensive works of art and trophies"],["30-32","Game room used to entertain visitors"],["33-50","Guardroom"],["51","Kennel where monsters or trained animals that protect the stronghold are kept"],["52-57","Kitchen designed to prepare exotic foods for large numbers of guests"],["58-61","Library with an extensive collection of rare books"],["62","Lounge used to entertain guests"],["63-70","Pantry, including cellar for wine or spirits"],["71-74","Sitting room for family and intimate guests"],["75-78","Stable"],["79-86","Storage for mundane goods and supplies"],["87","Strong room or vault for protecting important treasures ({@chance 75} chance of being hidden behind a secret door)"],["88-92","Study, including a writing desk"],["93","Throne room, elaborately decorated"],["94-96","Waiting room where lesser guests are held before receiving an audience"],["97-98","Latrine or bath"],["99-00","Crypt belonging to the stronghold's master or someone else of importance"]],"name":"Chamber Purpose; Dungeon: Stronghold","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Temple or Shrine","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","Armory filled with weapons and armor, battle banners, and pennants"],["04-05","Audience chamber where priests of the temple receive commoners and low-ranking visitors"],["06-07","Banquet room used for celebrations and holy days"],["08-10","Barracks for the temple's military arm or its hired guards"],["11-14","Cells where the faithful can sit in quiet contemplation"],["15-24","Central temple built to accommodate rituals"],["25-28","Chapel dedicated to a lesser deity associated with the temple's major deity"],["29-31","Classroom used to train initiates and priests"],["32-34","Conjuring room, specially sanctified and used to summon extraplanar creatures"],["35-40","Crypt for a high priest or similar figure, hidden and heavily guarded by creatures and traps"],["41-42","Dining room (large) for the temple's servants and lesser priests"],["43","Dining room (small) for the temple's high priests"],["44-46","Divination room, inscribed with runes and stocked with soothsaying implements"],["47-50","Dormitory for lesser priests or students"],["51-56","Guardroom"],["57","Kennel for animals or monsters associated with the temple's deity"],["58-60","Kitchen (might bear a disturbing resemblance to a torture chamber in an evil temple)"],["61-65","Library, well stocked with religious treatises"],["66-68","Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil temples)"],["69-73","Robing room containing ceremonial outfits and items"],["74","Stable for riding horses and mounts belonging to the temple, or for visiting messengers and caravans"],["75-79","Storage holding mundane supplies"],["80","Strong room or vault holding important relics and ceremonial items, heavily trapped"],["81-82","Torture chamber, used in inquisitions (in good or neutral temples with a lawful bent) or for the sheer joy of causing pain (evil temples)"],["83-89","Trophy room where art celebrating key figures and events from mythology is displayed"],["90","Latrine or bath"],["91-94","Well for drinking water, defendable in the case of attack or siege"],["95-00","Workshop for repairing or creating weapons, religious items, and tools"]],"name":"Chamber Purpose; Dungeon: Temple or Shrine","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Tomb","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for those that have come to pay respect to the dead or prepare themselves for burial rituals"],["2-3","Chapel dedicated to deities that watch over the dead and protect their resting places"],["4-8","Crypt for less important burials"],["9","Divination room, used in rituals to contact the dead for guidance"],["10","False crypt (trapped) to kill or capture thieves"],["11","Gallery to display the deeds of the deceased through trophies, statues, paintings and so forth"],["12","Grand crypt for a noble, high priest, or other important individual"],["13-14","Guardroom, usually guarded by undead, constructs, or other creatures that don't need to eat or sleep"],["15","Robing room for priests to prepare for burial rituals"],["16-17","Storage, stocked with tools for maintaining the tomb and preparing the dead for burial"],["18","Tomb where the wealthiest and most important folk are interred, protected by secret doors and traps"],["19-20","Workshop for embalming the dead"]],"name":"Chamber Purpose; Dungeon: Tomb","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon: Treasure Vault","colLabels":["d20","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antechamber for visiting dignitaries"],["2","Armory containing mundane and magic gear used by the treasure vault's guards"],["3-4","Barracks for guards"],["5","Cistern providing fresh water"],["6-9","Guardroom to defend against intruders"],["10","Kennel for trained beasts used to guard the treasure vault"],["11","Kitchen for feeding guards"],["12","Watch room that allows guards to observe those who approach the dungeon"],["13","Prison for holding captured intruders"],["14-15","Strong room or vault, for guarding the treasure hidden in the dungeon, accessible only by locked or secret door"],["16","Torture chamber for extracting information from captured intruders"],["17-20","Trap or other trick designed to kill or capture creatures that enter the dungeon"]],"name":"Chamber Purpose; Dungeon: Treasure Vault","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"General Dungeon Chambers","colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","Antechamber"],["02-03","Armory"],["04","Audience chamber"],["05","Aviary"],["06-07","Banquet room"],["08-10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14-16","Cell"],["17","Chantry"],["18","Chapel"],["19-20","Cistern"],["21","Classroom"],["22","Closet"],["23-24","Conjuring room"],["25-26","Court"],["27-29","Crypt"],["30-31","Dining room"],["32-33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36","Entry room or vestibule"],["37-38","Gallery"],["39-40","Game room"],["41-43","Guardroom"],["44-45","Hall"],["46-47","Hall, great"],["48-49","Hallway"],["50","Kennel"],["51-52","Kitchen"],["53-54","Laboratory"],["55-57","Library"],["58-59","Lounge"],["60","Meditation chamber"],["61","Observatory"],["62","Office"],["63-64","Pantry"],["65-66","Pen or prison"],["67-68","Reception room"],["69-70","Refectory"],["71","Robing room"],["72","Salon"],["73-74","Shrine"],["75-76","Sitting room"],["77-78","Smithy"],["79","Stable"],["80-81","Storage room"],["82-83","Strong room or vault"],["84-85","Study"],["86-88","Temple"],["89-90","Throne room"],["91","Torture chamber"],["92-93","Training or exercise room"],["94-95","Trophy room or museum"],["96","Waiting room"],["97","Nursery or schoolroom"],["98","Well"],["99-00","Workshop"]],"name":"Chamber Purpose; General Dungeon Chambers","page":292,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Current Chamber State","colLabels":["d20","Features"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Rubble, ceiling partially collapsed"],["4-5","Holes, floor partially collapsed"],["6-7","Ashes, contents mostly burned"],["8-9","Used as a campsite"],["10-11","Pool of water; chamber's original contents are water damaged"],["12-16","Furniture wrecked but still present"],["17-18","Converted to some other use (roll on the General Dungeon Chambers table)"],["19","Stripped bare"],["20","Pristine and in original state"]],"name":"Current Chamber State","page":295,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Chamber Contents","colLabels":["d100","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-08","Monster (dominant inhabitant)"],["09-15","Monster (dominant inhabitant) with treasure"],["16-27","Monster (pet or allied creature)"],["28-33","Monster (pet or allied creature) guarding treasure"],["34-42","Monster (random creature)"],["43-50","Monster (random creature) with treasure"],["51-58","Dungeon hazard (see \"Random Dungeon Hazards\") with incidental treasure"],["59-63","Obstacle (see \"Random Obstacles\")"],["64-73","Trap (see \"Random Traps\")"],["74-76","Trap (see \"Random Traps\") protecting treasure"],["77-80","Trick (see \"Random Tricks\")"],["81-88","Empty room"],["89-94","Empty room with dungeon hazard (see \"Random Dungeon Hazards\")"],["95-00","Empty room with treasure"]],"name":"Dungeon Chamber Contents","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Monster Motivation","colLabels":["d20","Goals"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Find a sanctuary"],["3-5","Conquer the dungeon"],["6-8","Seek an item in the dungeon"],["9-11","Slay a rival"],["12-13","Hide from enemies"],["14-15","Recover from a battle"],["16-17","Avoid danger"],["18-20","Seek wealth"]],"name":"Monsters and Motivations; Monster Motivation","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Dungeon Hazards","colLabels":["d20","Hazard"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@hazard Brown mold}"],["4-8","{@hazard Green slime}"],["9-10","{@creature Shrieker}"],["11-15","{@hazard webs||Spiderwebs}"],["16-17","{@creature Violet fungus}"],["18-20","{@hazard Yellow mold}"]],"name":"Random Dungeon Hazards; Dungeon Hazards","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Obstacles","colLabels":["d20","Obstacle"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Antilife aura with a radius of {@dice 1d10 × 10} ft.; while in the aura, living creatures can't regain hit points"],["2","Battering winds reduce speed by half, impose disadvantage on ranged attack rolls"],["3","{@spell Blade barrier} blocks passage"],["4-8","Cave-in"],["9-12","Chasm {@dice 1d4 × 10} ft. wide and {@dice 2d6 × 10} ft. deep, possibly connected to other levels of the dungeon"],["13-14","Flooding leaves {@dice 2d10} ft. of water in the area; create nearby upward-sloping passages, raised floors, or rising sta irs to contain the water"],["15","Lava flows through the area ({@chance 50} chance of a stone bridge crossing it)"],["16","Overgrown mushrooms block progress and must be hacked down ({@chance 25} chance of a mold or fungus dungeon hazard hidden among them)"],["17","Poisonous gas (deals {@dice 1d6} poison damage per minute of exposure)"],["18","Reverse gravity effect causes creatures to fall toward the ceiling"],["19","{@spell Wall of fire} blocks passage"],["20","{@spell Wall of force} blocks passage"]],"name":"Random Obstacles; Obstacles","page":296,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trap Trigger","colLabels":["d6","Trigger"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","stepped on (floor, stairs)"],["2","moved through (doorway, hallway)"],["3","touched (doorknob, statue)"],["4","opened (door, treasure chest)"],["5","looked at (mural, arcane symbol)"],["6","moved (cart, stone block)"]],"name":"Random Traps; Trap Trigger","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trap Damage Severity","colLabels":["d6","Damage Severity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Setback"],["3-5","Dangerous"],["6","Deadly"]],"name":"Random Traps; Trap Damage Severity","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trap Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","{@spell Magic missile||Magic missiles} shoot from a statue or object"],["5-7","Collapsing staircase creates a ramp that deposits characters into a pit at its lower end"],["8-10","Ceiling block falls, or entire ceiling collapses"],["11-12","Ceiling lowers slowly in locked room"],["13-14","Chute opens in floor"],["15-16","Clanging noise attracts nearby monsters"],["17-19","Touching an object triggers a {@spell disintegrate} spell"],["20-23","Door or other object is coated with contact poison"],["24-27","Fire shoots out from wall, floor, or object"],["28-30","Touching an object triggers a {@spell flesh to stone} spell"],["31-33","Floor collapses or is an illusion"],["34-36","Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing"],["37-39","Floor tiles are electrified"],["40-43","{@spell Glyph of warding}"],["44-46","Huge wheeled statue rolls down corridor"],["47-49","{@spell Lightning bolt} shoots from wall or object"],["50-52","Locked room floods with water or acid"],["53-56","Darts shoot out of an opened chest"],["57-59","A {@creature flying sword||weapon}, {@creature animated armor||suit of armor}, or {@creature rug of smothering||rug} animates and attacks when touched (see \"Animated Objects\" in the Monster Manual)"],["60-62","Pendulum, either bladed or weighted as a maul, swings across the room or hall"],["63-67","Hidden pit opens beneath characters ({@chance 25} chance that a {@creature black pudding} or {@creature gelatinous cube} fills the bottom of the pit)"],["68-70","Hidden pit floods with acid or fire"],["71-73","Locking pit floods with water"],["74-77","Scything blade emerges from wall or object"],["78-81","Spears (possibly poisoned) spring out"],["82-84","Brittle stairs collapse over spikes"],["85-88","{@spell Thunderwave} knocks characters into a pit or spikes"],["89-91","Steel or stone jaws restrain a character"],["92-94","Stone block smashes across hallway"],["95-97","{@spell Symbol}"],["98-100","Walls slide together"]],"name":"Random Traps; Trap Effects","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Trick Objects","colLabels":["d20","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Book"],["2","Brain preserved in a jar"],["3","Burning fire"],["4","Cracked gem"],["5","Door energy"],["6","Fresco"],["7","Furniture"],["8","Glass sculpture"],["9","Mushroom field"],["10","Painting"],["11","Plant or tree"],["12","Pool of water"],["13","Runes engraved on wall or floor"],["14","Skull"],["15","Sphere of magical"],["16","Statue"],["17","Stone obelisk"],["18","Suit of armor"],["19","Tapestry or rug"],["20","Target dummy"]],"name":"Random Tricks; Trick Objects","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Tricks","colLabels":["d100","Trick Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Ages the first person to touch the object"],["4-6","The touched object animates, or it animates other objects nearby"],["7-10","Asks three skill-testing questions (if all three are answered correctly, a reward appears)"],["11-13","Bestows resistance or vulnerability"],["14-16","Changes a character's alignment, personality, size, appearance, or sex when touched"],["17-19","Changes one substance to another, such as gold to lead or metal to brittle crystal"],["20-22","Creates a force field"],["23-26","Creates an illusion"],["27-29","Suppresses magic items for a time"],["30-32","Enlarges or reduces characters"],["33-35","{@spell Magic mouth} speaks a riddle"],["36-38","{@spell Confusion} (targets all creatures within 10 ft.)"],["39-41","Gives directions (true or false)"],["42-44","Grants a wish"],["45-47","Flies about to avoid being touched"],["48-50","Casts {@spell geas} on the characters"],["51-53","Increases, reduces, negates, or reverses gravity"],["54-56","Induces greed"],["57-59","Contains an imprisoned creature"],["60-62","Locks or unlocks exits"],["63-65","Offers a game of chance, with the promise of a reward or valuable information"],["66-68","Helps or harms certain types of creatures"],["69-71","Casts {@spell polymorph} on the characters (lasts 1 hour)"],["72-75","Presents a puzzle or riddle"],["76-78","Prevents movement"],["79-81","Releases coins, false coins, gems, false gems, a magic item, or a map"],["82-84","Releases, summons, or turns into a monster"],["85-87","Casts {@spell suggestion} on the characters"],["88-90","Wails loudly when touched"],["91-93","Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming)"],["94-97","Teleports characters to another place"],["98-00","Swaps two or more characters' minds"]],"name":"Random Tricks; Tricks","page":297,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Noises","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","Bang or slam"],["6","Bellowing"],["7","Buzzing"],["8-10","Chanting"],["11","Chiming"],["12","Chirping"],["13","Clanking"],["14","Clashing"],["15","Clicking"],["16","Coughing"],["17-18","Creaking"],["19","Drumming"],["20-23","Footsteps ahead"],["24-26","Footsteps approaching"],["27-29","Footsteps behind"],["30-31","Footsteps receding"],["32-33","Footsteps to the side"],["34-35","Giggling (faint)"],["36","Gong"],["37-39","Grating"],["40-41","Groaning"],["42","Grunting"],["43-44","Hissing"],["45","Horn or trumpet sounding"],["46","Howling"],["47-48","Humming"],["49","Jingling"],["50-53","Knocking"],["54-55","Laughter"],["56-57","Moaning"],["58-60","Murmuring"],["61-62","Music"],["63","Rattling"],["64","Ringing"],["65-68","Rustling"],["69-72","Scratching or 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Items","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Container Contents","colLabels":["d100","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Ash"],["4-6","Bark"],["7-9","Bodily organs"],["10-14","Bones"],["15-17","Cinders"],["18-22","Crystals"],["23-26","Dust"],["27-28","Fibers"],["29-31","Gelatin"],["32-35","Grains"],["36-38","Grease"],["39-41","Husks"],["42-46","Leaves"],["47-54","Liquid, thin"],["55-59","Liquid, viscous"],["60-61","Lumps, unidentifiable"],["62-64","Oil"],["65-68","Paste"],["69-71","Pellets"],["72-84","Powder"],["85-86","Semiliquid suspension"],["87-88","Skin or hide"],["89-90","Spheres (metal, stone, or wood)"],["91-92","Splinters"],["93-94","Stalks"],["95-97","Strands"],["98-00","Strips"]],"name":"Dungeon Dressing; Container Contents","page":298,"source":"DMG","chapter":{"name":"Random Dungeons","ordinal":{"type":"appendix","identifier":"A"},"index":10}},{"caption":"Books, Scrolls, and Tomes","colLabels":["d100","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Account records"],["3-4","Alchemist's notebook"],["5-6","Almanac"],["7-8","Bestiary"],["9-11","Biography"],["12-14","Book of heraldry"],["15","Book of myths"],["16","Book of pressed flowers"],["17","Calendar"],["18-22","Catalog"],["23-24","Contract"],["25-27","Diary"],["28-29","Dictionary"],["30-32","Doodles or sketches"],["33","Forged document"],["34","Grammar workbook"],["35-36","Heretical text"],["37-41","Historical text"],["42-43","Last will and testament"],["44-45","Legal code"],["46-53","Letter"],["54","Lunatic's ravings"],["55","Magic tricks (not a spellbook)"],["56","Magic scroll"],["57-59","Map or atlas"],["60","Memoir"],["61-62","Navigational chart or star chart"],["63-64","Novel"],["65","Painting"],["66-67","Poetry"],["68-69","Prayer book"],["70","Property 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Name"],"colStyles":["col-5","col-3","col-5"],"rows":[["1","Hammer","Deepwinter"],["Annual Holiday: Midwinter","",""],["2","Alturiak","The Claw of Winter"],["3","Ches","The Claw of Sunsets"],["4","Tarsahk","The Claw of Storms"],["Annual Holiday: Greengrass","",""],["5","Mirtul","The Melting"],["6","Kythorn","The Time of Flowers"],["7","Flamerule","Summertide"],["Annual Holiday: Midsummer","",""],["Quadrennial Holiday: Shieldmeet","",""],["8","Eleasis","Highsun"],["9","Elient","The Fading"],["Annual Holiday: Highharvestide","",""],["10","Marpenoth","Leaffall"],["11","Uktar","The Rotting"],["Annual Holiday: The Feast of the Moon","",""],["12","Nightal","The Drawing Down"]],"name":"The Shifting of the Seasons; The Calendar of Harptos","page":15,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Akadi, goddess of air","N","Tempest","Cloud"],["Amaunator, god of the sun","LN","Life, Light","Golden sun"],["Asmodeus, god of indulgence","LE","Knowledge, Trickery","Three inverted triangles arranged in a long triangle"],["Auril, goddess of winter","NE","Nature, Tempest","Six-pointed snowflake"],["Azuth, god of wizardry","LN","Arcana, Knowledge","Left hand pointing upward, outlined in fire"],["Bane, god of tyranny","LE","War","Upright black hand, thumb and fingers together"],["Beshaba, goddess of misfortune","CE","Trickery","Black antlers"],["Bhaal, god of murder","NE","Death","Skull surrounded by ring of bloody droplets"],["Chauntea, goddess of agriculture","NG","Life","Sheaf of grain or a blooming rose over grain"],["Cyric, god of lies","CE","Trickery","White jawless skull on black or purple sunburst"],["Deneir, god of writing","NG","Arcana, Knowledge","Lit candle above an open eye"],["Eldath, goddess of peace","NG","Life, Nature","Waterfall plunging into a still pool"],["Gond, god of craft","N","Knowledge","Toothed cog with four spokes"],["Grumbar, god of earth","N","Knowledge","Mountain"],["Gwaeron Windstrom, god of tracking","NG","Knowledge, Nature","Paw print with a five-pointed star in its center"],["Helm, god of watchfulness","LN","Life, Light","Staring eye on upright left gauntlet"],["Hoar, god of revenge and retribution","LN","War","A coin with a two-faced head"],["Ilmater, god of endurance","LG","Life","Hands bound at the wrist with red cord"],["Istishia, god of water","N","Tempest","Wave"],["Jergal, scribe of the dead","LN","Knowledge, Death","A skull biting a scroll"],["Kelemvor, god of the dead","LN","Death","Upright skeletal arm holding balanced scales"],["Kossuth, god of fire","N","Light","Flame"],["Lathander, god of dawn and renewal","NG","Life, Light","Road traveling into a sunrise"],["Leira, goddess of illusion","CN","Trickery","Point-down triangle containing a swirl of mist"],["Lliira, goddess of joy","CG","Life","Triangle of three six-pointed 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border"],["Silvanus, god of wild nature","N","Nature","Oak leaf"],["Sune, goddess of love and beauty","CG","Life, Light","Face of a beautiful red-haired woman"],["Talona, goddess of poison and disease","CE","Death","Three teardrops in a triangle"],["Talos, god of storms","CE","Tempest","Three lightning bolts radiating from a point"],["Tempus, god of war","N","War","Upright flaming sword"],["Torm, god of courage and self-sacrifice","LG","War","White right gauntlet"],["Tymora, goddess of good fortune","CG","Trickery","Face-up coin"],["Tyr, god of justice","LG","War","Balanced scales resting on a warhammer"],["Umberlee, goddess of the sea","CE","Tempest","Wave curling left and right"],["Valkur, Northlander god of sailors","CG","Tempest, War","A cloud and three lightning bolts"],["Waukeen, goddess of trade","N","Knowledge, Trickery","Upright coin with Waukeen's profile facing left"]],"name":"The Faerûnian Pantheon","page":21,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Abbathor, god of greed","NE","Trickery","Jeweled dagger, point-down"],["Berronar Truesilver, goddess of hearth and home","LG","Life, Light","Intertwined silver rings"],["Clangeddin Silverbeard, god of war","LG","War","Crossed silver battleaxes"],["Deep Duerra, duergar goddess of conquest and psionics","LE","Arcana, War","Mind flayer skull"],["Dugmaren Brightmantle, god of discovery","CG","Knowledge","Open book"],["Dumathoin, god of buried secrets","N","Death, Knowledge","Mountain silhouette with a central gemstone"],["Gorm Gulthyn, god of vigilance","LG","War","Bronze half-mask"],["Haela Brightaxe, goddess of war-luck","CG","War","Upright sword whose blade is spiraled in flame"],["Laduguer, duergar god of magic and slavery","LE","Arcana, Death","Broken arrow"],["Marthammor Duin, god of wanderers","NG","Nature, Trickery","Upright mace in front of a tall boot"],["Moradin, god of creation","LG","Knowledge","Hammer and anvil"],["Sharindlar, goddess of healing","CG","Life","Burning needle"],["Vergadain, god of luck and wealth","N","Trickery","Gold coin with the face of a dwarf"]],"name":"The Dwarven Pantheon","page":22,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Aerdrie Faenya, goddess of the sky","CG","Tempest, Trickery","Bird silhouetted against a cloud"],["Angharradh, triple goddess of wisdom and protection","CG","Knowledge, Life","Triangle with three interlocking circles within"],["Corellon Larethian, god of art and magic","CG","Arcana, Light","Crescent moon"],["Deep Sashelas, god of the sea","CG","Nature","Dolphin"],["Erevan Ilesere, god of mischief","CN","Trickery","Asymmetrical eight-armed star"],["Fenmarel Mestarine, god of outcasts","CN","Trickery","Two peering elven eyes"],["Hanali Celanil, goddess of love and beauty","CG","Life","Golden heart"],["Labelas Enoreth, god of time, history, and philosophy","CG","Arcana, Knowledge","Setting sun"],["Rillifane Rallathil, god of nature","CG","Nature","Oak"],["Sehanine Moonbow, goddess of divination, dreams, travel, and death","CG","Knowledge","Full moon under a moonbow"],["Shevarash, god of vengeance","CN","War","Broken arrow over a tear"],["Solonor Thelandira, god of archery","CG","War","Silver arrow with green fletching"]],"name":"The Elven Pantheon","page":23,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Eilistraee, goddess of song and moonlight","CG","Light, Nature","Sword-wielding dancing drow female silhouetted against the full moon"],["Kiaransalee, goddess of necromancy","CE","Arcana","Female drow hand wearing many silver rings"],["Lolth, goddess of spiders","CE","Trickery","Spider"],["Selvetarm, god of warriors","CE","War","Spider over crossed sword-and-mace"],["Vhaeraun, god of thieves","CE","Trickery","Black mask with blue glass lenses inset over eyes"]],"name":"The Drow Pantheon","page":23,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Arvoreen, god of vigilance and war","LG","War","Crossed short swords"],["Brandobaris, god of thievery and adventure","N","Trickery","Halfling footprint"],["Cyrrollalee, goddess of hearth and home","LG","Life","An open door"],["Sheela Peryroyl, goddess of agriculture and weather","N","Nature, Tempest","Flower"],["Urogalan, god of earth and death","LN","Death, Knowledge","Silhouette of a dog's head"],["Yondalla, goddess of fertility and protection","LG","Life","Cornucopia on a shield"]],"name":"The Halfling Pantheon","page":23,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Baervan Wildwanderer, god of woodlands","NG","Nature","Face of a raccoon"],["Baravar Cloakshadow, god of illusion and deception","NG","Arcana, Trickery","Dagger against a hooded cloak"],["Callarduran Smoothhands, god of mining and carving stone","N","Knowledge, Nature","Golden signet ring with six-pointed star"],["Flandal Steelskin, god of metalwork","NG","Knowledge","Flaming hammer"],["Gaerdal Ironhand, god of protection","LG","War","Iron band"],["Garl Glittergold, god of trickery and gems","LG","Trickery","Gold nugget"],["Nebelun, god of invention and luck","CG","Knowledge, Trickery","Bellows and a lizard tail"],["Segojan Earthcaller, god of earth and the dead","NG","Light","Glowing gemstone"],["Urdlen, god of greed and murder","CE","Death, War","White clawed mole emerging from ground"]],"name":"The Gnomish Pantheon","page":24,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Deity","Alignment","Domains","Symbol"],"colStyles":["col-4","col-1 text-center","col-2","col-5"],"rows":[["Bahgtru, god of strength","LE","War","Broken thigh bone"],["Gruumsh, god of storms and war","CE","Tempest, War","Unblinking eye"],["Ilneval, god of strategy and hordes","LE","War","Upright blood-spattered sword"],["Luthic, mother-goddess of fertility and healing","LE","Life, Nature","Orcish rune meaning \"cave entrance\""],["Shargaas, god of stealth and darkness","NE","Trickery","Red crescent moon with a skull between the moon's horns"],["Yurtrus, god of death and disease","NE","Death","White hand, palm outward"]],"name":"The Orc Pantheon","page":24,"source":"SCAG","chapter":{"name":"Welcome to the Realms","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["Totem","Spirit"],"colStyles":["col-2 text-center","col-10"],"rows":[["Black Lion","Tiger"],["Black Raven","Eagle"],["Blue Bear","Bear"],["Gray Wolf","Wolf"],["Great Worm","Wolf"],["Griffon","Eagle"],["Red Tiger","Tiger"],["Sky Pony","Eagle, with the Elk Aspect of the Beast"],["Thunderbeast","Bear, with the Tiger Totemic Attunement"],["Tree Ghost","Bear, with {@spell speak with plants} in place of the normal rituals for the Spirit Seeker feature"]],"name":"Uthgardt Totems","page":121,"source":"SCAG","chapter":{"name":"Classes","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Faction Advancement","colLabels":["Rank","Renown","Other Requirements"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["1","0","—"],["2","3","—"],["3","10","5th level, 1 secret mission"],["4","25","11th level, 3 secret missions"],["5","50","17th level, 10 secret missions"]],"name":"Faction Advancement","source":"AL","chapter":{"name":"Faction Guide","index":0}},{"caption":"Faction Insignias","colLabels":["Faction","Item"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Harpers","Pin"],["Order of the Gauntlet","Pendant"],["Emerald Enclave","Leaf Clasp"],["Lords' Alliance","Signet right (symbol palm side)"],["Zhentarim","Gold coin (stamped symbol)"]],"name":"Receive Your Faction's Insignia; Faction Insignias","source":"AL","chapter":{"name":"Faction Guide","index":0}},{"caption":"Faction Training","colLabels":["Faction","Available Training"],"colStyles":["col-4 text-center","col-8"],"rows":[["Harpers","Musical Instrument, {@item Calligrapher's supplies|phb}, or {@item Disguise Kit|phb}"],["Order of the Gauntlet","{@item Smith's tools|phb}, {@item Leatherworker's tools|phb}, {@item Carpenter's tools|phb}, {@item Mason's tools|phb}, Vehicles"],["Emerald Enclave","{@item Herbalism kit|phb}, {@item Woodcarver's tools|phb}, {@item Cartographer's tools|phb}"],["Lords' Alliance","{@item Jeweler's tools|phb}, {@item Mason's tools|phb}, {@item Navigator's tools|phb}, {@item Painter's supplies|phb}, Gaming Set, Any Standard Language"],["Zhentarim","{@item Disguise Kit|phb}, {@item Forgery kit|phb}, {@item Poisoner's kit|phb} {@item Thieves' tools|phb},"]],"name":"Faction Training","source":"AL","chapter":{"name":"Faction Guide","index":0}},{"isStriped":false,"colStyles":["col-4","col-4","col-4"],"rows":[["Beholders","Goblinoids","Mind flayers"],["Giants","Hags","Orcs"],["Gnolls","Kobolds","Yuan-ti"]],"name":"Monster Lore","page":5,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Body Diameter","colLabels":["2d6","Body Diameter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","4 feet"],["3-4","4½ feet"],["5-9","5 feet"],["10-11","5½ feet"],["12","6 feet"]],"name":"Physical Characteristics; Beholder Body Diameter","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Skin Color","colLabels":["d12","Skin Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Brown"],["2","Brown-yellow"],["3","Gray"],["4","Green"],["5-7","Pinkish"],["8-9","Purple-blue"],["10-11","Mottled (roll twice, ignoring results above 10)"],["12","Shaded (roll twice, ignoring results above 10)"]],"name":"Physical Characteristics; Beholder Skin Color","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Skin Texture","colLabels":["d10","Skin Texture"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Pebbled"],["3","Pitted"],["4-5","Plated"],["6","Scaled"],["7-8","Smooth"],["9","Warty"],["10","Wrinkled"]],"name":"Physical Characteristics; Beholder Skin Texture","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Eye Color","colLabels":["d10","Eye Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Red"],["2","Orange"],["3","Yellow"],["4","Green"],["5","Blue"],["6","Violet"],["7","Pink"],["8","Brown"],["9","Black"],["10","Metallic (roll {@dice d6} for color)"]],"name":"Physical Characteristics; Beholder Eye Color","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Iris Shape","colLabels":["d20","Iris Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Circle"],["5","Crescent"],["6","Hourglass"],["7","Irregular"],["8","Keyhole"],["9-10","Oval"],["11-14","Slit"],["15","Square"],["16","String-of-pearls"],["17-18","Triangle"],["19","Wave"],["20","Double iris (roll twice, ignoring results of 20)"]],"name":"Physical Characteristics; Beholder Iris Shape","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Eye Size","colLabels":["2d6","Eye Size"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","50 percent normal"],["3-4","75 percent normal"],["5-9","Normal"],["10-11","125 percent normal"],["12","150 percent normal"]],"name":"Physical Characteristics; Beholder Eye Size","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Eyestalk Texture","colLabels":["d6","Eyestalk Texture"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Smooth"],["3-4","Ridged (earthworm)"],["5-6","Segmented (insectile)"]],"name":"Physical Characteristics; Beholder Eyestalk Texture","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Eyestalk Shape","colLabels":["d4","Eyestalk Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Thick and short"],["2","Thin and short"],["3","Thick and long"],["4","Thin and long"]],"name":"Physical Characteristics; Beholder Eyestalk Shape","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Mouth Shape and Size","colLabels":["d6","Mouth Shape and Size"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Small/narrow"],["2-5","Normal"],["6","Large/wide"]],"name":"Physical Characteristics; Beholder Mouth Shape and Size","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Teeth Shape","colLabels":["d10","Teeth Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Thick and pointed"],["5-6","Humanlike"],["7","Humanlike, fanged (vampiric)"],["8-9","Thin and needle-like"],["10","Double row (roll again, ignoring results of 10)"]],"name":"Physical Characteristics; Beholder Teeth Shape","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enjoy lording my superiority over others."],["2","Cold, emotionless logic is the way I defeat my foes."],["3","I determine if a creature is worth keeping alive within the first minute of speaking to it."],["4","I frequently dream of [a particular creature] and am certain it is trying to manipulate me."],["5","I pretend to be insane so my enemies underestimate me."],["6","I am weary of frequent interruptions."],["7","Assassination attempts are the only events that quell my feelings of loneliness."],["8","I sometimes fear that I am a flawed abomination."]],"name":"Roleplaying a Beholder; Beholder Personality Traits","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. My trophies are proof of my success. (Evil)"],["2","Community. My hierarchy of minions keeps me safe. (Lawful)"],["3","Intolerance. All other beholders are imperfect and must be destroyed. (Evil)"],["4","Stability. I must maintain the current balance of power in the region. (Lawful)"],["5","Perfection. Although I am perfect as I am, I can strive to be even better. (Neutral)"],["6","Power. I will be secure when I rule over all. (Evil)"]],"name":"Roleplaying a Beholder; Beholder Ideals","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My followers are all spying on me, and I seek motivated, powerful allies to destroy them."],["2","I miss the kinship of my identical twin, who disappeared years ago."],["3","I must recover an artifact that was stolen from me."],["4","I have foreseen the moment of my death and know what will kill me. I hope to curry favor with my slayer to forestall my end."],["5","I was lucky to escape my enemy, and I worry that I might be discovered again before I am ready."],["6","I scheme endlessly to recover an ancient tome that contains the secret of creating perfect, obedient clones of myself."]],"name":"Roleplaying a Beholder; Beholder Bonds","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I usually ignore advice from my minions."],["2","I enjoy taunting rivals with hints of my plans."],["3","I am very quick to take offense."],["4","I frequently have terrifying dreams."],["5","I often take out my frustrations on my minions."],["6","I sometimes forget that others don't have access to all of my knowledge."]],"name":"Roleplaying a Beholder; Beholder Flaws","page":8,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Barixis"],["2","Chelm"],["3","Derukoskai"],["4","Eddalx"],["5","Famax"],["6","Irv"],["7","Jantroph"],["8","Khoa"],["9","Lanuhsh"],["10","Nagish"],["11","Orox"],["12","Qualnus"],["13","Ralakor"],["14","Selthdrych"],["15","Sokhalsh"],["16","Thimnoll"],["17","Velxer"],["18","Xeo"],["19","Zalshox"],["20","Zirlarq"]],"name":"Beholder Names","page":9,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Lesser Minions","colLabels":["d100","Lesser Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","{@dice 10d10 + 50} {@creature bandit||bandits} and {@dice 3d6} {@creature bandit captain||bandit captains}"],["5-8","{@dice 10d6} {@creature bugbear||bugbears} and {@dice 1d3} {@creature bugbear chief||bugbear chiefs}"],["9-12","{@dice 1d10} {@creature cultist||cultists} and {@dice 4d6} {@creature cult fanatic||cult fanatics}"],["13-14","{@dice 10d6} {@creature duergar}"],["15-22","{@dice 10d10 + 50} {@creature goblin||goblins} and {@dice 3d4} {@creature goblin boss||goblin bosses}"],["23-25","{@dice 10d10 + 50} {@creature grimlock||grimlocks}"],["26-35","{@dice 10d10 } {@creature hobgoblin||hobgoblins} and {@dice 2d4} {@creature hobgoblin captain||hobgoblin captains}"],["36-43","{@dice 10d10 + 50} {@creature kobold||kobolds}, {@dice 2d4} {@creature kobold inventor|vgm|kobold inventors}, and {@dice 2d6} {@creature kobold scale sorcerer|vgm|kobold scale sorcerers}"],["44-48","{@dice 10d10 + 50} {@creature lizardfolk}"],["49-56","{@dice 10d10} {@creature orc||orcs} and {@dice 1d6} {@creature orc war chief||orc war chiefs}"],["57-59","{@dice 6d6} {@creature quaggoth||quaggoths}"],["60-65","{@dice 10d10 + 50} {@creature troglodyte||troglodytes}"],["66-100","Roll twice, ignoring results above 65"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its humanoid minions with zombies."],"name":"Pets; Beholder Lesser Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Greater Minions","colLabels":["d100","Greater Minions*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 2d4} {@creature barlgura||barlguras}"],["4-10","{@dice 1d12} {@creature ettin||ettins}"],["11-20","{@dice 1d2} {@creature fire giant||fire giants}, {@dice 1d3} {@creature frost giant||frost giants}, {@dice 2d4} {@creature hill giant||hill giants} or {@dice 1d6} {@creature stone giant||stone giants} (as appropriate to the terrain)"],["21-25","{@dice 3d6} {@creature hook horror||hook horrors}"],["26-32","{@dice 3d6} {@creature manticore||manticores}"],["33-40","{@dice 3d6} {@creature minotaur||minotaurs}"],["41-55","{@dice 6d6} {@creature ogre||ogres}"],["56-70","{@dice 2d4} {@creature troll||trolls}"],["71-75","{@dice 3d6} {@creature wight||wights}"],["76-100","Roll twice, ignoring results above 75"]],"footnotes":["* For death tyrant lairs, use this table, but replace approximately half of its living minions with ogre zombies."],"name":"Pets; Beholder Greater Minions","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Beholder Pets","colLabels":["d100","Pets"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@dice 1d3} {@creature basilisk||basilisks}"],["11-13","{@dice 1d3} {@creature beholder zombie||beholder zombies}"],["14-22","{@dice 1d4} {@creature chimera||chimeras}"],["23-26","{@dice 1d4} {@creature flesh golem||flesh golems}"],["27-29","{@dice 3d6} {@creature gazer|vgm|gazers}"],["30-37","{@dice 3d6} {@creature hell hound||hell hounds}"],["38-41","{@dice 2d6} {@creature nothic||nothics}"],["42-53","{@dice 2d4} {@creature otyugh||otyughs}"],["54-66","{@dice 2d4} {@creature roper||ropers}"],["67-75","{@dice 1d6} {@creature wyvern||wyverns}"],["76-100","Roll twice, ignoring results above 75"]],"name":"Beholder Pets","page":16,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Life Spans","colLabels":["Giant Type","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Living the Giant Life; Giant Life Spans","page":22,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brutality of my peers is a relic of a bygone era that should be stamped out. I seek a more enlightened path."],["2","As the most powerful beings in creation, we have a duty to use our strength for the benefit of all."],["3","I take what I want. I don't care who gets hurt."],["4","A giant lives for a few centuries, but giantkind is eternal. Everything I do is to glorify my ancestors and make my descendants proud."],["5","Dragons are my mortal enemies. Everything I do is to ensure their destruction."],["6","I measure a creature's worth by its size. The small folk are beneath my concern."],["7","The small folk are vermin. I enjoy torturing and killing them."],["8","Good or bad, Annam's sons represent the ideals that we, as giants, must strive to uphold."]],"name":"Roleplaying a Giant; Giant Personality Traits","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Ordning. Annam created the ordning for the good of all giants, and it's our duty to uphold his vision. (Lawful)"],["2","Skill. What sets my clan apart is its mastery of our traditional crafts. (Good)"],["3","Strength. No other race can match the strength of giants, and none should dare to try. (Evil)"],["4","Lordship. Giants are the rightful rulers of the world. All will be well when our empire is restored. (Neutral)"],["5","Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don't pay willingly, we will take by force. (Chaotic)"],["6","Religion. Of Annam's many sons, none is greater than my patron deity. (Any)"]],"name":"Roleplaying a Giant; Giant Ideals","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My clan is the most important influence on my life, our collective place in the ordning depends on our devotion to one another."],["2","My clan mates who serve in our deity's temples are the closest companions I'll ever know."],["3","My place in the ordning is ordained by our patron deity, and it would be blasphemous to aspire to anything higher or lower."],["4","Though I can never rise above my clan's position in the ordning, I can be a leader among my clan."],["5","My own kind have turned their backs on me, so I make my way among the lesser creatures of the world."],["6","Humans have proven their worth in the world and earned a measure of respect from giantkind."]],"name":"Roleplaying a Giant; Giant Bonds","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Giant Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ordning is too restrictive for the likes of me."],["2","The lesser creatures of the world have no souls"],["3","Unity among giants is a myth, anyone not of my clan is a fair target for my weapons."],["4","I care nothing for what others expect, to the point where I cannot help but contradict what others ask of me."],["5","I am terrified of arcane magic and can be cowed by overt displays of it."],["6","Ancient dragons fill me with dread. My knees grow weak in their presence."]],"name":"Roleplaying a Giant; Giant Flaws","page":23,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aargab"],["2","Alark"],["3","Andak"],["4","Ethak"],["5","Eyeth"],["6","Ignar"],["7","Immor"],["8","Oduk"],["9","Orrom"],["10","Otal"],["11","Ulthak"],["12","Ustar"]],"name":"Gnoll Names","page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Name","isNameGenerator":true,"colLabels":["d6","Name Part 1","Name Part 2"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1","Abyssal","Harbingers"],["2","Dire","Hunters"],["3","Howling","Mongrels"],["4","Rabid","Mutilators"],["5","Rotted","Ravagers"],["6","Screaming","Slayers"]],"name":"Creating a Gnoll War Band; Gnoll War Band Name","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Gnoll War Band Composition","colLabels":["War Band Composition","Number Appearing"],"colStyles":["col-6","col-6"],"rows":[["Gnoll fangs ofYeenoghu","{@dice 1d4 + 1}"],["Gnoll hunters","{@dice 1d4 + 1}"],["Gnoll flesh gnawers","{@dice 2d4}"],["Warriors (common gnolls)","{@dice 6d6}"],["Hyenas","{@dice 4d6}"]],"name":"Creating a Gnoll War Band; 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Gnoll War Band Special Creatures","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Shared Physical Trait","colLabels":["d10","Shared Physical Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rune branded on forehead"],["2","Bone piercings"],["3","Ritual scarring"],["4","Surrounded by clouds of flies"],["5","Constant, cackling laugh"],["6","Covered with strange mushroom growths"],["7","Horrid stench"],["8","Eyes glow like fire"],["9","Long, black fangs"],["10","Albinos"]],"name":"Creating a Gnoll War Band; Shared Physical Trait","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Notable Behavior or Tactics","colLabels":["d8","Notable behavior or Tactics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Use of flaming arrows and burning pitch"],["2","Use of drums and screeching horns to spread fear"],["3","Attempts to capture and use siege engines"],["4","Carry and spread disease"],["5","Prisoners kept in cages and tormented"],["6","Use of nets to take captives for feasting later"],["7","Leader has a powerful item, such as a horn of blasting"],["8","Actions magically controlled by a spellcaster"]],"name":"Creating a Gnoll War Band; Notable Behavior or Tactics","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demonic Influence","colLabels":["d12","Demonic Influence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Food and drink spoil"],["2","Animals become rabid, vicious"],["3","Terrible storms erupt"],["4","Minor earthquakes strike"],["5","Residents suffer bursts of short-term madness"],["6","Folk indulge in decadence, excessive drinking"],["7","Quarrels turn violent"],["8","Friends betray one another"],["9-12","None"]],"name":"Creating a Gnoll War Band; Demonic Influence","page":39,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Status Symbols","colLabels":["d20","Status Symbol"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Earrings and notches in an ear"],["2","Rib bones tied into hair"],["3","A belt made from raccoon pelts"],["4","A gnome's boot used as a hat"],["5","A pouch of toenail clippings from an allied ogre"],["6","A frog kept in a jar"],["7","Fragile helmets made from axebeak eggs"],["8","Nose rings"],["9","Painted or stained hands"],["10","Bugs kept in a bag for snacking"],["11","War cry tattooed on chest"],["12","Shields made from ankheg chitin"],["13","Bracelet made of pieces of goblins turned to stone"],["14","Special breed of rat kept as pet"],["15","Teeth pulled out in certain places"],["16","Owlbear-feather cloaks"],["17","Scars from lashings"],["18","Orc-tusk lip piercings"],["19","Umbrellas made from dead darkmantles"],["20","Cloaks made of scraps from an elven tapestry"]],"name":"Status Symbols","page":42,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"isStriped":false,"colStyles":["col-6","col-6"],"rows":[["1st rank: Warlord","5th rank: Spear"],["2nd rank: General","6th rank: Fist"],["3rd rank: Captain","7th rank: Soldier"],["4th rank: Fatal Axe",""]],"name":"Rank, Status, and Title","page":46,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have made subtle insults into an art form."],["2","I always act unpleasant so others never learn of my secret affections."],["3","I enjoy wagers as parts of my bargains, which increase the risk and the stakes."],["4","I laugh at my own jokes-the darker, the better."],["5","I never volunteer information, and I respond only to questions."],["6","I offer generous terms in my deals, but the cost for defaulting is exceedingly high."],["7","I require all of my bargains to be put in writing and signed in the other party's blood."],["8","I am very superstitious, and I see omens in every event and action around me."]],"name":"Roleplaying a Hag; Hag Personality Traits","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Change. I will metamorphose into every kind of hag and live a century as each, becoming something even greater in the end. (Chaotic)"],["2","Community. Loneliness is the path to madness. That is why I have minions to keep me company. (Lawful)"],["3","Greed. I will acquire the rarest and most valuable holy treasures to keep them from being used for good. (Evil)"],["4","Independence. I neither require nor want a coven. I will not be someone's equal. (Neutral)"],["5","Power. I will become an auntie or a grandmother, even if I have to kill my own mother to do it. (Evil)"],["6","Ugliness. I want to be envied for my appearance and my cruel heart. (Evil)"]],"name":"Roleplaying a Hag; Hag Ideals","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Bonds","colLabels":["d8","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I hate a certain mortal family and steal one of their children each generation for my own purposes."],["2","I am involved in a centuries-long feud with a rival of similar power and status."],["3","My house holds everything that I hold dear. I can't abide visitors who threaten my hearth and home."],["4","I owe a great favor to a hag grandmother."],["5","I traded away something before I realized it was priceless, and now I want it back."],["6","My daughter was taken from me, and I want to find her and train her."],["7","My greatest rival and I know a secret word that will destroy both of us simultaneously."],["8","The ones who looted and burned my home will pay for their offense."]],"name":"Roleplaying a Hag; Hag Bonds","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am too eager for gossip."],["2","I can't resist flirting with a handsome man."],["3","I have an allergy to a creature (such as cats or ravens) or a substance (such as apples or blood) that is important to my work."],["4","I will not tell a lie, but I can still say nothing, nod suggestively, or bend the truth a little to suit my needs."],["5","I am greatly weakened on the nights of the full moon."],["6","I can't resist a clever riddle."]],"name":"Roleplaying a Hag; Hag Flaws","page":54,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Names","isNameGenerator":true,"colLabels":["d12","Title","First Name","Last Name"],"colStyles":["col-3 text-center","col-3","col-3","col-3"],"rows":[["1","Auntie","Agatha","Bonechewer"],["2","Black","Agnes","Frogwart"],["3","Cackling","Ethel","Greenteeth"],["4","Dismal","May","Gristlegums"],["5","Dread","Mathilda","Knucklebones"],["6","Driftwood","Morgan","Middenheap"],["7","Granny","Olga","Mudwallow"],["8","Old","Peggy","Pigtooth"],["9","Rickety","Polly","Titchwillow"],["10","Rotten","Sally","Toestealer"],["11","Turtleback","Ursula","Twigmouth"],["12","Wicked","Zilla","Wormwiggle"]],"name":"Hag Names","page":55,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Servants","colLabels":["d8","Servant(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Flameskull||Flameskulls}"],["2","{@creature Flesh Golem||Flesh Golems}"],["3","{@creature Helmed Horror||Helmed Horrors}"],["4","{@creature Rug of Smothering}"],["5","{@creature Scarecrow||Scarecrows}"],["6","{@creature Shadow Mastiff|VGM|Shadow Mastiffs}"],["7","{@dice 2d4} {@creature swarm of insects||swarms of insects} or {@creature swarm of rats||swarms of rats}"],["8","{@creature Yeth Hound|VGM|Yeth Hounds}"]],"name":"Random Hag Minions; Servants","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Brutes","colLabels":["d12","Brute(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bugbear||Bugbears}"],["2","{@creature Doppelganger||Doppelgangers}"],["3","{@creature Ettercap||Ettercaps}"],["4","{@creature Gargoyle||Gargoyles}"],["5","{@creature Jackalwere||Jackalweres}"],["6","{@creature Kenku}"],["7","{@creature Meenlock|VGM|Meenlocks}"],["8","{@creature Oni}"],["9","{@creature Quickling|VGM|Quicklings}"],["10","{@creature Redcap|VGM|Redcaps}"],["11","{@creature Wererat||Wererats}"],["12","{@creature Werewolf||Werewolves}"]],"name":"Random Hag Minions; Brutes","page":61,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Hag Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The eye of a cleric, preserved in a liquid-filled jar. When an undead creature comes within 100 feet of the jar, the eye darts about as if it is looking around in a panic. It otherwise remains motionless."],["2","The leathery, preserved head of a dwarf. Anyone who holds its 5-foot-long beard can see through its eyes."],["3","A perfectly smooth, round stone the size of a human's fist. If placed on the ground, it rolls 20 feet per round toward the nearest source of fresh water."],["4","A sickly crow with clipped wings. The only sound it can make is to roar like a lion."],["5","A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls {@dice 1d6} happy memories from the life of a long dead elf lord."],["6","A seemingly mundane gold piece. Anyone who touches it gains the unshakable belief that this is the very first gold coin minted by humanity."],["7","A black box, 3 feet on each side. Anyone who opens it finds a set of three wooden, articulated figures that are modeled after three members of the adventuring party. If the figures are stood on the ground, they act out insulting parodies of their duplicates' recent actions."],["8","An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights winking on its surface, before settling to the ground nearby."],["9","A thick, dusty tome, every page filled with tiny, barely legible writing. Careful study of the book reveals it to be a written transcript of every conversation that took place over the course of a year, three years ago, in a nearby village."],["10","A small painting that depicts a placid field. Just after midnight each day, the painting changes to depict the following day's weather."]],"name":"One-of-a-Kind Objects; Hag Objects","page":62,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Kobold Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arix"],["2","Eks"],["3","Ett"],["4","Galax"],["5","Garu"],["6","Hagnar"],["7","Hox"],["8","Irtos"],["9","Kashak"],["10","Meepo"],["11","Molo"],["12","Ohsoss"],["13","Rotom"],["14","Sagin"],["15","Sik"],["16","Sniv"],["17","Taklak"],["18","Tes"],["19","Urak"],["20","Varn"]],"name":"Kobold Names","page":66,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Scale Color","colLabels":["d100","Scale Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","Black"],["6-10","Blue"],["11-25","Brown"],["26-30","Gray"],["31-35","Green"],["36-40","Orange"],["41-55","Orange-brown"],["56-60","Red"],["61-75","Red-brown"],["76-85","Tan"],["86-90","White"],["91-100","Patterned (roll twice, ignoring duplicate results and results of 91 or higher)"]],"name":"Physical Variations; Scale Color","page":66,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Scale Pattern","colLabels":["d20","Scale Pattern"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Mottled"],["5-8","Reticulated"],["9-12","Shaded"],["13-16","Spotted"],["17-20","Striped"]],"name":"Physical Variations; Scale Pattern","page":66,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I never let pass an opportunity to show my contempt for lesser beings."],["2","I like to flavor my meals by engendering positive emotions in my victims before feeding on them."],["3","So as not to taint my thoughts, I avoid telepathically communicating with lesser beings when possible."],["4","I never eat unless the victim is conscious and aware."],["5","I'm very picky. I feed only on the brains of a specific kind of humanoid."],["6","I'm curious about how other races live and how their societies function."],["7","I find battle stimulating."],["8","I'm curious about the limits of other creatures' intelligence and devise situations to test them."]],"name":"Roleplaying a Mind Flayer; Mind Flayer Personality Traits","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Knowledge. All information is of value. (Neutral)"],["2","Obedience. Nothing is more important than following orders. (Lawful)"],["3","Selfishness. I do my best work when motivated by my own self-interest. (Chaotic)"],["4","Truth. Truth is the foundation of knowledge, so I never lie. (Lawful)"],["5","Superiority. Nothing can be gained from the study of lesser beings. (Neutral)"],["6","Domination. All others should submit to my control. (Evil)"]],"name":"Roleplaying a Mind Flayer; Mind Flayer Ideals","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I think the elder brain is wrong about something, and I want to convince it."],["2","I have a secret I wish to keep even from other mind flayers."],["3","The more the colony grows, the more powerful we all become."],["4","Nothing is more important than rebuilding our lost empire."],["5","Persistence of my colony is the greatest good."],["6","I have important research that must be protected at all costs."]],"name":"Roleplaying a Mind Flayer; Mind Flayer Bonds","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am oblivious to the emotions expressed by others."],["2","I believe my minions will always do precisely as I intend."],["3","I never assume others understand and always explain everything."],["4","I have a memory that isn't mine. I'm obsess about it."],["5","It is inconceivable that another creature could outsmart me."],["6","I sometimes confuse others' thoughts with my own."]],"name":"Roleplaying a Mind Flayer; Mind Flayer Flaws","page":74,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Mind Flayer Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aurangaul"],["2","Cephalossk"],["3","Drukt"],["4","Drusiss"],["5","Lugribossk"],["6","Quoor"],["7","Ralayan"],["8","Sardsult"],["9","S'venchen"],["10","Tharcereli"],["11","Tobulux"],["12","Zellix"]],"name":"Mind Flayer Names","page":75,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Orc Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I never relinquish my weapon."],["2","I welcome any chance to prove my battle skills."],["3","I always appear like I am about to kill everyone around me."],["4","I love a good brawl."],["5","I drink the blood of monsters to consume their power."],["6","I chant orcish war dirges during combat."]],"name":"Roleplaying an Orc; Orc Personality Traits","page":87,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Orc Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength. 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They inspire me to commit great deeds in battle."],["4","To avenge Gruumsh, I will kill every elf I see."],["5","I will seek and destroy those who murdered my tribe."],["6","I owe my survival to a non-orc."]],"name":"Roleplaying an Orc; Orc Bonds","page":87,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Orc Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have a calm temperament and let insults roll off my back."],["2","I don't fear the gods and have no patience for superstitions."],["3","I am slow to anger, but when I do become enraged I fight until my enemies are dead, no matter the cost."],["4","I understand the value of civilization and the order that society brings."],["5","I don't trust anyone."],["6","I believe in living to fight another day."]],"name":"Roleplaying an Orc; Orc Flaws","page":87,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Orc Male Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Grutok"],["2","Lortar"],["3","Abzug"],["4","Shugog"],["5","Urzul"],["6","Ruhk"],["7","Mobad"],["8","Shamog"],["9","Mugrub"],["10","Bajok"],["11","Rhorog"],["12","Jahrukk"]],"name":"Orc Names; 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Orc Trophies","page":90,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Snake Body Type","colLabels":["d20","Snake Body Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","Thick"],["6-15","Normal"],["16-20","Sleek"]],"name":"Physical Variations; Yuan-ti Snake Body Type","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Humanoid Skin Color","colLabels":["d20","Humanoid Skin Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Dark brown"],["5","Green-brown"],["6-9","Light brown"],["10-15","Medium brown"],["16","Pale brown"],["17-18","Red-brown"],["19-20","Yellow-brown"]],"name":"Physical Variations; Yuan-ti Humanoid Skin Color","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Scale Color","colLabels":["d100","Scale Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-6","black"],["7-12","black and brown"],["13-18","black and green"],["19-23","black and red"],["24-26","black and white"],["27-30","black and yellow"],["31-36","black, gold, and red"],["37-42","black, red, and white"],["43-45","blue"],["46-48","blue and black"],["49-51","blue and gray"],["52-54","blue and yellow"],["55-60","brown"],["61-66","brown and green"],["67-73","green"],["74-79","green and tan"],["80-84","green and white"],["85-90","green and yellow"],["91-96","red and tan"],["97-100","albino"]],"name":"Physical Variations; Yuan-ti Scale Color","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Scale Pattern","colLabels":["d20","Scale Pattern"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","Mottled"],["6-7","Random"],["8-10","Reticulated"],["11-15","Speckled"],["16-20","Striped"]],"name":"Physical Variations; Yuan-ti Scale Pattern","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Tongue Color","colLabels":["d6","Tongue Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Black"],["2","Blue"],["3","Orange"],["4","Pale"],["5-6","Red"]],"name":"Physical Variations; Yuan-ti Tongue Color","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Pureblood Characteristics","colLabels":["d20","Pureblood Characteristic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Fangs"],["4-5","forked tongue"],["6-9","scaly arms and hands"],["10-11","scaly face"],["12-15","scaly torso"],["16-18","serpentine eyes"],["19-20","Roll twice, re-rolling results of 19 or 20"]],"name":"Physical Variations; Pureblood Characteristics","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Eye Color","colLabels":["d6","Eye Color"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blue"],["2","Brown"],["3","Green"],["4","Red"],["5","Tan"],["6","Yellow"]],"name":"Physical Variations; Yuan-ti Eye Color","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Snake Head Shape","colLabels":["d20","Snake Head Shape"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","Broad and rounded"],["6-9","Flattened"],["10-11","Hooded"],["12-15","Slender"],["16-20","Triangular"]],"name":"Physical Variations; Yuan-ti Snake Head Shape","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Type 2 Malison: Arms","colLabels":["d10","Malison Type 2 Arm*"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Cluster of small snakes"],["5-9","One large snake"],["10","Scaly humanoid with snake head for a hand"]],"footnotes":["* Roll once for each arm"],"name":"Physical Variations; Type 2 Malison: Arms","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Type 4 Malison: Lower Body","colLabels":["d20","Malison Type 4 Lower Body"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-7","Human legs and large snake tail"],["8-10","Human legs and multiple small snake tails"],["11-16","Scaly human legs and large snake tail"],["17-20","Scaly human legs and multiple small snake tails"]],"name":"Physical Variations; Type 4 Malison: Lower Body","page":97,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I see omens in every event and action. The serpent gods continue to advise us."],["2","I have very high standards for food, drink, and physical pleasures."],["3","I prefer to be alone rather than among other creatures, including my own kind."],["4","I sometimes become consumed by philosophy."],["5","I believe I am superior to others of my caste."],["6","I am driven by wanderlust and want to explore lands far from our cities."],["7","I am interested in modern human culture, even as primitive as it is."],["8","I await the day when we again conquer lands by force, as we did in the old times."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Personality Traits","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Greed. I display my wealth as a sign of my power and prosperity. (Evil)"],["2","Aspiration. I strive to follow the path toward becoming an anathema. (Evil)"],["3","Unity. No leader shall put personal goals above those of our race. (Any)"],["4","Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care. (Any)"],["5","Inspiration. My actions set an example for the lesser castes to emulate. (Any)"],["6","Power. Everything I choose to do is determined by whether it will make me smarter and stronger. (Evil)"]],"name":"Roleplaying a Yuan-ti; Yuan-ti Ideals","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will see our empire rise again and, in so doing, win the favor of the serpent gods."],["2","I am enamored with the culture and trappings of another society and wish to be part of it."],["3","I respect my superiors and obey them without question. My fate is theirs to decide."],["4","I have an interest in an unsuitable mate, which I can't suppress."],["5","I respect and emulate a great hero or ancestor."],["6","An enemy destroyed something of value to me, and I will find where it lives and kill the offender."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Bonds","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I feel twinges of emotion, and it shames me that I am imperfect in this way."],["2","I put too much credence in the dictates of a particular god."],["3","I frequently overindulge in food and wine, and I am impaired and lethargic for days afterward."],["4","I worship a forbidden god."],["5","I secretly believe things would be better if I was in charge."],["6","If I could get away with it, I would gladly kill and eat a superior yuan-ti."]],"name":"Roleplaying a Yuan-ti; Yuan-ti Flaws","page":98,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Names","colLabels":["d20","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Asutali"],["2","Eztli"],["3","Hessatal"],["4","Hitotee"],["5","Issahu"],["6","Itstli"],["7","Manuya"],["8","Meztli"],["9","Nesalli"],["10","Otleh"],["11","Shalkashlah"],["12","Sisava"],["13","Sitlali"],["14","Soakosh"],["15","Ssimalli"],["16","Suisatal"],["17","Talash"],["18","Teoshi"],["19","Yaotal"],["20","Zihu"]],"name":"Yuan-ti Names","page":99,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Agents","colLabels":["d100","Agents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-20","{@creature Cultist||Cultists}"],["21-30","{@creature Cult Fanatic||Cult Fanatics}"],["31-34","{@creature Doppelganger||Doppelgangers}"],["35-50","{@creature Guard||Guards}"],["51-60","{@creature Noble||Nobles}"],["61-72","{@creature Priest||Priests}"],["73-86","{@creature Scout||Scouts}"],["87-100","{@creature Spy||Spies}"]],"name":"Random Yuan-ti Servants; Yuan-ti Agents","page":102,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Yuan-ti Protectors","colLabels":["d100","Protector(s)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","{@creature Bandit Captain||Bandit Captains} and {@creature Bandit||Bandits}"],["11-12","{@creature Basilisk||Basilisks}"],["13-18","{@creature Constrictor Snake||Constrictor Snakes}"],["19-26","{@creature Cult Fanatic||Cult Fanatics} and {@creature Cultist||Cultists}"],["27-28","{@creature Flying Snake||Flying Snakes}"],["29-35","{@creature Giant Constrictor Snake||Giant Constrictor Snakes}"],["36-45","{@creature Giant Poisonous Snake||Giant Poisonous Snakes}"],["46-50","{@creature Gladiator||Gladiators}"],["51-55","{@creature Guard||Guards}"],["56-58","{@creature Hydra||Hydras}"],["59-60","{@creature Medusa||Medusas}"],["61","{@creature Mummy||Mummies}*"],["62-63","{@creature Poisonous Snake||Poisonous Snakes}"],["64-68","{@creature Priest||Priests}"],["69-70","{@creature Skeleton||Skeletons}"],["71","{@creature Stone Golem||Stone Golems}"],["72-81","{@creature Swarm of Poisonous Snakes||Swarms of Poisonous Snakes}"],["82-91","{@creature Tribal Warrior||Tribal Warriors}"],["92-97","{@creature Veteran||Veterans}"],["98-100","{@creature Zombie||Zombies}"]],"footnotes":["* The mummies are the undead remains of yuan-ti malisons or purebloods. Each has the statistics of a normal mummy."],"name":"Random Yuan-ti Servants; Yuan-ti Protectors","page":102,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"","colLabels":["Race","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-4","col-2","col-2","col-2","col-2"],"rows":[["Aasimar","4'8\"","110 lb.","+{@dice 2d10}","× ({@dice 2d4}) lb."],["{@race Bugbear|VGM}","6'0\"","200 lb.","+{@dice 2d12}","× ({@dice 2d6}) lb."],["{@race Firbolg|VGM}","6'2\"","175 lb.","+{@dice 2d12}","× ({@dice 2d6}) lb."],["{@race Goblin|VGM}","3'5\"","35 lb.","+{@dice 2d4}","× 1 lb."],["{@race Goliath|VGM}","6'2\"","200 lb.","+{@dice 2d10}","× ({@dice 2d6}) lb."],["{@race Hobgoblin|VGM}","4'8\"","110 lb.","+{@dice 2d10}","× ({@dice 2d4}) lb."],["{@race Kenku|VGM}","4'4\"","50 lb.","+{@dice 2d8}","× ({@dice 1d6}) lb."],["{@race Kobold|VGM}","2'1\"","25 lb.","+{@dice 2d4}","× 1 lb."],["{@race Lizardfolk|VGM}","4'9\"","120 lb.","+{@dice 2d10}","× ({@dice 2d6}) lb."],["{@race Orc|VGM}","5'4\"","175 lb.","+{@dice 2d8}","× ({@dice 2d6}) lb."],["{@race Tabaxi|VGM}","4'10\"","90 lb.","+{@dice 2d10}","× ({@dice 2d4}) lb."],["{@race Triton|VGM}","4'6\"","90 lb.","+{@dice 2d10}","× ({@dice 2d4}) lb."],["{@race Yuan-ti Pureblood|VGM}","4'8\"","110 lb.","+{@dice 2d10}","× ({@dice 2d4}) lb."]],"name":"Height and Weight","page":120,"source":"VGM","chapter":{"name":"Character Races","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Challenge Rating","Item Rarity"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["0–2","Common"],["3–5","Uncommon"],["6–10","Rare"],["11–16","Very rare"],["17+","Legendary"]],"name":"Automatons and Vehicles","page":12,"source":"PSK","chapter":{"name":"The World of Kaladesh","index":1}},{"page":39,"isStriped":false,"colStyles":["col-4 text-enter","col-8"],"rows":[[{"type":"image","href":{"type":"internal","path":"book/PSA/017.webp"},"credit":"Jonas De Ro","width":155,"height":153},{"type":"entries","name":"Amonkhet","entries":["Five deadly trials await the people of this plane as they hope for a glorious death—and eternal glory in the afterlife. But their true fate lies in the hands of the sinister Nicol Bolas."],"id":"014"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/018.webp"},"credit":"James Paick","width":137,"height":137},{"type":"entries","name":"Dominaria","entries":["Home to the volcanic continent of Shiv, the time-shattered isle of Tolaria, and the cold mountains of Keld, Dominaria is the setting for brutal conflicts and home to powerful mages."],"id":"015"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/019.webp"},"credit":"Jung Park","width":151,"height":151},{"type":"entries","name":"Innistrad","entries":["For centuries, the archangel Avacyn and her hosts protected the humans of Innistrad from the terrors of the night. But then she turned on the people she was supposed to protect as an alien madness seized the plane."],"id":"016"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/020.webp"},"credit":"Daniel Ljunggren","width":150,"height":150},{"type":"entries","name":"Kaladesh","entries":["Kaladesh is a vibrant, beautiful land in the midst of an inventors' renaissance, teeming with creativity and optimism."],"id":"017"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/021.webp"},"credit":"Tomasz Jedruszek","width":151,"height":151},{"type":"entries","name":"New Phyrexia","entries":["Once known as Mirrodin, this metallic plane has been transformed by the vile Phyrexian corruption. Its natives fought and lost the war for their world, and now struggle to survive each day."],"id":"018"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/022.webp"},"credit":"Richard Wright","width":152,"height":150},{"type":"entries","name":"Ravnica","entries":["This worldwide cityscape holds countless grand halls, decrepit slums, and ancient ruins. Ten guilds maintain an uneasy peace in governing the various aspects of life in the majestic city."],"id":"019"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/023.webp"},"credit":"John Severin Brassell","width":150,"height":151},{"type":"entries","name":"Shandalar","entries":["Rich with mana, Shandalar is a place where magic flows freely. Planeswalkers seek out this plane for its plentiful, powerful magic."],"id":"01a"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/024.webp"},"credit":"Jung Park","width":151,"height":150},{"type":"entries","name":"Theros","entries":["Theros is ruled by an awe-inspiring pantheon of gods. Mortals tremble before them, feel the sting of their petty whims, and live in terror of their wrath."],"id":"01b"}],[{"type":"image","href":{"type":"internal","path":"book/PSA/025.webp"},"credit":"Sam Burley","width":151,"height":151},{"type":"entries","name":"Zendikar","entries":["This land of primal mana is slowly recovering from the unnatural disaster of colossal predators from the Aether rampaging across the plane."],"id":"01c"}]],"name":"Appendix: Planeswalkers and the Multiverse","source":"PSA","chapter":{"name":"Planeswalkers and the Multiverse","ordinal":{"type":"appendix"},"index":5}},{"caption":"Subclasses","colLabels":["Class","Subclass","Level Available","Description"],"colStyles":["col-1","col-2","col-1 text-center","col-6"],"rows":[["Barbarian","{@class Barbarian|phb|Path of the Ancestral Guardian|Ancestral Guardian|xge}","3rd","Calls on the spirits of honored ancestors to protect others"],["Barbarian","{@class Barbarian|phb|Path of the Storm Herald|Storm Herald|xge}","3rd","Filled with a rage that channels the primal magic of the storm"],["Barbarian","{@class Barbarian|phb|Path of the Zealot|Zealot|xge}","3rd","Fueled by a religious zeal that visits destruction on foes"],["Bard","{@class Bard|phb|College of Glamour|Glamour|xge}","3rd","Wields the beguiling, glorious magic of the Feywild"],["Bard","{@class Bard|phb|College of Swords|Swords|xge}","3rd","Entertains and slays with daring feats of weapon prowess"],["Bard","{@class Bard|phb|College of Whispers|Whispers|xge}","3rd","Plants fear and doubt in the minds of others "],["Cleric","{@class Cleric|phb|Forge Domain|Forge|XGE}","1st","Clad in heavy armor, serves a god of the forge or creation"],["Cleric","{@class Cleric|phb|Grave Domain|Grave|XGE}","1st","Opposes the blight of undeath"],["Druid","{@class Druid|phb|Circle of Dreams|Dreams|xge}","2nd","Mends wounds, guards the weary, and strides through dreams"],["Druid","{@class Druid|phb|Circle of the Shepherd|Shepherd|xge}","2nd","Summons nature spirits to bolster friends and harry foes"],["Fighter","{@class Fighter|phb|Arcane Archer|Arcane Archer|xge}","3rd","Imbues arrows with spectacular magical effects"],["Fighter","{@class Fighter|phb|Cavalier|Cavalier|xge}","3rd","Defends allies and knocks down enemies, often on horseback"],["Fighter","{@class Fighter|phb|Samurai|Samurai|xge}","3rd","Combines resilience with courtly elegance and mighty strikes"],["Monk","{@class Monk|phb|Way of the Drunken Master|Drunken Master|xge}","3rd","Confounds foes through a martial arts tradition inspired by the swaying of a drunkard"],["Monk","{@class Monk|phb|Way of the Kensei|Kensei|xge}","3rd","Channels ki through a set of mastered weapons"],["Monk","{@class Monk|phb|Way of the Sun Soul|Sun Soul|xge}","3rd","Transforms ki into bursts of fire and searing bolts of light"],["Paladin","{@class Paladin|phb|Oath of Conquest|Conquest|xge}","3rd","Strikes terror in enemies and crushes the forces of chaos"],["Paladin","{@class Paladin|phb|Oath of Redemption|Redemption|xge}","3rd","Offers redemption to the worthy and destruction to those who refuse mercy or righteousness"],["Ranger","{@class Ranger|phb|Gloom Stalker|Gloom Stalker|xge}","3rd","Unafraid of the dark, relentlessly stalks and ambushes foes"],["Ranger","{@class Ranger|phb|Horizon Walker|Horizon Walker|xge}","3rd","Finds portals to other worlds and channels planar magic"],["Ranger","{@class Ranger|phb|Monster Slayer|Monster Slayer|xge}","3rd","Hunts down creatures of the night and wielders of grim magic"],["Rogue","{@class Rogue|phb|Inquisitive|Inquisitive|xge}","3rd","Roots out secrets, akin to a masterful detective"],["Rogue","{@class Rogue|phb|Mastermind|Mastermind|xge}","3rd","A master tactician, manipulates others"],["Rogue","{@class Rogue|phb|Scout|Scout|xge}","3rd","Combines stealth with a knack for survival"],["Rogue","{@class Rogue|phb|Swashbuckler|Swashbuckler|xge}","3rd","Delivers deadly strikes with speed and panache "],["Sorcerer","{@class Sorcerer|phb|Divine Soul|Divine Soul|xge}","1st","Harnesses magic bestowed by a god or other divine source"],["Sorcerer","{@class Sorcerer|phb|Shadow Magic|Shadow|xge}","1st","Wields the grim magic of the Shadowfell"],["Sorcerer","{@class Sorcerer|phb|Storm Sorcery|Storm|xge}","1st","Crackles with the power of the storm"],["Warlock","{@class Warlock|phb|The Celestial|Celestial|xge}","1st","Forges a pact with a being from celestial realms"],["Warlock","{@class Warlock|phb|The Hexblade|Hexblade|xge}","1st","Serves a shadowy entity that bestows dread curses"],["Wizard","{@class Wizard|phb|War Magic|War|xge}","2nd","Mixes evocation and abjuration magic to dominate the battlefield"]],"name":"Character Options; Subclasses","page":7,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Parents","colLabels":["d100","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-95","You know who your parents are or were."],["96-100","You do not know who your parents were."]],"name":"Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Elf Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","One parent was an elf and the other was a human."],["6","One parent was an elf and the other was a half-elf."],["7","One parent was a human and the other was a half-elf."],["8","Both parents were half-elves."]],"name":"Half-Elf Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Half-Orc Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","One parent was an orc and the other was a human."],["4-5","One parent was an orc and the other was a half-orc."],["6-7","One parent was a human and the other was a half-orc."],["8","Both parents were half-orcs."]],"name":"Half-Orc Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tiefling Parents","colLabels":["d8","Parents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-4","Both parents were humans, their infernal heritage dormant until you came along."],["5-6","One parent was a tiefling and the other was a human."],["7","One parent was a tiefling and the other was a devil."],["8","One parent was a human and the other was a devil."]],"name":"Tiefling Parents","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birthplace","colLabels":["d100","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-50","Home"],["51-55","Home of a family friend"],["56-63","Home of a healer or midwife"],["64-65","Carriage, cart, or wagon"],["66-68","Barn, shed, or other outbuilding"],["69-70","Cave"],["71-72","Field"],["73-74","Forest"],["75-77","Temple"],["78","Battlefield"],["79-80","Alley or street"],["81-82","Brothel, tavern, or inn"],["83-84","Castle, keep, tower, or palace"],["85","Sewer or rubbish heap"],["86-88","Among people of a different race"],["89-91","On board a boat or a ship"],["92-93","In a prison or in the headquarters of a secret organization"],["94-95","In a sage's laboratory"],["96","In the Feywild"],["97","In the Shadowfell"],["98","On the Astral Plane or the Ethereal Plane"],["99","On an Inner Plane of your choice"],["100","On an Outer Plane of your choice"]],"name":"Birthplace","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Number of Siblings","colLabels":["d10","Siblings"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","None"],["3-4","{@dice 1d3}"],["5-6","{@dice 1d4+1}"],["7-8","{@dice 1d6+2}"],["9-10","{@dice 1d8+3}"]],"name":"Number of Siblings","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Birth Order","colLabels":["2d6","Birth Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Twin, triplet, or quadruplet"],["3-7","Older"],["8-12","Younger"]],"name":"Other Details; Birth Order","page":62,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family","colLabels":["d100","Family"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None"],["2","Institution, such as an asylum"],["3","Temple"],["4-5","Orphanage"],["6-7","Guardian"],["8-15","Paternal or maternal aunt, uncle, or both"],["16-25","Paternal or maternal grandparent(s)"],["26-35","Adoptive family (same or different race)"],["36-55","Single father or stepfather"],["56-75","Single mother or stepmother"],["76-100","Mother and father"]],"name":"Supplemental Tables; Family","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Absent Parent","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parent died (roll on the Cause of Death supplemental table)."],["2","Your parent was imprisoned, enslaved, or otherwise taken away."],["3","Your parent abandoned you"],["4","Your parent disappeared to an unknown fate."]],"name":"Supplemental Tables; Absent Parent","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Family Lifestyle","colLabels":["3d6","Lifestyle*"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","Wretched (-40)"],["4-5","Squalid (-20)"],["6-8","Poor (-10)"],["9-12","Modest (+0)"],["13-15","Comfortable (+10)"],["16-17","Wealthy (+20)"],["18","Aristocratic (+40)"]],"footnotes":["* Use the number in this result as a modifier to your roll on the Childhood Home table."],"name":"Supplemental Tables; Family Lifestyle","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Home","colLabels":["{@dice d100 + #$prompt_number:title=Enter Lifestyle Modifier$#}","Home"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","On the streets"],["1-20","Rundown shack"],["21-30","No permanent residence"],["31-40","Encampment or village in the wilderness"],["41-50","Apartment in a rundown neighborhood"],["51-70","Small house"],["71-90","Large house"],["91-110","Mansion"],["111-140","Palace or castle"]],"name":"Supplemental Tables; Childhood Home","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Childhood Memories","colLabels":["{@dice 3d6 + #$prompt_number:title=Enter Charisma Modifier$#}","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","I am still haunted by my childhood, when I was treated badly by my peers."],["4-5","I spent most of my childhood alone, with no close friends."],["6-8","Others saw me as being different or strange, and so I had few companions."],["9-12","I had a few close friends and lived an ordinary childhood."],["13-15","I had several friends, and my childhood was generally a happy one."],["16-17","I always found it easy to make friends, and I loved being around people."],["18-25","Everyone knew who I was, and I had friends everywhere I went."]],"name":"Supplemental Tables; Childhood Memories","page":63,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events by Age","colLabels":["d100","Current Age","Life Events"],"colStyles":["col-2 text-center","col-5","col-5"],"rows":[["1-20","20 years or younger","1"],["21-59","21-30 years","{@dice 1d4}"],["60-69","31-40 years","{@dice 1d6}"],["70-89","41-50 years","{@dice 1d8}"],["90-99","51-60 years","{@dice 1d10}"],["100","61 years or older","{@dice 1d12}"]],"name":"Life Events by Age","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Life Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You suffered a tragedy. Roll on the Tragedies table."],["11-20","You gained a bit of good fortune. Roll on the Boons table."],["21-30","You fell in love or got married. If you get this result more than once, you can choose to have a child instead. Work with your DM to determine the identity of your love interest."],["31-40","You made an enemy of an adventurer. Roll a {@dice d6}. An odd number indicates you are to blame for the rift, and an even number indicates you are blameless. Use the supplemental tables and work with your DM to determine this hostile character's identity and the danger this enemy poses to you."],["41-50","You made a friend of an adventurer. Use the supplemental tables and work with your DM to add more detail to this friendly character and establish how your friendship began."],["51-70","You spent time working in a job related to your background. Start the game with an extra {@dice 2d6} gp."],["71-75","You met someone important. Use the supplemental tables to determine this character's identity and how this individual feels about you. Work out additional details with your DM as needed to fit this character into your backstory."],["76-80","You went on an adventure. Roll on the Adventures table to see what happened to you. Work with your DM to determine the nature of the adventure and the creatures you encountered."],["81-85","You had a supernatural experience. Roll on the Supernatural Events table to find out what it was."],["86-90","You fought in a battle. Roll on the War table to learn what happened to you. Work with your DM to come up with the reason for the battle and the factions involved. It might have been a small conflict between your community and a band of orcs, or it could have been a major battle in a larger war."],["91-95","You committed a crime or were wrongly accused of doing so. Roll on the Crime table to determine the nature of the offense and on the Punishment table to see what became of you."],["96-99","You encountered something magical. Roll on the Arcane Matters table."],["100","Something truly strange happened to you. Roll on the Weird Stuff table."]],"name":"Life Events","page":69,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Adventures","colLabels":["d100","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-10","You nearly died. You have nasty scars on your body, and you are missing an ear, {@dice 1d3} fingers, or {@dice 1d4} toes."],["11-20","You suffered a grievous injury. Although the wound healed, it still pains you from time to time."],["21-30","You were wounded, but in time you fully recovered."],["31-40","You contracted a disease while exploring a filthy warren. You recovered from the disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray hair."],["41-50","You were poisoned by a trap or a monster. You recovered, but the next time you must make a saving throw against poison, you make the saving throw with disadvantage."],["51-60","You lost something of sentimental value to you during your adventure. Remove one trinket from your possessions."],["61-70","You were terribly frightened by something you encountered and ran away, abandoning your companions to their fate."],["71-80","You learned a great deal during your adventure. The next time you make an ability check or a saving throw, you have advantage on the roll."],["81-90","You found some treasure on your adventure. You have {@dice 2d6} gp left from your share of it."],["91-99","You found a considerable amount of treasure on your adventure. You have {@dice 1d20+50} gp left from your share of it."],["100","You came across a common magic item (of the DM's choice)."]],"name":"Secondary Tables; Adventures","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Arcane Matters","colLabels":["d10","Magical Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were {@condition charmed} or {@condition frightened} by a spell."],["2","You were injured by the effect of a spell."],["3","You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a wizard."],["4","You drank a potion (of the DM's choice)."],["5","You found a spell scroll (of the DM's choice) and succeeded in casting the spell it contained."],["6","You were affected by teleportation magic."],["7","You turned {@condition invisible} for a time."],["8","You identified an illusion for what it was."],["9","You saw a creature being conjured by magic."],["10","Your fortune was read by a diviner. Roll twice on the Life Events table, but don't apply the results. Instead, the DM picks one event as a portent of your future (which might or might not come true)."]],"name":"Secondary Tables; Arcane Matters","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Boons","colLabels":["d10","Boon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly wizard gave you a spell scroll containing one cantrip (of the DM's choice)."],["2","You saved the life of a commoner, who now owes you a life debt. This individual accompanies you on your travels and performs mundane tasks for you, but will leave if neglected, abused, or imperiled. Determine details about this character by using the supplemental tables and working with your DM."],["3","You found a riding horse."],["4","You found some money. You have {@dice 1d20} gp in addition to your regular starting funds."],["5","A relative bequeathed you a simple weapon of your choice."],["6","You found something interesting. You gain one additional trinket."],["7","You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum."],["8","A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose."],["9","You found a treasure map."],["10","A distant relative left you a stipend that enables you to live at the comfortable lifestyle for {@dice 1d20} years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 2 gp during that time period."]],"name":"Secondary Tables; Boons","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Crime","colLabels":["d8","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Murder"],["2","Theft"],["3","Burglary"],["4","Assault"],["5","Smuggling"],["6","Kidnapping"],["7","Extortion"],["8","Counterfeiting"]],"name":"Secondary Tables; Crime","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Punishment","colLabels":["d12","Punishment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","You did not commit the crime and were exonerated after being accused."],["4-6","You committed the crime or helped do so, but nonetheless the authorities found you not guilty."],["7-8","You were nearly caught in the act. You had to flee and are wanted in the community where the crime occurred."],["9-12","You were caught and convicted. You spent time in jail, chained to an oar, or performing hard labor. You served a sentence of {@dice 1d4} years or succeeded in escaping after that much time."]],"name":"Secondary Tables; Punishment","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Supernatural Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","You were ensorcelled by a fey and enslaved for {@dice 1d6} years before you escaped."],["6-10","You saw a demon and ran away before it could do anything to you."],["11-15","A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your alignment shifts one step toward evil (if it's not evil already), and you start the game with an additional {@dice 1d20+50} gp."],["16-20","You woke up one morning miles from your home, with no idea how you got there."],["21-30","You visited a holy site and felt the presence of the divine there."],["31-40","You witnessed a falling red star, a face appearing in the frost, or some other bizarre happening. You are certain that it was an omen of some sort."],["41-50","You escaped certain death and believe it was the intervention of a god that saved you."],["51-60","You witnessed a minor miracle."],["61-70","You explored an empty house and found it to be haunted."],["71-75","You were briefly possessed. Roll a {@dice d6} to determine what kind of creature possessed you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead."],["76-80","You saw a ghost."],["81-85","You saw a ghoul feeding on a corpse."],["86-90","A Celestial or Fiend visited you in your dreams to give a warning of dangers to come."],["91-95","You briefly visited the Feywild or Shadowfell."],["96-100","You saw a portal that you believe leads to another plane of existence."]],"name":"Secondary Tables; Supernatural Events","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tragedies","colLabels":["d12","Tragedy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","A family member or a close friend died. Roll on the Cause of Death supplemental table to find out how."],["3","A friendship ended bitterly, and the other person is now hostile to you. The cause might have been a misunderstanding or something you or the former friend did."],["4","You lost all your possessions in a disaster, and you had to rebuild your life."],["5","You were imprisoned for a crime you didn't commit and spent {@dice 1d6} years at hard labor, in jail, or shackled to an oar in a slave galley."],["6","War ravaged your home community, reducing everything to rubble and ruin. In the aftermath, you either helped your town rebuild or moved somewhere else."],["7","A lover disappeared without a trace. You have been looking for that person ever since."],["8","A terrible blight in your home community caused crops to fail, and many starved. You lost a sibling or some other family member."],["9","You did something that brought terrible shame to you in the eyes of your family. You might have been involved in a scandal, dabbled in dark magic, or offended someone important. The attitude of your family members toward you becomes indifferent at best, though they might eventually forgive you."],["10","For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or promptly found a new place to live."],["11","A romantic relationship ended. Roll a {@dice d6}. An odd number means it ended with bad feelings, while an even number means it ended amicably."],["12","A current or prospective romantic partner of yours died. Roll on the Cause of Death supplemental table to find out how. If the result is murder, roll a {@dice d12}. On a 1, you were responsible, whether directly or indirectly."]],"name":"Secondary Tables; Tragedies","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"War","colLabels":["d12","War Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were knocked out and left for dead. You woke up hours later with no recollection of the battle."],["2-3","You were badly injured in the fight, and you still bear the awful scars of those wounds."],["4","You ran away from the battle to save your life, but you still feel shame for your cowardice."],["5-7","You suffered only minor injuries, and the wounds all healed without leaving scars."],["8-9","You survived the battle, but you suffer from terrible nightmares in which you relive the experience."],["10-11","You escaped the battle unscathed, though many of your friends were injured or lost."],["12","You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery."]],"name":"Secondary Tables; War","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Weird Stuff","colLabels":["d12","What Happened"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were turned into a toad and remained in that form for {@dice 1d4} weeks."],["2","You were {@condition petrified} and remained a stone statue for a time until someone freed you."],["3","You were enslaved by a hag, a satyr, or some other being and lived in that creature's thrall for {@dice 1d6} years."],["4","A dragon held you as a prisoner for {@dice 1d4} months until adventurers killed it."],["5","You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. You lived as a slave in the Underdark until you escaped."],["6","You served a powerful adventurer as a hireling. You have only recently left that service. Use the supplemental tables and work with your DM to determine the basic details about your former employer."],["7","You went insane for {@dice 1d6} years and recently regained your sanity. A tic or some other bit of odd behavior might linger."],["8","A lover of yours was secretly a silver dragon."],["9","You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists served. You escaped, but you fear they will find you."],["10","You met a demigod, an archdevil, an archfey, a demon lord, or a titan, and you lived to tell the tale."],["11","You were swallowed by a giant fish and spent a month in its gullet before you escaped."],["12","A powerful being granted you a wish, but you squandered it on something frivolous."]],"name":"Secondary Tables; Weird Stuff","page":70,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Alignment","colLabels":["3d6","Alignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["3","Chaotic evil (50%) or chaotic neutral (50%)"],["4-5","Lawful evil"],["6-8","Neutral evil"],["9-12","Neutral"],["13-15","Neutral good"],["16-17","Lawful good (50%) or lawful neutral (50%)"],["18","Chaotic good (50%) or chaotic neutral (50%)"]],"name":"Supplemental Tables; Alignment","page":72,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Cause of Death","colLabels":["d12","Cause of Death"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unknown"],["2","Murdered"],["3","Killed in battle"],["4","Accident related to class or occupation"],["5","Accident unrelated to class or occupation"],["6-7","Natural causes, such as disease or old age"],["8","Apparent suicide"],["9","Torn apart by an animal or a natural disaster"],["10","Consumed by a monster"],["11","Executed for a crime or tortured to death"],["12","Bizarre event, such as being hit by a meteorite, struck down by an angry god, or killed by a hatching slaad egg"]],"name":"Supplemental Tables; 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Resources and Resolution","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Ingredients","colLabels":["Item Rarity","CR Range"],"colStyles":["col-6","col-6 text-center"],"rows":[["Common","1—3"],["Uncommon","4—8"],["Rare","9—12"],["Very rare","13—18"],["Legendary","19+"]],"name":"Crafting Magic Items; Magic Item Ingredients","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Crafting Time and Cost","colLabels":["Item Rarity","Workweeks*","Cost*"],"colStyles":["col-4","col-4 text-center","col-4 text-right"],"rows":[["Common","1","50 gp"],["Uncommon","2","200 gp"],["Rare","10","2,000 gp"],["Very rare","25","20,000 gp"],["Legendary","50","100,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Crafting Magic Items; Magic Item Crafting Time and Cost","page":128,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rumors swirl that what you're working on is unstable and a threat to the community.*"],["2","Your tools are stolen, forcing you to buy new ones.*"],["3","A local wizard shows keen interest in your work and insists on observing you."],["4","A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*"],["5","A dwarf clan accuses you of stealing its secret lore to fuel your work.*"],["6","A competitor spreads rumors that your work is shoddy and prone to failure.*"]],"footnotes":["*Might involve a rival"],"name":"Crafting Complications","page":129,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Potion of Healing Creation","colLabels":["Type","Time","Cost"],"colStyles":["col-4","col-4","col-4 text-right"],"rows":[["Healing","1 day","25 gp"],["Greater healing","1 workweek","100 gp"],["Superior healing","3 workweeks","1,000 gp"],["Supreme healing","4 workweeks","10,000 gp"]],"name":"Brewing Potions of Healing; Potion of Healing Creation","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loot Value","colLabels":["DC","Value"],"colStyles":["col-2 text-center","col-10"],"rows":[["10","50 gp, robbery of a struggling merchant"],["15","100 gp, robbery of a prosperous merchant"],["20","200 gp, robbery of a noble"],["25","1,000 gp, robbery of one of the richest figures in town"]],"name":"Crime; Loot Value","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Crime Complications","colLabels":["d8","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bounty equal to your earnings is offered for information about your crime.*"],["2","An unknown person contacts you, threatening to reveal your crime if you don't render a service.*"],["3","Your victim is financially ruined by your crime."],["4","Someone who knows of your crime has been arrested on an unrelated matter.*"],["5","Your loot is a single, easily identified item that you can't fence in this region."],["6","You robbed someone who was under a local crime lord's protection, and who now wants revenge."],["7","Your victim calls in a favor from a guard, doubling the efforts to solve the case."],["8","Your victim asks one of your adventuring companions to solve the crime."]],"footnotes":["*Might involve a rival"],"name":"Crime Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose all the money you bet, and accrue a debt equal to that amount."],["1 success","Lose half the money you bet."],["2 successes","Gain the amount you bet plus half again more."],["3 successes","Gain double the amount you bet."]],"name":"Gambling Results","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gambling Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are accused of cheating. You decide whether you actually did cheat or were framed.*"],["2","The town guards raid the gambling hall and throw you in jail.*"],["3","A noble in town loses badly to you and loudly vows to get revenge.*"],["4","You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back."],["5","A local crime boss insists you start frequenting the boss's gambling parlor and no others."],["6","A high-stakes gambler comes to town and insists that you take part in a game."]],"footnotes":["*Might involve a rival"],"name":"Gambling Complications","page":130,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Results","colLabels":["Result","Value"],"colStyles":["col-5","col-7"],"rows":[["0 successes","Lose your bouts, earning nothing."],["1 success","Win 50 gp."],["2 successes","Win 100 gp."],["3 successes","Win 200 gp."]],"name":"Pit Fighting Results","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Pit Fighting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An opponent swears to take revenge on you.*"],["2","A crime boss approaches you and offers to pay you to intentionally lose a few matches.*"],["3","You defeat a popular local champion, drawing the crowd's ire."],["4","You defeat a noble's servant, drawing the wrath of the noble's house.*"],["5","You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*"],["6","You accidentally deliver a near-fatal wound to a foe."]],"footnotes":["*Might involve a rival"],"name":"Pit Fighting Complications","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service","colLabels":["Check Total","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","No effect. Your efforts fail to make a lasting impression."],["11—20","You earn one favor."],["21+","You earn two favors."]],"name":"Religious Service","page":131,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Service Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You have offended a priest through your words or actions.*"],["2","Blasphemy is still blasphemy, even if you did it by accident."],["3","A secret sect in the temple offers you membership."],["4","Another temple tries to recruit you as a spy.*"],["5","The temple elders implore you to take up a holy quest."],["6","You accidentally discover that an important person in the temple is a fiend worshiper."]],"footnotes":["*Might involve a rival"],"name":"Religious Service Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Outcomes","colLabels":["Check Total","Outcome"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—5","No effect."],["6—10","You learn one piece of lore."],["11—20","You learn two pieces of lore."],["21+","You learn three pieces of lore."]],"name":"Research Outcomes","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Research Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You accidentally damage a rare book."],["2","You offend a sage, who demands an extravagant gift.*"],["3","If you had known that book was cursed, you never would have opened it."],["4","A sage becomes obsessed with convincing you of a number of strange theories about reality.*"],["5","Your actions cause you to be banned from a library until you make reparations.*"],["6","You uncovered useful lore, but only by promising to complete a dangerous task in return."]],"footnotes":["*Might involve a rival"],"name":"Research Complications","page":132,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spell Scroll Costs","colLabels":["Spell Level","Time","Cost"],"colStyles":["col-4 text-center","col-4","col-4 text-right"],"rows":[["Cantrip","1 day","15 gp"],["1st","1 day","25 gp"],["2nd","3 days","250 gp"],["3rd","1 workweek","500 gp"],["4th","2 workweeks","2,500 gp"],["5th","4 workweeks","5,000 gp"],["6th","8 workweeks","15,000 gp"],["7th","16 workweeks","25,000 gp"],["8th","32 workweeks","50,000 gp"],["9th","48 workweeks","250,000 gp"]],"name":"Resources; Spell Scroll Costs","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Scribe a Scroll Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You bought up the last of the rare ink used to craft scrolls, angering a wizard in town."],["2","The priest of a temple of good accuses you of trafficking in dark magic.*"],["3","A wizard eager to collect one of your spells in a book presses you to sell the scroll."],["4","Due to a strange error in creating the scroll, it is instead a random spell of the same level."],["5","The rare parchment you bought for your scroll has a barely visible map on it."],["6","A thief attempts to break into your workroom.*"]],"footnotes":["*Might involve a rival"],"name":"Scribe a Scroll Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Base Prices","colLabels":["Rarity","Base Price*"],"colStyles":["col-2 text-center","col-10"],"rows":[["Common","100 gp"],["Uncommon","400 gp"],["Rare","4,000 gp"],["Very rare","40,000 gp"],["Legendary","200,000 gp"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Resolution; Magic Item Base Prices","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Offer","colLabels":["Check Total","Offer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1—10","50% of base price"],["11—20","100% of base price"],["21+","150% of base price"]],"name":"Resolution; Magic Item Offer","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Item Sale Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your enemy secretly arranges to buy the item to use it against you.*"],["2","A thieves' guild, alerted to the sale, attempts to steal your item.*"],["3","A foe circulates rumors that your item is a fake.*"],["4","A sorcerer claims your item as a birthright and demands you hand it over."],["5","Your item's previous owner, or surviving allies of the owner, vow to retake the item by force."],["6","The buyer is murdered before the sale is finalized.*"]],"footnotes":["*Might involve a rival"],"name":"Magic Item Sale Complications","page":133,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Training Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your instructor disappears, forcing you to spend one workweek finding a new one.*"],["2","Your teacher instructs you in rare, archaic methods, which draw comments from others."],["3","Your teacher is a spy sent to learn your plans.*"],["4","Your teacher is a wanted criminal."],["5","Your teacher is a cruel taskmaster."],["6","Your teacher asks for help dealing with a threat."]],"footnotes":["*Might involve a rival"],"name":"Training Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wages","colLabels":["Check Total","Earnings"],"colStyles":["col-2 text-center","col-10"],"rows":[["9 or lower","Poor lifestyle for the week"],["10—14","Modest lifestyle for the week"],["15—20","Comfortable lifestyle for the week"],["21+","Comfortable lifestyle for the week + 25 gp"]],"name":"Resolution; Wages","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Work Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A difficult customer or a fight with a coworker reduces the wages you earn by one category.*"],["2","Your employer's financial difficulties result in your not being paid.*"],["3","A coworker with ties to an important family in town takes a dislike to you.*"],["4","Your employer is involved with a dark cult or a criminal enterprise."],["5","A crime ring targets your business for extortion.*"],["6","You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*"]],"footnotes":["*Might involve a rival"],"name":"Work Complications","page":134,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Tier","colLabels":["Character Level","Minor Items","Major Items","All Items"],"colStyles":["col-6","col-2","col-1","col-3"],"rows":[["1-4","9","2","11"],["5-10","28","6","34"],["11-16","24","6","30"],["17-20","19","6","25"],["Total","80","20","100"]],"name":"Distribution by Rarity; Magic Items Awarded by Tier","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Minor","colLabels":["Level/CR","Common","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-4","col-2","col-2","col-1","col-2","col-2"],"rows":[["1-4","6","2","1","0","0"],["5-10","10","12","5","1","0"],["11-16","3","6","9","5","1"],["17+","0","0","4","9","6"],["Total","19","20","19","15","7"]],"name":"Magic Items Awarded by Rarity - Minor","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items Awarded by Rarity - Major","colLabels":["Level/CR","Uncommon","Rare","Very Rare","Legendary"],"colStyles":["col-6","col-2","col-2","col-2","col-2"],"rows":[["1-4","2","0","0","0"],["5-10","5","1","0","0"],["11-16","1","2","2","1"],["17+","0","1","2","3"],["Total","8","4","4","4"]],"name":"Magic Items Awarded by Rarity - Major","page":135,"source":"XGE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["1d10","Reason for Cooperating"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The characters begin the campaign captured, whether as prisoners of the Legion of Dusk, captives in a pirate ship's brig, or trapped in jungle snares."],["2","The characters are fighting each other when a dinosaur attacks."],["3","The characters are trapped together by a cave-in, a sinkhole opening, or some similar disaster."],["4","Each character has one piece of a treasure map, or one key of several required to open a treasure vault."],["5","A strange dream leads each of the characters to the same destination."],["6","The characters are all hopelessly lost in the jungle."],["7","Leaders of the characters' factions have ordered them to cooperate on a secret mission."],["8","A pirate captain or other villain is a common enemy to all the characters."],["9","A magical or natural phenomenon threatens all folk of Ixalan."],["10","The characters are all trying to avert the catastrophe of a fullscale war among their peoples."]],"name":"Four Peoples, One Party; 1","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} The invaders must be driven out and the ancient capital of Orazca reclaimed."],["2","{@b Glory.} I wish to earn great glory in battle—ideally, by making my foes surrender."],["3","{@b Poetry.} Beauty is to be found in all things, from creation to destruction, and it should all be recorded in words."],["4","{@b Zeal.} I am devoted to the Threefold Sun and the commands of the priests."],["5","{@b History.} I seek to understand the empire's history so I can better chart a course for its future."],["6","{@b Peace.} I would like to believe that peace can be forged among the peoples of this land."]],"name":"Four Peoples, One Party; Suggested Ideals","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I left behind a family (living or dead) when I set out on my journey of exploration."],["2","I have ties to the imperial line."],["3","I come from a noble family, and have kin who live as hostages in the imperial capital."],["4","I have fallen in love with a member of a pirate crew."],["5","I discovered an ancient ruin in the jungle, but I keep it a secret."],["6","I will one day find the Immortal Sun and restore the empire's ancient glory"]],"name":"Four Peoples, One Party; Suggested Bonds","page":5,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["{@dice 1d6}","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harmony.}. The peoples of this world should strive for the same harmony that exists between air and water."],["2","{@b Nature.} In the midst of war, it is often the forest that suffers most—unless we protect it."],["3","{@b Knowledge.} True understanding of one's self and the world is the highest good."],["4","{@b Reverence.} The wisdom of the shamans and elders is our best guide in the world."],["5","{@b Cleverness.} The best way to defeat your opponents is to outsmart them."],["6","{@b Defense.} The golden city must remain hidden, and its power kept from those who would abuse it."]],"name":"River Heralds; Suggested Ideals","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["{@dice 1d6}","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I have carried on secret trade with a Sun Empire merchant for years now."],["2","I am related to the shaman of my band."],["3","I am fascinated by the culture and beliefs of the strangers in our land."],["4","A small tributary to the Great River is in my care, and I will do anything to defend it."],["5","I aspire to become the leader of my band—either as a shaman, or by supplanting the shaman as a war leader."],["6","I will one day find the Immortal Sun and use its power to drive the invaders from our land."]],"name":"River Heralds; Suggested Bonds","page":7,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Conquest.} The destiny of my people is to rule the world."],["2","{@b Order.} The purpose of our conquest is to establish law and order in the lands we rule."],["3","{@b Devotion.} Following the tenets of the church is the only way to earn eternal life in the coming age of ever-flowing blood."],["4","{@b Slaughter.} I love the feeling of warm blood running down my chin."],["5","{@b Glory.} Those who prove their worth in battle will win eternal life."],["6","{@b Strength.} In life as in war, the stronger force wins."]],"name":"Legion of Dusk; Suggested Ideals","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My family has been feuding with another noble family for seven hundred years."],["2","I became friends with a merfolk shaman I captured."],["3","I am a knight of the Bloodstained order, and have forsaken all other bonds since the day I slaughtered my own family."],["4","I carry a relic of one of the vampire saints known as the Venerables, counting it as my dearest possession."],["5","I would do anything for the soldiers in my company."],["6","I will one day find the Immortal Sun and use its power to supplant the queen."]],"name":"Legion of Dusk; Suggested Bonds","page":8,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Wealth.} Money can buy anything."],["2","{@b Freedom.} The sea is the freedom to go anywhere and do anything."],["3","{@b Knowledge.} I'm as greedy for secrets and lore as others are for treasure."],["4","{@b Pillage.} It's not the having, it's the taking that shows who's strongest."],["5","{@b Crew.} I'm committed to my crewmates, not to ideals."],["6","{@b Coalition.} I believe we're not just stronger but also better when we join forces in unity."]],"name":"Brazen Coalition; Suggested Ideals","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","My captain is dearer to me than any other person or possession."],["2","My greatest dream is to return across the sea to the land my ancestors left."],["3","I abandoned a child to be fostered in a city somewhere."],["4","I was shipwrecked on an island with a vampire, and we became good friends."],["5","I buried a great treasure somewhere... and lost the map."],["6","I have one piece of a treasure map, and no idea where the other pieces are."]],"name":"Brazen Coalition; Suggested Bonds","page":9,"source":"PSX","chapter":{"name":"The World of Ixalan","index":1}},{"caption":"White Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I can find common ground with even the fiercest enemies, empathizing with them and always working toward peace."],["2","I would rather make a new friend than a new enemy."],["3","If someone is in trouble, I'm always ready to lend aid."],["4","I get overly upset when people break even minor rules."],["5","I am honest to the point of being blunt or rude."],["6","I go into every situation with at least one backup plan, but I can get lost when my plans go awry."],["7","I have no patience for selfish or greedy people."],["8","I like my environment to be well ordered and clean."]],"name":"White Personality Traits","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"White Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Harmony.} I long for a world in which everyone gets along."],["2","{@b Community.} It is the duty of all civilized people to strengthen the bonds of community and the security of civilization."],["3","{@b Peace.} It is each person's responsibility to make the most happiness for the whole community."],["4","{@b Solidarity.} Working together, we are stronger than any of us alone."],["5","{@b Law and Order.} We all must obey those in authority and follow laws, or society will devolve into chaos."],["6","{@b Honor.} If I dishonor myself, I undermine the foundation of my community."]],"name":"White Ideals","page":43,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I employ a polysyllabic vocabulary that conveys the impression of tremendous erudition."],["2","I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others."],["3","I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings."],["4","I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist."],["5","I want to know how things work and what makes people act as they do."],["6","There's nothing I like more than a good mystery."],["7","Messing up just means an opportunity to learn from my mistakes."],["8","There's no need to rush into action; I prefer to plan before I act."]],"name":"Blue Personality Traits","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Blue Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Perfection.} The goal of a life of study is to constantly improve oneself."],["2","{@b Education.} Information can change the world only when it is widely shared."],["3","{@b Knowledge.} The path to power and self-improvement comes through mastery of what can be known."],["4","{@b Change.} The world is in constant flux, and we must be ready to change with it."],["5","{@b Logic.} Emotions must not cloud our clear thinking."],["6","{@b Self-Knowledge.} If you know yourself, there's nothing left to know."]],"name":"Blue Ideals","page":44,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The best way to get me to do something is to tell me I can't do it."],["2","If you do me an injury, I will crush you, ruin your name, and salt your family's lands for all time."],["3","The first thing I do in a new place is note the locations of everything valuable—or where such things might be hidden."],["4","I get bitter if I'm not the center of attention."],["5","I can't stand the dangerous idiots who deny their own needs in order to help others. It's often difficult to motivate them to do what I want."],["6","If others won't do things when you ask nicely, stop asking nicely."],["7","Inspiring fear can be the most effective way to motivate people."],["8","I don't care about morality or taboos—only results. I'll do whatever it takes to get the results I want."]],"name":"Black Personality Traits","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Black Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Power.} Power is the only way to guarantee your ability to control your life—and thus your happiness."],["2","{@b Self-Interest.} If I don't look out for myself, no one else is going to."],["3","Strength. Helping the weak is merely delaying their inevitable failure."],["4","{@b Freedom.} If I need something, I'm a fool if I let laws or morality stand in my way."],["5","{@b Greed.} The clearest way to get ahead in this world is with money."],["6","{@b Independence.} No one tells me what to do."]],"name":"Black Ideals","page":45,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I always speak and act before I think."],["2","My changing emotions dominate my personality, leaving no one in any doubt about what I'm feeling."],["3","I fall in and out of love faster than the weather changes."],["4","I'm always angry."],["5","I either love something or I hate it; there is no in-between."],["6","I'm always working on some piece of art to express my feelings."],["7","I revel in the storms and the destruction that give expression to the turmoil inside me."],["8","I have no patience for people who think they can boss others around."]],"name":"Red Personality Traits","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Red Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Freedom.} Everyone should be free to pursue their own dreams."],["2","{@b Emotion.} My heart tells me what it needs. All I have to do is listen and act accordingly."],["3","{@b Adventure.} Life is an adventure, and it's up to each individual to experience it."],["4","{@b Relationships.} Part of life is embracing the passion, loyalty, and camaraderie that ties us to others."],["5","{@b Creativity.} The world is in need of new ideas and bold action."],["6","{@b Sincerity.} No one should pretend to be something they're not."]],"name":"Red Ideals","page":46,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Personality Traits","colLabels":["d8","Personality Trait"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I'm sharply attuned to the cycles of nature, and can almost feel the pull of the full moon."],["2","My instincts never lead me astray."],["3","I get along better with animals than I do with most people."],["4","There is more wisdom in a forest pool than in any library."],["5","Beasts of the wild have no need for manners, and neither do I."],["6","Nothing raises my ire like seeing people treat life as disposable."],["7","I can identify hundreds of bird species by their songs."],["8","I see omens in every ripple, gust of wind, and flight of birds."]],"name":"Green Personality Traits","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Green Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Acceptance.} Things are as they are for a reason, and it's foolish to try to change them."],["2","{@b Nature.} The natural world is more important than the constructs of civilization."],["3","{@b Potential.} The secret to happiness is to find one's place in the natural order and embrace it."],["4","{@b Interdependence.} My role is deeply connected to the web of life, and my actions have consequences for everyone around me."],["5","{@b Live and Let Live.} Ideals aren't worth killing or going to war for."],["6","{@b History.} Only through studying the past can we avoid repeating past mistakes."]],"name":"Green Ideals","page":47,"source":"PSX","chapter":{"name":"The Colors of Magic","ordinal":{"type":"appendix"},"index":5}},{"caption":"Layers and Rulers of the Nine Hells","colLabels":["Layer","Layer Name","Ruler"],"colStyles":["col-1 text-center","col-5","col-6"],"rows":[["1","Avernus","{@creature Zariel|MTF}"],["2","Dis","Dispater"],["3","Minauros","Mammon"],["4","Phlegethos","Belial and Fierna"],["5","Stygia","Levistus"],["6","Malbolge","Glasya"],["7","Maladomini","Baalzebul"],["8","Cania","Mephistopheles"],["9","Nessus","Asmodeus"]],"name":"Lords of the Nine; Layers and Rulers of the Nine Hells","page":9,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Personality Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enjoy telling lies."],["2","Threats are my only language."],["3","I fawn over others to make my betrayal more unexpected."],["4","I crush those I can defeat, and lie in wait to weaken and overwhelm those I must respect."],["5","I will do anything to survive. Anything."],["6","Someday all will worship me. Until then, I track their insults with obsessive attention."]],"name":"Demon Customization Tables; Demon Personality Traits","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Self-Preservation. It's everything and everyone for themselves in this cruel world."],["2","Might. The world is divided into the strong who rule and the weak who obey or die."],["3","Cunning. Always have a backup plan ready, especially if it involves betraying someone."],["4","Strength. Strength is the one coin accepted in all realms and by all folk."],["5","Ambition. We reach the station in the cosmos that we deserve due to our drive and talents."],["6","Cruelty. Strength without regular demonstrations of its potential is an empty weapon."]],"name":"Demon Customization Tables; Demon Ideals","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-6","I am a perfect product of creation, destined to one day shape the cosmos to my whims. Everything I do verifies my destiny."]],"name":"Demon Customization Tables; Demon Bonds","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Demon Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I act based on instinct, rarely with a plan."],["2","I am cowed by threats, and even preposterous ones make me pause."],["3","Deep down, I know I am doomed to anonymity."],["4","My natural inclination is to grovel and beg for the favor of those stronger than me."],["5","I rage, but I use anger to distract from my fear of confrontation."],["6","I become entangled and betrayed by my own machinations."]],"name":"Demon Customization Tables; Demon Flaws","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Unusual Demon Features","colLabels":["d20","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Belches Flies. Once per day, the demon can use an action to belch enough flies to create an effect as though it cast fog cloud."],["2","Tiny Wings. The demon gains a flying speed of 10 feet. If it could already fly, its flying speed becomes 10 feet."],["3","Ever-Open Extra Eye. The demon gains advantage on Perception checks related to sight."],["4","Bleeds Wasps. The first time in each combat the demon is reduced to half its hit points or less, a {@creature swarm of wasps||swarm of insects (wasps)} forms around it. The swarm considers creatures other than the demon to be enemies."],["5","Extra Arm. The demon gains advantage on Sleight of Hand checks."],["6","Enormous Ears. The demon gains advantage on Perception checks to hear sounds."],["7","Silver Bones. The demon's natural weapons are considered silvered."],["8","Snake Hair. Creatures that grapple the demon or are grappled by it are poisoned until the grapple ends."],["9","Endlessly Mumbling Second Mouth. The demon suffers disadvantage on Stealth checks against creatures that can hear."],["10","Huge Feet. The demon suffers disadvantage on Stealth, Athletics, and Acrobatics checks when they involve moving its feet."],["11","Translucent Skin. The demon's skin is slimy and translucent. It has advantage on attempts to escape a grapple."],["12","Oily Boils. Each time the demon takes bludgeoning, piercing, or slashing damage, the area within 5 feet of it becomes {@quickref difficult terrain||3} until the end of the demon's next turn."],["13","Thick Lead Skull. The demon can't use telepathy or be contacted by telepathy. It can't be charmed, frightened, or stunned."],["14","Worm Tongue. The demon can't speak any language."],["15","Head Hands. The demon has heads where its hands should be and uses the heads' mouths to manipulate objects. If the demon had claw attacks, they become bite attacks that deal piercing damage."],["16","Blimp Body. The demon can float at will as if under the effect of the levitate spell (no concentration required). While it has half its hit points or less, it loses this ability."],["17","Immaterial. The demon has resistance to all damage except psychic damage, and all damage it deals is halved."],["18","Long Arms. The demon's reach is 5 feet longer than normal."],["19","Eyeless. The demon is blind. It has blindsight with a radius of 60 feet."],["20","Vestigial Demon. A miniature vestigial twin of the demon grows from its body. The demon can't be blinded, deafened, or stunned."]],"name":"Demon Customization Tables; Unusual Demon Features","page":33,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Political power, control over the local area"],["2","The death of a hated enemy or rival"],["3","Control of a guild or similar institution"],["4","Recovery of an artifact or magic item that could prove useful in the Blood War"],["5","Revenge for an insult, wrong, or past defeat"],["6","Personal power and comfort for its leaders"]],"name":"Fiendish Cults; Cult Goals","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Resources","colLabels":["d6","Resource"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult uses a respectable guild, business, or institution as a front."],["2","The cult thrives through the support of generations of a powerful noble family."],["3","The cult controls the local officers of the law."],["4","The cult has access to a cache of powerful magic."],["5","The cult can open a direct portal to the Outer Planes, allowing fiends to intercede on their behalf."],["6","The cult's leader is a renegade fiend seeking to evade its enemies."]],"name":"Fiendish Cults; Cult Resources","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Organization","colLabels":["d6","Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Conspiracy. Members use passwords and double-blind communication."],["2","False Front. The cult puts on an elaborate deception to appear as a harmless civic group."],["3","Criminal Enterprise. The cult is organized through a thieves' guild."],["4","Network. The cult has a secret alliance of members who have infiltrated the lower ranks of every organization of note in the region."],["5","Cult of Personality. The cult leader is a beloved figure renowned for great, benevolent deeds."],["6","Entrenched. The cult is part of the local culture, a tradition that established decades ago and kept secret from outsiders."]],"name":"Fiendish Cults; Cult Organization","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Cult Hardship","colLabels":["d6","Hardship"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The cult is wracked with infighting."],["2","A rival cult strives to destroy this group and replace it."],["3","The cult struggles to rein in its dark, violent impulses in order to remain undetected."],["4","Murder and betrayal leads to a constant turnover in cult leadership."],["5","The cult leader is a figurehead. The real power is a crime lord behind the scenes."],["6","The cult is a disposable pawn manipulated by its master."]],"name":"Fiendish Cults; Cult Hardship","page":34,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Elf Deities (The Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Aerdrie Faenya|elven|mtf}","CG","Air, rain, fertility, birth","Life, Tempest, Trickery","Bird silhouetted against a cloud"],["{@deity Angharradh|elven|mtf}","CG","Wisdom, growth, protection","Knowledge, Life, War","Three interlocking circles"],["{@deity Alathrien Druanna|elven|mtf}","N","Runes, writing, spellcasting","Arcana,** Knowledge","A quill or glyph"],["{@deity Alobal Lorfiril|elven|mtf}","CG","Revelry, mirth","Life, Trickery","Wine glass"],["{@deity Araleth Letheranil|elven|mtf}","CG","Light, stars, revelations","Knowledge, Light","Shaft of light"],["{@deity Corellon Larethian|elven|mtf}","CG","Primary god of elves","Arcana,** Life, Light, War","Quarter moon or starburst"],["{@deity Darahl Tilvenar|elven|mtf}","LN","Fire, earth, metalwork","Forge,* Light","Flame between hands"],["{@deity Deep Sashelas|elven|mtf}","CG","Creativity, knowledge, sea","Knowledge, Nature, Tempest","Dolphin"],["{@deity Elebrin Liothiel|elven|mtf}","CG","Abundance, gardens, the harvest","Life, Nature","Acorn"],["{@deity Erevan Ilesere|elven|mtf}","CN","Mischief, change","Trickery","Asymmetrical starburst"],["{@deity Fenmarel Mestarine|elven|mtf}","CN","Solitude, outcasts","Nature, Trickery","Two peering elven eyes"],["{@deity Gadhelyn|elven|mtf}","CN","Independence, outlawry","Nature, Trickery","Leaf-shaped arrowhead"],["{@deity Hanali Celanil|elven|mtf}","CG","Love, beauty, the arts","Life","Golden heart"],["{@deity Kirith Sotheril|elven|mtf}","NG","Divination, illusion","Knowledge, Trickery","Rainbow sphere"],["{@deity Labelas Enoreth|elven|mtf}","CG","Time, history, memory","Arcana,** Knowledge, Life","Setting sun"],["{@deity Melira Taralen|elven|mtf}","CG","Poetry, songs","Knowledge, Life, Trickery","Lute"],["{@deity Mythrien Sarath|elven|mtf}","CG","Abjuration, mythals","Arcana,** Forge,* Knowledge","Row of three intertwined rings"],["{@deity Naralis Analor|elven|mtf}","NG","Healing, suffering, death","Life, Grave*","White dove"],["{@deity Rellavar Danuvien|elven|mtf}","NG","Winter, harsh weather","Tempest","Spear between two circles"],["{@deity Rillifane Rallathil|elven|mtf}","CG","Nature, beasts, the seasons","Nature","Oak"],["{@deity Sarula Iliene|elven|mtf}","CG","Lakes, streams","Tempest, Trickery","Three lines symbolizing waves"],["{@deity Sehanine Moonbow|elven|mtf}","CG","Dreams, death, travel","Grave,* Knowledge, Light","Full moon under a moonbow"],["{@deity Shevarash|elven|mtf}","CN","Vengeance, loss, hatred","War","Broken arrow over a tear"],["{@deity Solonor Thelandira|elven|mtf}","CG","Archery, hunting, survival","Nature, War","Silver arrow with green fletching"],["{@deity Tarsellis Meunniduin|elven|mtf}","CN","Mountains, rivers, wild places","Nature, Tempest","Mountain with a river"],["{@deity Tethrin Veraldé|elven|mtf}","NG","Battle, sword fighting","War","Crossed swords beneath a quarter moon and above a full moon"],["{@deity Vandria Gilmadrith|elven|mtf}","LN","War, grief, justice, vigilance","Grave,* War","Weeping eye"],["{@deity Ye'Cind|elven|mtf}","CG","Music, enchantment","Life, Trickery","Recorder"],["{@deity Zandilar|elven|mtf}","CN","Romance, lust, dance","Life","Lips"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Elf Deities (The Seldarine)","page":43,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Deities (The Dark Seldarine)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-1","col-1 text-center","col-4","col-2","col-4"],"rows":[["{@deity Eilistraee|drow|mtf}","CG","Freedom, moonlight, song","Life, Light, Nature","Sword-wielding, dancing female drow silhouetted against the full moon"],["{@deity Ghaunadaur|drow|mtf}","CE","Oozes, slimes, outcasts","War","Purple eye with black sclera"],["{@deity Keptolo|drow|mtf}","CE","Beauty, hedonism, fertility","Nature, Trickery","Mushroom"],["{@deity Kiaransalee|drow|mtf}","CE","Necromancy","Arcana,* Death","Drow hand wearing many silver rings"],["{@deity Malyk|drow|mtf}","CE","Chaos, rebellion, wild magic","Tempest, Trickery","A flame in a tear or a multihued vortex"],["{@deity Lolth|drow|mtf}","CE","Primary god of drow, spiders","Trickery, War","Spider"],["{@deity Selvetarm|drow|mtf}","CE","Warriors, slaughter","War","Spider over crossed sword and mace"],["{@deity Vhaeraun|drow|mtf}","CE","Arrogance, thieves","Trickery, War","Black mask with blue glass lenses inset over eyes"],["{@deity Zinzerena|drow|mtf}","CN","Assassination, illusion, lies","Trickery","Shortsword draped with cloth"]],"footnotes":["*Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Drow Deities (The Dark Seldarine)","page":53,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Subrace","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-1 text-center","col-2 text-center","col-2 text-center","col-4 text-center"],"rows":[["Eladrin","4'6\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."],["Sea elf","4'6\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."],["Shadar-kai","4'8\"","90 lb.","+{@dice 2d8}","×({@dice 1d4}) lb."]],"name":"Elf Random Height and Weight","page":63,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Elf (Non-drow) Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe the key to reuniting the elves with Corellon lies somewhere in the wider world, not within elven society, and you're determined to find it."],["2","Your sibling was killed by a rampaging monster. You won't rest until you track it down and slay it."],["3","A raven brought you a cryptic message from an old friend who needs your help, but the message was vague about the friend's location. You're trying to follow a years-old trail and save your friend."],["4","A beautiful elf won your heart, then broke it. If you earn enough gold and glory by adventuring, perhaps you can win back your love."],["5","Your father thought you too weak to survive as an adventurer, but he's wrong, and you'll prove it."],["6","Only those who perform great deeds are remembered long after their death. Bards will honor your exploits for generations to come."],["7","You're secretly in love with one of the other members of your adventuring group, and you can't bear the thought of any harm befalling that person."],["8","When you were born, your grandmother prophesied you would one day rule a human kingdom. You've gone in search of that destiny."]],"name":"Elf Tables; Elf (Non-drow) Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow Adventurer Story Hooks","colLabels":["d8","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You overheard members of your own house plotting to poison you, so you fled from the Underdark to save yourself. You won't return until you've amassed enough fortune to surround yourself with loyal mercenary bodyguards."],["2","You were enslaved as punishment for trying to poison an influential rival, but you escaped and fled to the surface. If you return to the Underdark and are captured, you'll be re-enslaved."],["3","You were the lover of a high-ranking priestess of Lolth as a means of enhancing your status. When she tired of you, the loss of status was humiliating, so you left."],["4","You killed a drow from a more powerful house in a duel over a public insult. The slain drow's house vowed to destroy your house unless you were handed over. Your kin urged you to leave the Underdark. You wonder what became of them."],["5","A close friend of yours was revealed to be a worshiper of Eilistraee. Suspicion fell on everyone in her circle. Running was a tacit admission of guilt, even though you knew nothing about it, but you'd have been sacrificed to Lolth if you stayed."],["6","You were among a group of surface raiders that was ambushed, and you were captured. During years of captivity, you learned that most of what Lolth's priestesses taught about the outer world was lies. Now you're experiencing the truth for yourself."],["7","All your life, you were alienated and terrified by the cruelty of your kin. The first chance you got, you volunteered to go on a surface raid, then deserted the group and remained behind. Now you're hated and feared wherever you go, but at least you've found a small group of adventurous friends who trust and support each other."],["8","You were part of a delegation carrying diplomatic messages to another drow city when duergar attacked the caravan for slaves and treasure. Only you and one other guard escaped. If you'd returned home, you'd have been poisoned or worse for failure. Becoming a mercenary was your best option."]],"name":"Elf Tables; Drow Adventurer Story Hooks","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Drow House Specialty","colLabels":["d10","Specialty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adamantine weapons"],["2","Assassinations"],["3","Giant spiders subject to magical control"],["4","Hallucinogenic substances"],["5","High-status slaves and sacrificial victims"],["6","Items taken from surface world in raids"],["7","Low-cost, humanoid slaves"],["8","Maps of the Underdark"],["9","Poisons"],["10","Reptilian beasts of burden"]],"name":"Elf Tables; Drow House Specialty","page":64,"source":"MTF","chapter":{"name":"Elves","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Dwarf Deities (The Mordinsamman)","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-3","col-2","col-4"],"rows":[["{@deity Abbathor|dwarven|mtf}","NE","Greed","Trickery","Jeweled dagger, point down"],["{@deity Berronar Truesilver|dwarven|mtf}","LG","Hearth, home, truth","Life, Light","Intertwined silver rings"],["{@deity Clangeddin Silverbeard|dwarven|mtf}","LG","War, strategy","War","Crossed silver battleaxes"],["{@deity Dugmaren Brightmantle|dwarven|mtf}","CG","Discovery","Knowledge","Open book"],["{@deity Dumathoin|dwarven|mtf}","N","Buried secrets","Grave,* Knowledge","Gemstone in a mountain"],["{@deity Gorm Gulthyn|dwarven|mtf}","LG","Vigilance","War","Bronze half-mask"],["{@deity Haela Brightaxe|dwarven|mtf}","CG","Combat prowess, luck in battle","War","Upright sword with blade sheathed in flame"],["{@deity Hanseath|dwarven|mtf}","CN","Festivity, brewing, song","Trickery, War","Beer stein"],["{@deity Marthammor Duin|dwarven|mtf}","NG","Explorers, wanderers, the lost","Nature, Trickery","Upright mace in front of a tall boot"],["{@deity Moradin|dwarven|mtf}","LG","Primary deity of dwarves","Forge,* Knowledge","Hammer and anvil"],["{@deity Muamman Duathal|dwarven|mtf}","NG","Storms, travel","Tempest","Mace held in gauntlets"],["{@deity Mya|dwarven|mtf}","NG","Clan, family, wisdom","Knowledge, Life","A faceless mother figure"],["{@deity Roknar|dwarven|mtf}","NE","Lies, intrigue","Trickery","Hands filled with coins"],["{@deity Sharindlar|dwarven|mtf}","CG","Healing, love","Life","Burning needle"],["{@deity Thard Harr|dwarven|mtf}","CG","Wilderness, hunting","Nature","Two clawed gauntlets"],["{@deity Tharmekhûl|dwarven|mtf}","N","Fire, forges, molten rock","Forge,* Light","Fiery axe"],["{@deity Thautam|dwarven|mtf}","N","Mysteries, darkness, lost treasures","Knowledge, Trickery","Blindfold"],["{@deity Ulaa|dwarven|mtf}","LG","Mining, quarrying","Forge*","A miner's pick"],["{@deity Valkauna|dwarven|mtf}","LN","Oaths, birth, aging, death","Grave,* Life","A silver ewer"],["{@deity Vergadain|dwarven|mtf}","N","Luck, wealth","Trickery","Gold coin bearing a dwarf's face"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}"],"name":"Dwarven Religion; 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Special Allies","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Purpose of Travel","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merchant caravan"],["2","Seeking a specific enemy"],["3","Patrolling to keep roads safe"],["4","Delivering ransom for captive clan member"],["5","Fleeing attack on stronghold"],["6","Diplomatic mission"]],"name":"Dwarves on the Move; Purpose of Travel","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Suspicious of all outsiders"],["2","Carrying secret message"],["3","Pursued by foe"],["4","Returning home laden with treasure"]],"name":"Dwarves on the Move; Special Circumstances","page":81,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Prosperous. Clan occupies original stronghold, currently flourishing"],["2","Growing. Stronghold expanding"],["3","Declining. Clan population stagnant or decreasing"],["4","Beleaguered. Victimized by goblinoid and dragon attacks, intact but severely weakened"],["5","Scattered. Stronghold recently lost, many folk slain, survivors scattered"],["6","Refugees. Stronghold lost, survivors occupy a neighborhood or ward in human city"]],"name":"Dwarves in the Clan; Clan's Status","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d10","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Founder was one of the greatest artisans in history"],["2","Clan owns a powerful artifact, such as an {@item Axe of the Dwarvish Lords}"],["3","Clan noted for expertise in a specific craft, such as brewing or armorsmithing"],["4","Clan has a sinister reputation, history plagued by scandal and mark of Abbathor"],["5","Militaristic clan, known for excellent fighting skills"],["6","Unusual stronghold, such as an undersea castle, a former cloud giant fortress, or an aboveground city"],["7","Prophecies indicate clan is destined to play a pivotal role in history"],["8","Heretical clan has rejected dwarf teachings in favor of human deities"],["9","Unique marker or curse, such as all clan members are hairless"],["10","Clan is known for its evil ways or a particularly sinister, notable member"]],"name":"Dwarves in the Clan; Clan's Notable Trait","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan Vocations","colLabels":["d20","Vocation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Armorer"],["2","Blacksmith"],["3","Brewer"],["4","Carpenter"],["5","Cook"],["6","Envoy"],["7","Farmer"],["8","Hunter"],["9","Jeweler"],["10","Mason"],["11","Merchant"],["12","Messenger"],["13","Miner"],["14","Potter"],["15","Scout"],["16","Sculptor"],["17","Shepherd"],["18","Warrior"],["19","Weaponsmith"],["20","Weaver"]],"name":"Dwarves in the Clan; Clan Vocations","page":82,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were accused of stealing a fellow artisan's item and claiming it as your work. Innocent or guilty, you were made an outcast."],["2","Your wanderlust prompted you to shirk your duties as a crafter in favor of wandering the world. Your clan isn't pleased with this choice."],["3","You became separated from your clan due to an earthquake, a drow slave raid, or similar event and hope to return home."],["4","You were assigned to become a merchant by the priests of Moradin and have yet to forgive them for their mistake. You should be working a forge, not wandering the outside world!"],["5","You are a spy, traveling incognito to gather information for the clan elders."],["6","You struggle to resist the lure of Abbathor, but can't hold it at bay. Better to walk the world and sate your greed on non-dwarves."]],"name":"Dwarves in the World; Dwarf Adventurer Story Hooks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Dwarf Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Water from the sky! It always surprises you."],["2","You have a fascination with the ocean and its chaos."],["3","Any creature larger than a human makes you nervous."],["4","You prefer to travel with a parasol or similar item that puts a comforting shelter over your head."],["5","You prefer to sleep during the day."],["6","You speak Common or any other non-dwarf language only if you must."],["7","For you, relaxation is putting in a day at the forge."],["8","You avoid contact with other dwarves, since you mistrust those who would leave their strongholds."]],"name":"Dwarves in the World; Dwarf Quirks","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"","colLabels":["Members","Number Present"],"colStyles":["col-6","col-6"],"rows":[["{@creature Duergar}","{@dice 2d6 + 5}"],["{@creature Duergar stone guard|mtf|Duergar stone guards}","{@dice 1d4 + 1}"],["{@creature Duergar kavalrachni|mtf}","{@dice 1d4}"],["{@creature Male steeder|mtf|Male steeders}","{@dice 1d4}"]],"name":"Duergar Raiding Parties; 1","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Duergar Stone Guard|MTF}"],["2-4","{@creature Duergar Warlord|MTF}"],["5-6","{@creature Duergar Despot|MTF}"]],"name":"Duergar Raiding Parties; Duergar Group Leader","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Allies","colLabels":["d20","Allies"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","{@dice 1d4} {@creature female steeder|MTF|steeders, female}"],["4-6","{@dice 1d3} {@creature duergar hammerer|MTF|duergar hammerers}"],["7","1 {@creature duergar mind master|MTF}"],["8","{@dice 1d3} {@creature duergar screamer|MTF|duergar screamers}"],["9-10","{@dice 1d3} {@creature duergar soulblade|MTF|duergar soulblades}"],["11","{@dice 1d6} {@creature duergar xarrorn|MTF}"],["12","{@dice 1d6} {@creature bearded devil||bearded devils} bound to service"],["13","{@dice 2d4} allied evil {@creature azer||azers}"],["14","{@dice 3d20} enslaved {@creature goblin||goblins}"],["15","{@dice 1d4} summoned {@creature earth elemental||earth elementals}"],["16","{@dice 1d6 + 2} {@creature gargoyle||gargoyles}"],["17","{@dice 1d8} {@creature hell hound||hell hounds}"],["18","1 trained {@creature rust monster}"],["19","1 {@creature shield guardian} bound to group leader"],["20","{@dice 1d4} enslaved {@creature troll||trolls}"]],"name":"Duergar Raiding Parties; Duergar Special Allies","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","Collecting slaves"],["4","Pursuing a specific enemy"],["5","Patrolling for expansion opportunities"],["6","On a rampage for loot"]],"name":"Duergar Raiding Parties; Duergar Purpose of Raid","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Special Circumstances","colLabels":["d4","Circumstance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Special hatred for dwarves, will attack them first"],["2","Exiles, willing to bargain"],["3","Laden with loot from raid, tries to flee"],["4","Seeks to take hostages for ransom"]],"name":"Duergar Raiding Parties; Duergar Special Circumstances","page":83,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan Names","colLabels":["d12","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ashlord"],["2","Battlegore"],["3","Doomfist"],["4","Earthlord"],["5","Firetamer"],["6","Knifemind"],["7","Mindeater"],["8","Necksnapper"],["9","Orehammer"],["10","Runehammer"],["11","Thundermaster"],["12","Underearth"]],"name":"Duergar in the Clan; Duergar Clan Names","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Clan's Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mighty. Conquered several dwarven strongholds, dominates Underdark region"],["2","Growing. Stronghold expanding"],["3","Declining. Clan growing stale, population falling"],["4","Beleaguered. Surrounded by drow and illithid foes"],["5","Scattered. Torn apart by slave rebellion or civil war"],["6","Refugees. Defeated by enemies, few survivors"]],"name":"Duergar in the Clan; Duergar Clan's Status","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Clan's Notable Trait","colLabels":["d12","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Stole a mighty dwarven artifact"],["2","Has bound many devils to service"],["3","Experts in building mechanical devices"],["4","Conducts trade with the City of Brass"],["5","Notable for defeating many dwarves"],["6","Conquered and occupied a drow enclave"],["7","Is secretly controlled by mind flayers"],["8","Has enslaved a colony of troglodytes"],["9","Have interbred with devils"],["10","Known for its extensive spy network on surface"],["11","Masters of psionics"],["12","Dominated by a coven of warlocks"]],"name":"Duergar in the Clan; Clan's Notable Trait","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Adventurer Story Hooks","colLabels":["d6","Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are a heretic, drawn to worship of Moradin."],["2","Caught stealing, you escaped imprisonment but not before torture left you with a scar or lasting injury."],["3","You were enslaved by drow or mind flayers but escaped to the surface."],["4","You seek only to test yourself in battle with monsters."],["5","Profit is all that matters to you."],["6","The best way to defeat the folk of the surface is to study them firsthand."]],"name":"Duergar in the World; Duergar Adventurer Story Hooks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Duergar Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A separate personality in your mind provides advice and guidance to you."],["2","Your gear must be perfectly arranged, otherwise someone must bleed."],["3","When there isn't a roof over your head, you keep your eyes on the ground."],["4","You don't talk unless you absolutely must."],["5","The outside world is a giant cave, and nothing will convince you otherwise."],["6","Humans fascinate you, and you collect odd trinkets of their culture."]],"name":"Duergar in the World; Duergar Quirks","page":84,"source":"MTF","chapter":{"name":"Dwarves and Duergar","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Race","Base Height","Base Weight","Height Modifier","Weight Modifier"],"colStyles":["col-3","col-2 text-center","col-2 text-center","col-2 text-center","col-3 text-center"],"rows":[["Githyanki","5'0\"","100 lb.","+{@dice 2d12}","×({@dice 2d4}) lb."],["Githzerai","4'11\"","90 lb.","+{@dice 2d12}","×({@dice 1d4}) lb."]],"name":"Gith Random Height and Weight","page":96,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Elirdain"],["2","Gaath"],["3","Ja'adoc"],["4","Kar'i'nas"],["5","Lykus"],["6","Quith"],["7","Ris'a'an"],["8","Tropos"],["9","Viran"],["10","Xamodas"]],"name":"Gith Tables; Githyanki Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aaryl"],["2","B'noor"],["3","Fenelzi'ir"],["4","Jen'lig"],["5","Pah'zel"],["6","Quorstyl"],["7","Sirruth"],["8","Vaira"],["9","Yessune"],["10","Zar'ryth"]],"name":"Gith Tables; Githyanki Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I'm bored I make my own excitement, and I'm always bored."],["2","I treat others as if they were animals that simply don't know any better."],["3","Violence is a spice that makes life worth living."],["4","Old age is a concept that I find fascinating. Maybe someday I too will be aged."]],"name":"Gith Tables; Githyanki Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Ideals","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fidelity. Warriors are only as good as the vows they keep."],["2","Power. The weak rule the strong."],["3","Duty. It is by Vlaakith's will alone that I act."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githyanki Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","There is no greater duty than to serve the Revered Queen."],["2","Humanity thrives only because we conquered the illithids. Therefore, what is theirs is ours."],["3","Without battle, life has no purpose."],["4","Life is but a spark in the dark. We all go dark, but those who dare can burn bright."]],"name":"Gith Tables; Githyanki Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunger and thirst are unbearable pains to me."],["2","I can't see a non-githyanki as a real threat."],["3","I follow orders, regardless of their implications."],["4","I start projects but never finish them."]],"name":"Gith Tables; Githyanki Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Male","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dak"],["2","Duurth"],["3","Ferzth"],["4","Greth"],["5","Hurm"],["6","Kalla"],["7","Muurg"],["8","Nurm"],["9","Shrakk"],["10","Xorm"]],"name":"Gith Tables; Githzerai Names, Male","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Names, Female","colLabels":["d10","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adaka"],["2","Adeya"],["3","Ella"],["4","Ezhelya"],["5","Immilzin"],["6","Izera"],["7","Janara"],["8","Loraya"],["9","Uweya"],["10","Vithka"]],"name":"Gith Tables; Githzerai Names, Female","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Personality Traits","colLabels":["d4","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","All energy must be expended to a useful end. Frivolity is the first step to defeat."],["2","Patience in all things. The first step in any venture is the most treacherous."],["3","Emotions are a trap, meant to weaken the intellect and disturb the nerves. Pay them no heed."],["4","Begin only those tasks you will finish. Strike only that which you will kill."]],"name":"Gith Tables; Githzerai Personality Traits","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Ideals","colLabels":["d4","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Faith. Zerthimon shall return, and I will be worthy to walk beside him."],["2","Courage. The mind can master anything if it is unfettered by fear."],["3","Duty. My people survive only because those like me place their needs above our own."],["4","Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet."]],"name":"Gith Tables; Githzerai Ideals","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Bonds","colLabels":["d4","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zerthimon provides an example of conduct that I strive to duplicate."],["2","Menyar-Ag hand-picked me for my duties, and I will never betray the trust he showed in me."],["3","Vlaakith and her toadies will be defeated, if not by me then by those who follow in my footsteps."],["4","I will not rest until the last elder brain is destroyed."]],"name":"Gith Tables; Githzerai Bonds","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I see githyanki machinations behind every threat."],["2","I believe in the supremacy of the gith and that githzerai and githyanki will align to rule the multiverse."],["3","I respond to even minor threats with overwhelming displays of force."],["4","The next time I laugh will be the first. The sound of merriment takes me to the edge of violence."]],"name":"Gith Tables; Githzerai Flaws","page":97,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Dragon Chance","colLabels":["d6","result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-5","No dragons"],["6","Roll on the encounter to determine the number"]],"name":"Githyanki Raiding Parties; Dragon Chance","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githyanki Supreme Commander|MTF}"],["2-3","{@creature Githyanki Knight}"],["4-5","{@creature Githyanki Kith'rak|MTF}"],["6","{@creature Githyanki Gish|MTF}"]],"name":"Githyanki Raiding Parties; Raiding Party Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Special Allies","colLabels":["d10","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","No special Allies"],["4-5","{@creature Githyanki Knight||Githyanki Knights}"],["6-7","{@creature Githyanki Knight||Knights} and {@creature Githyanki Gish|MTF|Gish}"],["8-9","{@creature Githyanki Gish|MTF|Gish} and {@creature Githyanki Knight||Knights}"],["10","{@creature Githyanki Kith'rak|MTF|Kith'rak}"]],"name":"Githyanki Raiding Parties; Githyanki Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Raiding Party Transport","colLabels":["d6","Transport (with crew)"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","One astral skiff carrying entire group"],["3-4","Two astral skiffs, each carrying half of group"],["5","Astral brig carrying entire group plus an additional 30 {@creature githyanki warrior||githyanki warriors}"],["6","Planar raider carrying entire group plus an additional 60 {@creature githyanki warrior||githyanki warriors}"]],"name":"Githyanki Raiding Parties; Raiding Party Transport","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githyanki Purpose of Raid","colLabels":["d6","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Wanton destruction, the githyanki want to fight and loot to relieve their boredom"],["3","Revenge, the githyanki seek a stolen silver sword"],["4-5","Mind flayer hunt, the githyanki are seeking mind flayers and their thralls"],["6","Vlaakith's orders, the githyanki have been dispatched to seize a specific item or person"]],"name":"Githyanki Raiding Parties; Githyanki Purpose of Raid","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Group Leader","colLabels":["d6","Leader"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Githzerai Anarch|MTF}"],["2-3","{@creature Githzerai Enlightened|MTF}"],["4-6","{@creature Githzerai Zerth}"]],"name":"Githzerai Groups; Githzerai Group Leader","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Special Allies","colLabels":["d8","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-3","The group has no allies"],["4-5","{@dice 1d4} {@creature Githzerai Zerth||Zerths}"],["6","{@dice 1d4} {@creature githzerai enlightened|MTF}"],["7","{@dice 1d4} {@creature githzerai zerth||githzerai zerths}, {@dice 1d4} {@creature githzerai enlightened|MTF}"],["8","1 {@creature githzerai anarch|mtf}, {@dice 1d4} {@creature githzerai enlightened|mtf}"]],"name":"Githzerai Groups; Githzerai Special Allies","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"caption":"Githzerai Mission Purpose","colLabels":["d4","Purpose"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hunting a specific mind flayer colony"],["2","Seeking news on mind flayer activity"],["3","On a training mission, seeking to hone their skills and learn of the world"],["4","Seek to ally with party on a raid against mind flayers"]],"name":"Githzerai Groups; Githzerai Mission Purpose","page":98,"source":"MTF","chapter":{"name":"Gith and Their Endless War","ordinal":{"type":"chapter","identifier":4},"index":3}},{"colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-4","col-2","col-3"],"rows":[["{@deity Arvoreen|halfling|mtf}","LG","Vigilance, war","War","Crossed short swords"],["{@deity Brandobaris|halfling|mtf}","N","Adventure, thievery","Trickery","Halfling footprint"],["{@deity Charmalaine|halfling|mtf}","N","Keen senses, luck","Trickery","Burning boot print"],["{@deity Cyrrollalee|halfling|mtf}","LG","Hearth, home","Life","An open door"],["{@deity Sheela Peryroyl|halfling|mtf}","NG","Agriculture, nature, weather","Nature, Tempest","A flower"],["{@deity Urogalan|halfling|mtf}","LN","Earth, death","Death, Grave,* Knowledge","Silhouette of a dog's head"],["{@deity Yondalla|halfling|mtf}","LG","Primary goddess of halflings","Life","Cornucopia"]],"name":"Halfling Deities","page":102,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You try to start every day with a smile."],["2","Why walk when you can skip?"],["3","You make up songs about your friends that praise them for their bravery and intelligence."],["4","You are extremely cautious, always on the lookout for monsters and other dangers."],["5","You always see the bright side of a situation."],["6","You like to collect mementos of your travels."]],"name":"Halfling Tables; Halfling Personality Traits","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Courage. You seek to prove that the bravest heart can be contained within the smallest of packages."],["2","Companionship. You're pretty sure you can be friends with anyone or anything."],["3","Hopeful. You will live a life of adventure and have many stories to tell."],["4","Protective. You make sure to shelter the innocent."],["5","Honest. Your mother told you to always tell the truth."],["6","Excitement. Can you steal the sleeping giant's pouch? Of course you can!"]],"name":"Halfling Tables; Halfling Ideals","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The safety of your village is worth any sacrifice."],["2","Nothing is more valuable than friendship and family."],["3","You are following your own path through life. No one can tell you what to do."],["4","You have a special heirloom that you never part with."],["5","You won't rob or hurt those who are weaker or less fortunate than you."],["6","No matter how small you may be, you won't back down from a bully."]],"name":"Halfling Tables; Halfling Bonds","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Halfling Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't resist poking your nose where it doesn't belong."],["2","You are very fidgety. Sitting still is a major challenge."],["3","You can't pass up a good time."],["4","You hate to miss a meal, and become grumpy and illtempered when you must."],["5","You are fascinated by shiny things and can't help \"borrowing\" them."],["6","You never settle for just one slice when you can have the whole cake."]],"name":"Halfling Tables; Halfling Flaws","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Reasons for Adventuring","colLabels":["d6","Reason"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Peeling taters and herding goats all the time wasn't your cup of tea."],["2","You fell asleep on a raft one day and woke up near a human city. You were so thrilled with the strange sights and tasty food that you never turned back."],["3","What started off as simple pumpkin pillaging from nearby farms turned into your becoming a wandering rogue for hire."],["4","You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home."],["5","Your village elder told you so many stories about being a rogue in an adventuring party that you couldn't resist the urge to try doing it yourself."],["6","A friend dared you to jump on the back of a sleeping horse, which turned out to be a pegasus, and your life hasn't slowed down since."]],"name":"Halfling Tables; Reasons for Adventuring","page":105,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-3","col-1 text-center","col-2","col-2","col-4"],"rows":[["{@deity Baervan Wildwanderer|gnome|mtf}","NG","Woodlands","Nature","Face of a raccoon"],["{@deity Baravar Cloakshadow|gnome|mtf}","NG","Illusion, deception","Arcana,** Trickery","Dagger against a hooded cloak"],["{@deity Bleredd|gnome|mtf}","N","Labor, craft","Forge,* Light","Iron mule"],["{@deity Callarduran Smoothhands|gnome|mtf}","N","Mining, stone carving","Knowledge, Nature","Golden signet ring with six pointed star"],["{@deity Flandal Steelskin|gnome|mtf}","NG","Metalwork Forge,*","Knowledge","Flaming hammer"],["{@deity Gaerdal Ironhand|gnome|mtf}","LG","Protection","War","Iron band"],["{@deity Garl Glittergold|gnome|mtf}","LG","Primary god of gnomes","Trickery","Gold nugget"],["{@deity Gelf Darkhearth|gnome|mtf}","CN","Frustration, destruction","War","Broken anvil"],["{@deity Nebelun|gnome|mtf}","CG","Invention, luck","Forge,* Knowledge, Trickery","Bellows and lizard tail"],["{@deity Rill Cleverthrush|gnome|mtf}","LN","Law, thought","Knowledge","Interlocking gears"],["{@deity Segojan Earthcaller|gnome|mtf}","NG","Earth, the dead","Grave,* Light","Glowing gemstone"],["{@deity Sheyanna Flaxenstrand|gnome|mtf}","CG","Love, beauty, passion","Light","Two silver goblets"],["{@deity Urdlen|gnome|mtf}","CE","Greed, murder","Death, War","Whiteclawed mole emerging from ground"]],"footnotes":["*Appears in {@i Xanathar's Guide to Everything}","**Appears in {@i Sword Coast Adventurer's Guide}"],"name":"Gnome Gods; Gnome Deities","page":110,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Personality Traits","colLabels":["d6","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once you develop a liking for something, you quickly become obsessed with it."],["2","You live life like a leaf on the breeze, letting it take you where it will."],["3","The world is a miraculous place, and you are fascinated by everything in it."],["4","You study your friends and take notes about how they act, jotting down things they say that interest you."],["5","Your curiosity is so wide-ranging that you sometimes have trouble concentrating on any one thing."],["6","You like to make little objects and creatures out of twigs or bits of metal and give them to friends."]],"name":"Gnome Tables; Gnome Personality Traits","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Love. You love little (and big) critters and go out of your way to help them."],["2","Curiosity. You can't stand an unsolved mystery or an unopened door."],["3","Knowledge. You are interested in everything. You never know when what you learn will come in handy."],["4","Compassion. You never turn down a plea for help."],["5","Helpfulness. Whether you see a broken contraption or a broken heart, you have to try to fix it."],["6","Excellence. You strive to be and do the best you can."]],"name":"Gnome Tables; Gnome Ideals","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You pledge to bring something of immense value back to your burrow."],["2","Anything of great quality and artisanship is to be protected, respected, and cared for."],["3","Kobolds have caused you and your people nothing but trouble. You will avenge those wrongs."],["4","You are searching for your lost love."],["5","You will recover a keepsake stolen from your clan."],["6","You are willing to take risks to learn about the world."]],"name":"Gnome Tables; Gnome Bonds","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gnome Flaws","colLabels":["d4","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You embody the typical absent-minded professor. If you could forget where you put your head, you would."],["2","You prefer to hide during a fight."],["3","There is no difference between what you think and what you say."],["4","You can't keep a secret."]],"name":"Gnome Tables; Gnome Flaws","page":114,"source":"MTF","chapter":{"name":"Halflings and Gnomes","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Nation.} I am devoted to the restoration of Benalia's empire."],["2","{@b Peace.} Life can truly thrive only when war and strife are stilled."],["3","{@b Protection.} I will also protect the less fortunate from the depredations of the rich and strong."],["4","{@b Hope.} The world is emerging from a long despair, and needs every shred of inspiration we can offer."],["5","{@b Honor.} If I dishonor myself, I bring dishonor on my deity, my nation, and my family."],["6","{@b Solidarity.} Together, we are stronger than any of us alone."]],"name":"Heroes of Benalia; Suggested Ideals","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I am connected to one of the Seven Great Houses, and I place its interests above all others."],["2","I have closer ties among my Star-Clan than in my blood family."],["3","I own a weapon or a piece of armor used by a renowned ancestor."],["4","I am in love with a member of a different great house."],["5","I believe I am the last heir of a great house that was lost."],["6","My family's estate lies in ruins, and I want to rebuild it."]],"name":"Heroes of Benalia; Suggested Bonds","page":5,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Defend a mining settlement in the Red Iron Mountains from the raids of Crookshank kobolds."],["2","Establish trade or negotiate a treaty with minotaurs in the Hurloon Mountains."],["3","Help settle a dispute between two of the Great Houses."],["4","Convince the Council of Seven to send military aid to one of the seven houses."],["5","Establish a trading colony in an inhospitable land."],["6","Uncover a traitor or Cabal cultist among the Seven Great Houses."]],"name":"Benalish Quests","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A lost Sheoltun temple of the state-sponsored Church of Angelfire"],["2","A hidden mountain cave holding an ancient Thran relic"],["3","A secret subbasement deep under New Benalia, which once served as a meeting place for the outlawed Church of Serra during the Sheoltun Empire's reign"],["4","A wrecked Phyrexian portal-ship, long overgrown by nature"],["5","The remains of a castle that sank in a mire during the Years of Salt"],["6","The top of a tower in Benalia City"],["7","An open field dotted with ruins left behind by long-ago war"],["8","A shipwreck just off the coast"],["9","An abandoned mansion in the Caligo Morass"],["10","A Serran cathedral fallen to the ground from its place in the sky"]],"name":"Benalish Sites","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Benalish Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous warrior wants to lead an army to war against Keld."],["2","A house leader wants their house to be the Highest House several years ahead of schedule."],["3","A suspicious noble joins forces with a fiery Serran priest to try to root out corruption and the taint of the Cabal from the populace, with many innocents getting hurt in the process."],["4","A hotheaded aven demands that their people gain immediate representation on the Council of Seven."],["5","A pious noble seeks to bring the entire Church of Serra under Benalish control, combining church and state into a theocratic empire."],["6","One member of the Council of Seven has a long-standing grudge against another."],["7","A skin-witch of the Caligo Morass brings a nearby area under a curse."],["8","An important noble has fallen under the influence of an advisor with ties to the Cabal, and is advancing the Cabal's plans without knowing it."]],"name":"Benalish Villains","page":7,"source":"PSD","chapter":{"name":"Seven Pillars of Benalia","index":2}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Law.} \"Law must be upheld. If the knots of order are loosened, chaos will spill through.\" ({@i Song of All}, Canto 167)"],["2","{@b Grace.} \"Grace must be preserved. If the strands of Grace are unraveled, its design will be lost, and the people with it.\" ({@i Song of All}, Canto 167)"],["3","{@b Duty.} \"Duty must be obeyed. If the frame of Duty is broken, none shall weave life's fabric.\" ({@i Song of All}, Canto 167)"],["4","{@b Reason.} \"Reason must be retained. If the web of Reason comes unwoven, madness will escape.\" ({@i Song of All}, Canto 167)"],["5","{@b Truth.} \"Truth must be set free. If the wings of Truth are clipped, the voices will fall silent.\" ({@i Song of All}, Canto 167)"],["6","{@b The Four Virtues.} Art, discourse, freedom, and peace are the life of the spirit, as the spirit is the life of the body."]],"name":"Heroes of Serra; Suggested Ideals","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I would do anything to protect the Cathedral of Serra at Sursi."],["2","I have sworn to aid Lyra Dawnbringer in protecting Benalia."],["3","I make regular pilgrimages to the Temple of Serra at Epityr in New Argive, the oldest active Serran worship site in the world."],["4","I preserve many of the old traditions of the Daru nomads or the aven, revering Serra as the Ancestor."],["5","A lesser angel has become a close friend and confidante to me."],["6","I think the stained glass in my holy symbol came from Serra's Realm before that artificial plane's collapse. Invoke the Divine Magali Villeneuve"]],"name":"Heroes of Serra; Suggested Bonds","page":8,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Act as an impartial mediator between Benalia and Keld (or two other powers of the region)."],["2","Tame a mesa pegasus from the lands of Sursi on the east coast of southern Aerona, near the great Cathedral of Serra."],["3","Protect a peaceful community of Serran monks who have come under attack (from without or within)."],["4","Answer the call of a barbarian chieftain who wants to hear the message of Serra and consider conversion."],["5","Find an angel who has disappeared in a dangerous land."],["6","Retrieve as much artwork as possible from a ruined Serran church—whether an ancient site or one that was only recently destroyed."]],"name":"Serran Quests","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A majestic Serran cathedral floating in the air (perhaps above Benalia City)"],["2","A small monastery surrounded by pastoral farmland or quiet woods"],["3","A remote temple maintained and inhabited by an order of knights"],["4","An ancient ruin preserving some foreign aspect of Serra worship (such as Otarian devotion to the Ancestor)"],["5","A sacred cave where a new angel was (or is about to be) birthed"],["6","An abandoned missionary post destroyed by hostile natives of the area"],["7","A chapel within a castle or palace beset by intrigue"],["8","A roadside shrine where miracles have occurred lately"],["9","A community devoted to the spiritual path of the artistic life"],["10","The scorched site of an angel's death"]],"name":"Serran Sites","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Serran Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Serran priest believes that no one is beyond redemption, and is shielding a murderous villain from the law in the hope that they will repent."],["2","A naive angel keeps sending Serran knights on deadly quests against impossible odds."],["3","An aven priest wants to lead other aven away from the Serran church and revive the worship of the Ancestor, but without the accretion of Serran tradition."],["4","A warrior chieftain claims to have converted to Serra worship and launches a crusade in the church's name—but this is a thinly veiled excuse to conquer a neighboring territory."],["5","A Serra angel has been corrupted by the demonic power of the Cabal."],["6","A community of Serran monks has been somehow led astray into the contemplation of an ancient, nameless evil."],["7","An old priest grows bitter with grief and frustration, convinced that their life's work has been a waste—and turns to the pursuit of revenge."],["8","A priest twists the teachings of Serra to paint a certain group of innocent people as evil, and to call for their extermination."]],"name":"Serran Villains","page":9,"source":"PSD","chapter":{"name":"Church of Serra","index":3}},{"caption":"Suggested Ideals","colLabels":["d6","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Teaching.} Tolaria is a school where the world's most promising wizards can learn from masters of their craft."],["2","{@b Restoration.} Every day, lost knowledge is regained and devastated lands are renewed. It's our duty to use our magic to help this effort continue."],["3","{@b Responsibility.} Following the philosophy of the Academy's original headmaster, Barrin, I am dedicated to keeping powerful magic out of the hands of those who would abuse it."],["4","{@b Innovation.} Like the ancient artificer Urza, I believe progress comes through bold and radical new design."],["5","{@b Progress.} Like the kind Tolarian chancellor Rayne, I believe progress comes through careful iteration and measured experimentation."],["6","{@b Self-Improvement.} Like Urza's brother Mishra, I believe that the improvement of the body through genetic and artificial modification leads to the general improvement of humanity."]],"name":"Heroes of Tolaria; Suggested Ideals","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I have a former student I'm convinced will do great things—for good or for evil."],["2","I bought a cheap curio from a secondhand store, and I was expelled when it caused a magical accident."],["3","I've gotten tangled up with illegal research by way of the Shadow Academy, which uses interdimensional spaces to facilitate communication."],["4","By virtue of a parent who is emeritus faculty, I have the rare privilege of citizenship in one of the Academies."],["5","One of my old teachers has a knack for contacting me at the strangest times."],["6","I believe that my genetic makeup was manipulated for some unknown purpose."]],"name":"Heroes of Tolaria; Suggested Bonds","page":10,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve a unique magical device from the ruins of a catastrophe—but be careful, because the device might well have been what caused the catastrophe."],["2","Copy a spell from the spellbook of a mysterious or hostile wizard."],["3","Find a way to reverse the effect of a disastrous magical experiment."],["4","Decide what to do with a notebook you found, which is full of forbidden research into Phyrexian transformation."],["5","Steal a magical object that's on display in a museum on campus in order to uncover its secrets or harness the energy it holds."],["6","Try to reproduce the research of a wizard who has gone missing, without ending up missing yourself."]],"name":"Tolarian Quests","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An underwater ruin left behind by a terrible catastrophe"],["2","The trap-filled tower of an eccentric, suspicious, and powerful wizard"],["3","An arcane workshop or laboratory filled with inexplicable and undoubtedly dangerous devices"],["4","A laboratory where research was once conducted—or still is conducted—on living monsters"],["5","A small stronghold drifting through the air or across the ocean"],["6","A library hidden in an extradimensional space"],["7","An ancient Phyrexian or Thran artifact, now overgrown by nature"],["8","A crater where a meteorite or a flying vessel crashed to the ground centuries ago"],["9","A newly discovered ruin from an ancient era of advanced magical technology"],["10","An area that has just returned after being phased out of the flow of time"]],"name":"Tolarian Sites","page":11,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Tolarian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A member of the Society of Mishra seeks to be transformed into a biomechanical demon of fused metal and flesh."],["2","A Gathist involved in illegal genetic experimentation seeks to create a race of supersoldiers to forge a nation through conquest."],["3","A collector steals magical items and treats them like valuable works of art."],["4","A professor of temporal studies seeks to hasten the process of rebirth and renewal—by shifting the entire world backward in time to its \"glory days.\""],["5","An archaeologist has discovered an ancient magical weapon that caused untold devastation, and is trying to find a use for it."],["6","A professor has imprisoned students in a tower and compelled them to participate in genetic, biomechanical, psychological, or other research."],["7","An artificer built a golem that has achieved its own evil consciousness, and which seeks to better understand living creatures through vivisection."],["8","A misguided master wizard is trying to trace a single \"true Tolarian ancestry,\" so as to prevent those who don't belong to that human bloodline from entering the Academies and studying magic."]],"name":"Tolarian Villains","page":12,"source":"PSD","chapter":{"name":"Tolarian Academy","index":4}},{"caption":"Vodalian Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieve an artifact from ancient Vodalia that is kept in a Tolarian museum."],["2","Sabotage a Cabal port on Walassa, where ships set sail for Aerona carrying Cabal cultists."],["3","Protect a peripatetic member of the Society of the Conch on a journey to learn about your native culture."],["4","Defend a surface port loyal to Vodalia from a land-based attack."],["5","Find a pirate captain who slaughtered a group of merfolk, but who has not been seen in the Voda Sea since."],["6","Retrieve an item of historical significance from a Keldon fortress."]],"name":"Vodalian Quests","page":13,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A shipwreck on the ocean floor"],["2","A surface-built city that sank in a magical catastrophe"],["3","A temple to Svyelune"],["4","A city built on the back of an enormous leviathan"],["5","A palace in a coral reef"],["6","A ship crossing the Voda Sea"],["7","A well-preserved Thran or Phyrexian artifact deep underwater"],["8","A deep ocean trench"],["9","A sea cave on an island shore"],["10","A beach where merfolk trade with surface-dwellers"]],"name":"Vodalian Sites","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Vodalian Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A hotheaded young military officer, part of the Akula Current, plans to escalate conflict with a surface port in hopes of eventually annexing the port."],["2","A notable aristocrat decides that no ships may cross their territory—and sinks a merchant vessel to emphasize the point."],["3","A mage manipulates coastal waters, causing saltwater to back up rivers, beachfront land to flood, and docks to be swept away by the waves."],["4","A group of merfolk turn to piracy, angering both surface-dwellers and other merfolk."],["5","A trickster lures sailors into shipwrecks, then either takes them captive or watches them drown."],["6","A spellcaster calls up horrific monsters from the ocean depths to attack a coastal town."],["7","A general's crusade against homarids is driving those creatures into human-occupied coastal lands."],["8","A wizard seeks the Golgothian Sylex—the artifact that destroyed the island of Argoth and launched the ice age—in hopes of destroying all land on Dominaria."]],"name":"Vodalian Villains","page":14,"source":"PSD","chapter":{"name":"Merfolk of Vodalia","index":5}},{"caption":"Cabal Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A small shrine to Belzenlok located near a major city"],["2","A basement room in a busy town where Cabal cultists meet"],["3","A ruined library that cultists are excavating, hoping to find magic items to decorate Belzenlok's throne"],["4","A half-collapsed temple in a dark swamp"],["5","An ancient war machine whose power the Cabal is trying to harness"],["6","A small outpost of Grimnant knights"],["7","A deep sinkhole with whispering echoes emerging from the darkness"],["8","A secret fortress in the mountains"],["9","An abandoned mine shaft"],["10","The house of an aristocrat who has joined the Cabal"]],"name":"Cabal Sites","page":16,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Cabal Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A Grimnant commander leads raids along a nation's borders to sow chaos and confusion."],["2","A Cabal assassin starts killing the firstborn children of prominent families."],["3","A dementist unleashes formless horrors of nightmare upon a defenseless town."],["4","A cult leader sends a miasma out from a hidden temple to pollute and corrupt the surrounding forest."],["5","A Cabal cultist has infiltrated a ruling council or prominent church body and begins destroying it from within."],["6","A dementist is controlling the mind of a monster, sending it to rampage through an area of farms and villages."],["7","A Cabal infiltrator sows discord among various factions within a larger organization (different Serran orders, different Benalish houses, and so forth)."],["8","Cabal infiltrators detonate nightmare devices designed to cause as much terror as possible, striking in highly populated areas at unpredictable times."]],"name":"Cabal Villains","page":17,"source":"PSD","chapter":{"name":"Belezenlok's Cabal","index":6}},{"caption":"Suggested Ideals","colLabels":["d6","ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Self-Reliance.} I don't wear or use anything I haven't made myself. You can't count on anyone else in this world."],["2","{@b Future.} I believe a true Twilight still awaits the Keldon faithful, when our fallen heroes will rise up to fight alongside us as we conquer the world."],["3","{@b Pragmatism.} No ancestors are coming to save us—we are our only hope."],["4","{@b Coin.} I will happily fight for those too weak to defend themselves, if they pay me enough."],["5","{@b Freedom.} The so-called \"new Keld\" is too safe, too controlled. The fire in Keldon blood demands warfare and pillage."],["6","{@b Keld.} I am Keldon, and that is all that matters. I seek the glory and prosperity of my people above all else."]],"name":"Bard or Cleric; Suggested Ideals","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Bonds","colLabels":["d6","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I fight to prove myself worthy of my glorious ancestors."],["2","Even away from Keld, my loyalty is to my warlord and the rest of my warhost."],["3","I'm inexplicably drawn to the sacred peak called the Mountain."],["4","My favorite weapon is one I forged from the broken weapons of my enemies."],["5","I want to be a warlord someday, and I won't stop there."],["6","I had a dear mentor from another nation who taught me my skills."]],"name":"Bard or Cleric; Suggested Bonds","page":18,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Persuade a Benalish house to abandon a colony newly established on Keld's soil."],["2","Carry an urgent message from one warlord to another across a dangerous area."],["3","Convince a wayward warlord to obey an overseer's orders before the situation escalates into full-on rebellion."],["4","Undermine the loyalty of a rebellious warlord's warhost, thus depriving the warlord of power."],["5","Kill a monster lurking in the mountains."],["6","Fend off attacks by frost giants from the north."]],"name":"Keld Quests","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","At the foot of the Keldons' sacred Mountain"],["2","At the entrance to the Keldon Necropolis, where great figures of the past are interred"],["3","Inside a glacier"],["4","A mountain cave"],["5","A tower formed from strange black ice"],["6","A forest clearing where the air is cold enough to freeze your breath in your mouth"],["7","A smith's forge"],["8","A plateau where carved megaliths are erected"],["9","A camp with dozens of round tents"],["10","At the peak of the Keldons' sacred Mountain"]],"name":"Keld Sites","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Keld Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A warlord leads an attack on a different warhost."],["2","A doyen advises several different warlords to provoke conflicts with Benalia, believing that a full-scale war will trigger the true Twilight."],["3","A shaman has secretly made an alliance with the frost giants of the northern wastes to help overthrow the grand warlord."],["4","A shaman dabbles in the hated arts of necromancy, hoping to reproduce the false Twilight caused by the Phrexians."],["5","A frost giant shaman brings a nightmarish winter down over Keld, and it begins spreading farther south."],["6","A warlord leads a host in longboats to the Benalish isle of Avenant."],["7","A warlord directly challenges the authority of the grand warlord, hoping to take her place."],["8","A warlord kills the grand warlord and starts transforming Keld back into the land of bloodthirsty raiders it once was."]],"name":"Keld Villains","page":20,"source":"PSD","chapter":{"name":"Warhosts of Keld","index":7}},{"caption":"Suggested Ideals","colLabels":["d8","Ideal"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@b Riashil Pacifism.} To live at peace with nature, we must first learn to live at peace with each other."],["2","{@b Staprion Defiance.} Those who cross lines must be put in their place."],["3","{@b Loridalh Interdependence.} I am my own master, but I am strongest when I work as part of the web of all life."],["4","{@b Kelfae Flexibility.} The search for stability—whether in a swaying treetop or in the turmoil of life—is fruitless."],["5","{@b Jubilar Remembrance.} The sacrifice of those who were exterminated in the Phyrexian Invasion must be remembered, and their stories retold."],["6","{@b Basiphem Pride.} Because we are strong, it is our responsibility to aid the rest of the forest where we can."],["7","{@b Hedressel Holiness.} We must maintain our distance—culturally and physically—from other peoples to maintain our connections to the wood."],["8","{@b Ruadach Openness.} We must open ourselves to new cultures, new peoples, and new ideas, or we will rot like a fallen log."]],"name":"Fighter or Ranger; Suggested Ideals","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Suggested Bonds","colLabels":["d8","Bond"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","I could always count on my mother to give me a good bonk on the head if I did something foolish. (Riashil)"],["2","I will have my revenge against the Cabal for the harm they have done to my kin. (Staprion)"],["3","One of the twelve tallest emergent trees in Llanowar is the dearest place to me in all the world. (Loridalh)"],["4","I was bonded to a kavu at birth. (Kelfae)"],["5","I survived the Phyrexian Invasion over three hundred years ago, and I will never forget the faces of those who died. (Jubilar)"],["6","My family carries the shame of failing to protect Llanowar from the Phyrexian Invasion, and I will stop at nothing to undo that shame. (Basiphem)"],["7","I spent a year in Hedressel, and I would give my life to defend that holy place. (Hedressel)"],["8","I left my family rather than endure the grief of losing them. (Ruadach)"]],"name":"Fighter or Ranger; Suggested Bonds","page":21,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Quests","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Find the source of orc raids in the Ironcrown Mountains."],["2","Retrieve something caught in the web of an enormous spider."],["3","Carry a message to a Benalish city—about diplomacy, trade, matters of the heart, or anything else."],["4","Track down an interloper who managed to escape punishment for crimes against the forest (perhaps even trespassing in Hedressel)."],["5","Dispose of a newly uncovered piece of Phyrexian wreckage."],["6","Plant a seed from Llanowar in the Whispering Woods or another distant forest."]],"name":"Llanowar Quests","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Sites","colLabels":["d10","Adventure Site"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Inside a giant tree that has strangely begun to rot from the inside"],["2","At the top of an emergent tree, where magical flowers grow"],["3","Nestled among the roots of one of the oldest and largest trees in the forest"],["4","A temple hollowed out from a huge branch of a still-living tree"],["5","A statue of the elf hero Eladamri, situated in the middle of a placid forest clearing"],["6","A network of rope bridges connecting canopy trees"],["7","A sinister-looking tower made from a dead tree"],["8","An enormous patch of mushrooms that gets larger every day"],["9","An overgrown Phyrexian war machine"],["10","An anthill, termite nest, or wasp nest that's larger than a grand temple"]],"name":"Llanowar Sites","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"caption":"Llanowar Villains","colLabels":["d8","Villain"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","A zealous druid wants to drive the humans and half-elves out of Ruadach."],["2","A pragmatist thinks the old druidic traditions are holding the elves back from greatness, and seeks to destroy Hedressel or Molimo (or both)."],["3","A knight of the Steel Leaf tries to stir up war with Benalia, in order to have an excuse to slaughter the humans."],["4","A druid uses ancient necromancy to poison a stream supplying water to a Benalish town."],["5","A Staprion warrior believes the pacifist Riashil are traitors to the elves, and tries to goad them into fighting."],["6","An elf has bred a giant kavu intended to topple trees and destroy elfhames."],["7","A necromancer wants to use the spirits of the elven dead that are said to guard Hedressel to destroy the elves entirely."],["8","A leader of the Order of the Steel Leaf is in league with the Cabal, and tries to undermine the Staprion offensive against that order."]],"name":"Llanowar Villains","page":23,"source":"PSD","chapter":{"name":"Elves of Llanowar","index":8}},{"colLabels":["d10","Guild"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Azorius Senate"],["2","Boros Legion"],["3","House Dimir"],["4","Golgari Swarm"],["5","Gruul Clans"],["6","Izzet League"],["7","Orzhov Syndicate"],["8","Cult of Rakdos"],["9","Selesnya Conclave"],["10","Simic Combine"]],"name":"Random Guilds","page":6,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"colLabels":["Month","Name"],"colStyles":["text-center col-6","text-center col-6"],"rows":[["1","Seleszeni (March)"],["2","Dhazo (April)"],["3","Prahz (May)"],["4","Mokosh (June)"],["5","Paujal (July)"],["6","Cizarm (August)"],["7","Tevnember (September)"],["8","Golgar (October)"],["9","Quaegar (November)"],["10","Xivaskir (December)"],["11","Griev (January)"],["12","Zuun (February)"]],"name":"Ravnica's Calendar","page":7,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Ravnica Currency","colStyles":["col-3 text-center","col-3","col-3","col-3"],"colLabels":["Value","Azorius","Boros","Orzhov"],"rows":[["1 cp","copper zib","—","copper alms-coin"],["25 cp","silver 25-zib coin","—","—"],["1 ep","electrum 50-zib coin","—","—"],["1 gp","gold zino","gold zino","—"],["5 gp","—","gold 5-zino coin","—"],["1 pp","—","—","platinum 10-zino coin"],["10 pp","—","—","platinum 100-zino coin"]],"name":"Currency: Zibs and Zinos; Ravnica Currency","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Cosmopolitan Conveniences","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["Cup of coffee","10 cp"],["Newspaper","15 cp"],["Pendulum clock","100–250 gp"],["Spectacles","25 gp"],["Spyglass","50–100 gp"]],"name":"Comforts of Civilization; Cosmopolitan Conveniences","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4","col-4","col-4"],"rows":[["Abyssal","Demons, devils","Infernal"],["Celestial","Angels","Celestial"],["Common","Humans","Common"],["Draconic","Dragons","Draconic"],["Elvish","Elves","Elvish"],["Giant","Ogres, giants","Minotaur"],["Goblin","Goblins","Common"],["Kraul","Kraul","Kraul"],["Loxodon","Loxodons","Elvish"],["Merfolk","Merfolk","Merfolk"],["Minotaur","Minotaurs","Minotaur"],["Sphinx","Sphinxes","—"],["Sylvan","Centaurs, dryads","Elvish"],["Vedalken","Vedalken","Vedalken"]],"name":"Standard Languages","page":9,"source":"GGR","chapter":{"name":"Welcome to Ravnica","index":0}},{"caption":"Party Makeup","colLabels":["d8","Party Makeup"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b One-Guild Party}. Choose a guild and refer to its description in {@book chapter 2|GGR|2} for suggestions on building the party around it."],["2","{@b Classic Party}. Boros or Selesnya cleric (Life Domain), Azorius or Boros fighter (Champion archetype), Dimir or Golgari rogue (Thief archetype), Boros or Izzet wizard (School of Evocation)"],["3","{@b Law and Order Party}. Boros cleric, Azorius fighter, Azorius wizard, Boros ranger"],["4","{@b Mad Science Party}. Simic druid, Izzet fighter, Izzet wizard, Simic monk"],["5","{@b Skulkers Party}. Golgari druid, Golgari fighter or ranger, Dimir rogue or monk, Dimir wizard"],["6","{@b Chaos Party}. Gruul druid, Gruul barbarian, {@creature Rakdos|GGR} warlock, {@creature Rakdos|GGR} rogue"],["7","{@b Nature Party}. Selesnya druid, Gruul barbarian, Simic wizard or Selesnya bard, Golgari rogue"],["8","{@b Benevolent Party}. Selesnya cleric, Boros paladin, Azorius wizard, Selesnya bard"]],"name":"Building a Party; Party Makeup","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Common Cause","colLabels":["d8","Reasons for Cooperating"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Cellmates}. The characters are prisoners in an Azorius prison, a Gruul camp, or a {@creature Rakdos|GGR} cage."],["2","{@b Greater Threat}. The characters are fighting each other when a rampaging wurm attacks."],["3","{@b Sudden Danger}. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding."],["4","{@b Dream Team}. A strange dream leads each character to the same destination."],["5","{@b Lost Together}. The characters are hopelessly lost in an unfamiliar part of the city."],["6","{@b Detente}. By order of their guilds' leaders, the characters must cooperate to complete a secret mission."],["7","{@b Common Foe}. A villain is a common enemy to all the characters."],["8","{@b Do or Die}. The characters are all trying to avert the catastrophe of an all-out war among the guilds."]],"name":"Building a Party; Common Cause","page":11,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"rows":[["Centaur","6'0\"","+{@dice 1d10}","600 lb.","× ({@dice 2d12}) lb."],["Goblin","3'5\"","+{@dice 2d4}","35 lb.","× 1 lb."],["Simic hybrid","*","*","*","*"],["Loxodon","6'7\"","+{@dice 2d10}","295 lb.","× ({@dice 2d4}) lb."],["Minotaur","5'4\"","+{@dice 2d8}","175 lb.","× ({@dice 2d6}) lb."],["Vedalken","5'4\"","+{@dice 2d10}","110 lb.","× ({@dice 2d4}) lb."]],"footnotes":["* As humanoid base option"],"name":"Random Height and Weight","page":12,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Barbarian","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class barbarian||Path of the Ancestral Guardian|Ancestral Guardian|XGE}*","Gruul"],["{@class barbarian||Path of the Berserker|Berserker}","Gruul, {@creature Rakdos|GGR}"],["{@class barbarian||Path of the Storm Herald|Storm Herald|XGE}*","Gruul"],["{@class barbarian||Path of the Totem Warrior|Totem Warrior}","Gruul"],["{@class barbarian||Path of the Zealot|Zealot|XGE}*","Boros, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Barbarian","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Bard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class bard||College of Glamour|Glamour|XGE}*","Selesnya"],["{@class bard||College of Lore|Lore}","Azorius, Selesnya"],["{@class bard||College of Swords|Swords|XGE}*","{@creature Rakdos|GGR}"],["{@class bard||College of Valor|Valor}","{@creature Rakdos|GGR}"],["{@class bard||College of Whispers|Whispers|XGE}*","Dimir"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Bard","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Cleric","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class cleric||Forge Domain|Forge|XGE}*","Boros"],["{@class cleric||Knowledge Domain|Knowledge}","Azorius"],["{@class cleric||Life Domain|Life}","Boros, Selesnya"],["{@class cleric||Light Domain|Light}","Boros"],["{@class cleric||Nature Domain|Nature}","Selesnya"],["{@class cleric||Order Domain|Order|TCE}**","Azorius, Orzhov"],["{@class cleric||Tempest Domain|Tempest}","Gruul"],["{@class cleric||Trickery Domain|Trickery}","Dimir"],["{@class cleric||War Domain|War}","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Cleric","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Druid","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class druid||Circle of Dreams|Dreams|XGE}*","Selesnya"],["{@class druid||Circle of Spores|Spores|TCE}**","Golgari"],["{@class druid||Circle of the Land|Land}","Golgari (forest, swamp, Underdark), Selesnya (forest, grassland), Simic (coast, forest)"],["{@class druid||Circle of the Moon|Moon}","Gruul"],["{@class druid||Circle of the Shepherd|Shepherd|XGE}*","Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}","** Appears in this chapter"],"name":"Druid","page":23,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fighter","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class fighter||Arcane Archer|Arcane Archer|XGE}*","Selesnya"],["{@class fighter||Battle Master|Battle MAster}","Azorius, Boros, Orzhov, Selesnya"],["{@class fighter||Cavalier|Cavalier|XGE}*","Azorius, Boros"],["{@class fighter||Champion|Champion}","Azorius, Boros, Golgari, Gruul, Orzhov, {@creature Rakdos|GGR}, Selesnya, Simic"],["{@class fighter||Eldritch Knight|Eldritch Knight}","Azorius, Boros, Izzet, {@creature Rakdos|GGR}"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Fighter","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Monk","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class monk||Way of Shadow|Shadow}","Dimir"],["{@class monk||Way of the Four Elements|Four Elements}","Simic (focus on water- and air-related disciplines)"],["{@class monk||Way of the Open Hand|Open Hand}","Selesnya, Simic"],["{@class monk||Way of the Sun Soul|Sun Soul|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Monk","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Paladin","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Paladin||Oath of Conquest|Conquest|XGE}*","Orzhov"],["{@class Paladin||Oath of Devotion|Devotion}","Boros"],["{@class Paladin||Oath of Redemption|Redemption|XGE}*","Selesnya"],["{@class Paladin||Oath of the Ancients|Ancients}","Selesnya"],["{@class Paladin||Oath of Vengeance|Vengeance}","Azorius"]],"name":"Paladin","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Ranger","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class ranger||Beast Master|Beast Master}","Golgari (prefer insects and reptiles), Gruul (prefer fierce beasts), Selesnya (prefer wolves)"],["{@class ranger||Gloom Stalker|Gloom Stalker|XGE}*","Golgari"],["{@class ranger||Hunter|Hunter}","Boros, Gruul, Selesnya"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Ranger","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Rogue","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Rogue||Arcane Trickster|Arcane Trickster}","Dimir"],["{@class Rogue||Assassin|Assassin}","Dimir, Golgari, Orzhov"],["{@class Rogue||Inquisitive|Inquisitive|XGE}*","Azorius, Dimir"],["{@class Rogue||Mastermind|Mastermind|XGE}*","Dimir"],["{@class Rogue||Scout|Scout|XGE}*","Gruul"],["{@class Rogue||Swashbuckler|Swashbuckler|XGE}*","{@creature Rakdos|GGR}"],["{@class Rogue||Thief|Thief}","Dimir, Golgari, Orzhov, {@creature Rakdos|GGR}"]],"name":"Rogue","page":24,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Sorcerer","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Sorcerer||Divine Soul|Divine Soul|XGE}*","Boros"],["{@class Sorcerer||Draconic Bloodline|Draconic}","Izzet"],["{@class Sorcerer||Shadow Magic|Shadow|XGE}*","Dimir"],["{@class Sorcerer||Storm Sorcery|Storm|XGE}*","Izzet"],["{@class Sorcerer||Wild Magic|Wild}","Izzet"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Sorcerer","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Warlock","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Warlock||The Archfey|Archfey}","Selesnya"],["{@class Warlock||The Celestial|Celestial|XGE}*","Boros"],["{@class Warlock||The Fiend|Fiend}","{@creature Rakdos|GGR}"],["{@class Warlock||The Great Old One|Great Old One}","Any"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Warlock","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Wizard","colStyles":["col-6","col-6"],"colLabels":["Subclass","Guild"],"rows":[["{@class Wizard||School of Abjuration|Abjuration}","Azorius, Orzhov"],["{@class Wizard||School of Conjuration|Conjuration}","Izzet, Simic"],["{@class Wizard||School of Divination|Divination}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Enchantment|Enchantment}","Azorius, Dimir, Orzhov"],["{@class Wizard||School of Evocation|Evocation}","Boros, Izzet"],["{@class Wizard||School of Illusion|Illusion}","Dimir"],["{@class Wizard||School of Necromancy|Necromancy}","Golgari, Orzhov"],["{@class Wizard||School of Transmutation|Transmutation}","Izzet, Simic"],["{@class Wizard||War Magic|War|XGE}*","Boros"]],"footnotes":["* Appears in {@book Xanathar's Guide to Everything|XGE}"],"name":"Wizard","page":25,"source":"GGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"colLabels":["d6","Reason for Independence"],"colStyles":["text-center col-2","col-10"],"rows":[["1","I've been around long enough that my guild lets me do what I want."],["2","I've been chosen for special assignments because I'm just that good."],["3","I've been singled out for special assignments because somebody up the ranks hates me."],["4","I'm moonlighting, and I'd get in trouble if my superiors knew what I was up to."],["5","I've been put at the disposal of another guild because my superiors want to help them."],["6","I've been put at the disposal of another guild because my superiors hope I'll fail."]],"name":"Membership and Independence","page":31,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gruul Clan Options","colLabels":["d8","Clan"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Burning Tree clan"],["2","Ghor clan"],["3","Scab clan"],["4","Slizt clan"],["5","Gravel Hide clan"],["6","Zhur-Taa clan"],["7","Minor or new clan"],["8","Trog"]],"name":"Joining the Gruul Clans; Gruul Clan Options","page":59,"source":"GGR","chapter":{"name":"Guilds of Ravnica","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"People on the Street—Precinct One","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Banker, heading to a favorite restaurant"],["2","Diplomat, heading to the Chamber of the Guildpact"],["3","Gardener, pruning vegetation"],["4","Ghost, looking for directions to Orzhova"],["5","Government official, late for an appointment"],["6","Jeweler, heading to a grooming salon"],["7","Mob boss, leaving a nightclub"],["8","Noble, taking in the sights"],["9","Opera singer, enjoying a meal outside"],["10","Painter, working on a street scene"],["11","Tourist, gawking at everything"],["12","Translator, feeding some birds"]],"name":"People on the Street—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct One","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Oh, dear! Did you hear all that commotion yesterday evening near the opera house? It appears that a couple of dignitaries went missing during the performance.\""],["2","\"I hear that Nolson has purses and handbags in his inventory that bear some sort of magic. They'll get snapped up quickly, I'll wager.\""],["3","\"A most dreadful moaning was coming from the plaza today. My friend said she saw a wailing spirit floating over the park. I wish they'd stay in the bank.\""],["4","\"Such a commotion at the Wayfinder Club last night. I heard the fight, but a friend told me there were blades drawn, and the perpetrator escaped!\""],["5","\"Can you believe the gall of some people? I saw a couple of dirty ruffians in my neighborhood last night, and they were defacing the walls of the courthouse!\""],["6","\"I still can't believe that crazy old Orzhov syndic just handing out zinos near the plaza, muttering 'The end is near.' She'll invite nothing but undesirables sniffing for free coin.\""]],"name":"Rumors—Precinct One","page":105,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Two","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Arrester, off duty and out buying produce"],["2","Arrester, on duty and watching for trouble"],["3","Baker, returning from a long work shift"],["4","Carpenter, searching for a good pack animal"],["5","Chandler, fuming after a recent argument"],["6","Government official, enjoying a day off"],["7","Locksmith, on the way to unlock a door"],["8","Mob enforcer, trailing a debtor"],["9","Retired soldier, heading to a chess game"],["10","Shopkeeper, taking a child out for a treat"],["11","Teenager, heading to a friend's house"],["12","Tourist, heading to the Millennial Platform"]],"name":"People on the Street—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Two","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Can you believe the deals that Janus has this week in his shop? I wonder if he's in trouble, trying to move his merchandise so quickly.\""],["2","\"I got a tip on some high-quality blades at Minera's. She's looking to find good homes for them, and she says some are enchanted.\""],["3","\"Two Boros minotaurs garrisoned at Sunhome were meeting with old friends at Newson's Tavern last night. They spent most of the night telling stories about a madness taking hold of their ranks.\""],["4","\"An airship docked in the middle of the night at Augustin Station without any people on board. No one knows how it got there without a crew.\""],["5","\"This is the third person gone missing in Griffin Heights this week. I hear they were all gamblers and deep in it. Must've owed way too much.\""],["6","\"Did you hear about that lawmage who went crazy? They had to send two squads of arresters to bring him down. He kept telling them 'A homunculus made me do it.' I don't want to know what 'it' is.\""]],"name":"Rumors—Precinct Two","page":108,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Three","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Beast trainer, walking an animal on a leash"],["2","Awakened shrub, completing an errand"],["3","Centaur, out to get the family some food"],["4","Evangelist, trying to win Selesnya converts"],["5","Farmer, using a healing balm after a hard day"],["6","Guide, taking a wolf out for a stroll"],["7","Healer, on the way to tend to someone sick"],["8","Ledev guardian, on patrol"],["9","Pilgrim, looking for directions to Vitu-Ghazi"],["10","Storyteller, practicing oration out on the street"],["11","Teamster, carrying a broken wagon wheel"],["12","Woodcarver, whistling a familiar song"]],"name":"People on the Street—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Three","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something keeps spooking the pack animals. I wonder what it could be?\""],["2","\"I hear there's an old granary in the rubblebelt that's filled with bandit plunder. Probably worth a peek!\""],["3","\"The giant spiders above Velen's Rest have become aggressive as of late. I heard someone got poisoned by one yesterday.\""],["4","\"Can you believe they're going to close Vitu-Ghazi to visitors tomorrow? I wonder what's going on.\""],["5","\"Those rumblings that shook the ground last night were definitely wurms tunneling. I'm sure the Selesnya aren't pleased.\""],["6","\"We should go find that loxodon priest and see if she's still having visions. I'll bet we can get her to tell us our future!\""]],"name":"Rumors—Precinct Three","page":111,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Four","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Bounty hunter, asking about a mark"],["2","Displaced merchant, looking for a new home"],["3","Goblin messenger, anxious and impatient"],["4","Healer, covered in blood"],["5","Leatherworker, carrying some flowers"],["6","Merchant, whistling a tune"],["7","Scientist, lost in thought"],["8","Street urchin, busking for money"],["9","Soldier, on duty and eating a quick bite"],["10","Soldier, off duty and fixing his armor"],["11","Thrill seeker, hoping to see some Gruul raiders"],["12","Transient, looking for a good place to sleep"]],"name":"People on the Street—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Four","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Sergeant Uwen got hold of something even the war wurms of the Gruul fear. Don't know what it is, but he sent one of them running just by standing there.\""],["2","\"If you're looking for the best deals on explosives, you should talk to one of the Shattergang Brothers. They'll set you up right, no questions asked.\""],["3","\"I swear I saw {@creature Niv-Mizzet|GGR}'s head floating above Nivix last night. I wonder what it means.\""],["4","\"Beria over on Tin Street just put out some new curiosities. Says they came from an expedition in the undercity. Could be magical.\""],["5","\"My whole street's been smelling like sulfur for the past two days now. People are starting to get sick, and the soldiers don't take it seriously.\""],["6","\"I saw an angel and a demon having what looked like a polite conversation. I couldn't believe my eyes!\""]],"name":"Rumors—Precinct Four","page":114,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Five","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Alchemist, reviewing an ingredient list"],["2","Barkeep, picking up some dropped coins"],["3","Cartographer, laden with map cases"],["4","Engineer, reading a schematic"],["5","Homunculus, on an errand"],["6","Librarian, going home for tea"],["7","Poet, shopping for fresh produce"],["8","Professor, assessing a student"],["9","Scribe, hands stained with ink"],["10","Student, lost in a book"],["11","Tinker, out of breath from running"],["12","Vampire mind drinker, heading to the library"]],"name":"People on the Street—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Five","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"The latest is that the translocation device is only operating within fifty percent of tolerances. I'm certain that funding will be pulled any day now.\""],["2","\"I don't know how Zameck does it, but they've certainly built a better soldier. And I hear some of the formulas have made it outside their halls.\""],["3","\"That ghost haunting the history section of the Ismeri Library is back. I've heard this time it can speak, and it's looking for someone.\""],["4","\"Creatures of some sort of elemental composition were emerging from the Blistercoils this morning. Those things could be anywhere in the city by now.\""],["5","\"I can't believe Professor Zagany let her see his research. She's going to take his findings to an information broker, I'm sure. He'll never work again.\""],["6","\"Sila has a new stock of exotic components. She says they can enhance spells in a way other components cannot.\""]],"name":"Rumors—Precinct Five","page":118,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"People on the Street—Precinct Six","colLabels":["d12","Description"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Actor, out getting a meal"],["2","Carpenter, heading to the next job"],["3","Devkarin elf (dark elf), on an errand"],["4","Goblin cutpurse, looking for an easy mark"],["5","Laborer, ready to head to the tavern"],["6","Merchant, looking for a {@creature Rakdos|GGR} club"],["7","Metalsmith, grimy from a long day's work"],["8","Performer, with a child apprentice"],["9","Shipwright, out buying some supplies"],["10","Soldier, off duty and enjoying a walk"],["11","Soldier, on duty and in a hurry"],["12","Teamster, spoiling for a fight"]],"name":"People on the Street—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rumors—Precinct Six","colLabels":["d6","Rumor"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"Something very large was lurking in the chasm last night, and it knocked a carriage off a bridge. The passengers jumped out just in time!\""],["2","\"I heard that Krenko's gang has been trying to get their hands on mizzium, and are willing to pay a good price for it too.\""],["3","\"The wight of Precinct Six has struck again! This morning, an arrester and a cutpurse were found dead in an alley, drained of their life. A bystander saw it happen.\""],["4","\"Did you hear those shrieking sounds out near Benzer's Bridge last night? Whatever it was, it didn't sound like anything I've ever heard before. Chilling.\""],["5","\"I hear Rhionna is closing up her forge. She says she's getting sick of replacing stolen tools every week. The staff claims they're innocent.\""],["6","\"One of the warehouses out in Medori Park had an intense red glow shining through its windows yesterday. Smelled of sulfur. No one wants to go near it.\""]],"name":"Rumors—Precinct Six","page":121,"source":"GGR","chapter":{"name":"The Tenth District","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Guild Location Goals","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Prevent a magical catastrophe inside the location."],["2","Find the source of strange occurrences in or near the location."],["3","Escape the location (and help others escape) when a disaster occurs inside."],["4","Quell a riot inside or around the location."],["5","Kill or drive out a monster that has turned the location into its lair."],["6","Defend the location against an external attacker."],["7","Seize control of the location."],["8","Infiltrate the location and report on what's happening inside."]],"name":"Guild Locations; Guild Location Goals","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Location Connections","colLabels":["d6","Adventure Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Transport a person, an object, or information collected at the first location safely to the second."],["2","Plant something taken from the first location inside the second to incriminate someone in the second location."],["3","Do the same thing at the second location as was done at the first."],["4","Uncover the source of interference encountered at the first location, which lies in the second."],["5","Follow a fleeing foe or trail a suspicious figure from the first location to the second."],["6","Follow up on information gained at the first location by investigating the second."]],"name":"Linked Locations; Location Connections","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Villains","colLabels":["d6","Villainous Activity"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A villain is attempting to disgrace or discredit a powerful person."],["2","A villain is striving for power within their guild."],["3","A villain has claimed power in their guild and needs to be supplanted."],["4","The villain is sending agents to infiltrate one or more guilds."],["5","The villain's agents are luring members away from another guild."],["6","The villain's agents are sabotaging the operations of another guild."]],"name":"Guild Villains","page":123,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Character Objectives","colLabels":["d8","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find an item that is important to the guild."],["2","Get information from a guild member."],["3","Protect or rescue a guild member in the midst of a catastrophe."],["4","Free a guild member from captivity."],["5","Find a missing guild member."],["6","Kill or capture an enemy of the guild."],["7","Help a guild member who's in trouble with the law."],["8","Recruit someone to join the guild."]],"name":"Guild Character Objectives","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dungeon Delve Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–3","House Dimir"],["4–8","Golgari Swarm"],["9–10","Cult of Rakdos"],["11–12","Simic Combine"]],"name":"Dungeon Delve Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Wilderness Guilds","colLabels":["d6","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","Gruul Clans"],["5–6","Selesnya Conclave"]],"name":"Wilderness Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Intrigue Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Azorius Senate"],["3–6","House Dimir"],["7–8","Golgari Swarm"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Plots and Intrigue; Intrigue Guilds","page":124,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mystery Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–4","House Dimir"],["5–7","Golgari Swarm"],["8","Izzet League"],["9–11","Orzhov Syndicate"],["12","Simic Combine"]],"name":"Mystery Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Disaster Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Golgari Swarm"],["3–5","Gruul Clans"],["6–8","Izzet League"],["9–10","Selesnya Conclave"],["11–12","Simic Combine"]],"name":"Disaster Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Protection Guilds","colLabels":["d12","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1–2","Boros Legion"],["3–6","Gruul Clans"],["7–8","Orzhov Syndicate"],["9–12","Cult of Rakdos"]],"name":"Protection Guilds","page":125,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cross Purposes","colLabels":["d10","The Villain's Activities..."],"colStyles":["text-center col-2","col-10"],"rows":[["1","... directly target one or more characters. The adventure begins when characters are attacked by the villain's agents."],["2","... threaten a character's contact or bond."],["3","... challenge a character's ideal or exploit a flaw. The character might hear rumors of this activity, spurring them into action."],["4","... open an opportunity for a character to pursue a personal goal."],["5","... compete with a character's guild. A guild authority might order the character to rectify the situation."],["6","... threaten guild members or property."],["7","... conflict with guild goals."],["8","... open an opportunity for a guild to pursue its own agenda."],["9","... catch the characters between fighting forces."],["10","... cause an accident or catastrophe that traps the characters."]],"name":"Involving the Characters; Cross Purposes","page":126,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Secondary Guild Role","colLabels":["d8","Secondary Guild Role"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rival pursues the same goal as the adventurers, but is doing it \"wrong.\""],["2","One or more members of another guild are caught between the villain and the adventurers."],["3","A group of NPC adventurers from another guild confront the same villain for different reasons."],["4","Someone is manipulating the villain for their own purposes."],["5","A known rival or enemy meddles in the adventure, hoping the adventurers will fail."],["6","A known rival or enemy can provide essential help in stopping the villain."],["7","A second villain's plot is unfolding at the same time but is otherwise unrelated."],["8","A second villain is in competition with the first one."]],"name":"Complications; Secondary Guild Role","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Guild Intrigue","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Guilds are vying for influence over a prominent individual (who might be a player character)."],["2","Guilds are competing for control of a key site or swath of territory."],["3","Guilds are locked in a deadly feud but might be open to a peace negotiation."],["4","Villains from two or more guilds are forming a dangerous alliance."],["5","A villain is trying to disrupt an alliance between two or more guilds."],["6","Splinter factions from two guilds are trying to form a new guild."]],"name":"Guild Intrigue","page":127,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arrester Station Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Break out of the holding cells."],["2","Break someone else out of the holding cells."],["3","Stop someone before they can give information to the arresters or testify before a judge."],["4","Protect a prisoner from assassins."],["5","Get information from or to someone in the holding cells."],["6","Apprehend a former prisoner who used magic to take over the station and drive the guards away."],["7","Retrieve something held as evidence."],["8","Find proof that the captain of this station is corrupt."],["9","Discover who helped a prisoner escape and how."],["10","Uncover a plot to discredit, blackmail, or kill the station commander."],["11","Steal the arresters' files about a criminal or a case."],["12","Intercept a message being sent to or from the station."]],"name":"Arrester Station Adventures","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An ambitious authority figure seeks to achieve a higher rank by framing or defaming a rival."],["2","A venal judge's rulings are swayed by bribes and favors."],["3","A vengeful imperator persecutes a certain group of people, seeking revenge for a past wrong done by one of the group's members."],["4","An overzealous imperator is prepared to arrest a neighborhood full of people to find a stolen item."],["5","A sadistic warden tortures prisoners, ostensibly for the sake of law and order."],["6","A corrupt senator seeks to pass laws that favor a certain class of people."],["7","A {@creature precognitive mage|GGR} invents visions designed to frame enemies."],["8","A cowardly bureaucrat destroys evidence to hide someone else's involvement in a crime."]],"name":"Azorius Villains","page":129,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Assignments","colLabels":["d6","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find and arrest a wanted fugitive."],["2","Arrest someone identified as a potential criminal by precognitive mages."],["3","Clear the name of an innocent person."],["4","Solve a murder by questioning suspects."],["5","Retrieve a stolen item."],["6","Quell a riot."]],"name":"Azorius Character Goals; Azorius Assignments","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Azorius Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature precognitive mage|GGR} has identified the characters as future criminals, and now there's a warrant out for their arrest."],["2","A {@creature precognitive mage|GGR} has foreseen the characters' future struggles and tries to protect them, thereby interfering in their next adventure."],["3","{@creature Felidar|GGR|Felidars} have bonded with the wrong person and now track an innocent citizen."],["4","Hussars—Azorius {@creature Soldier|GGR|soldiers} mounted on {@creature Griffon||griffons}—declare martial law in a neighborhood and enforce their harsh authority on the citizenry."],["5","An {@creature archon of the Triumvirate|GGR} interprets innocent actions as illegal ones because its connection to the law has been corrupted."],["6","A missing {@creature homunculus} is the sole witness to the murder of a judge."]],"name":"Other Adventure Hooks; Azorius Adventure Hooks","page":131,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Legion Garrison Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lay siege to the garrison."],["2","Break a siege at the garrison."],["3","Sabotage the building's defenses so someone else can break into the garrison."],["4","Find a hidden explosive charge in the garrison before it detonates."],["5","Steal a magic weapon held inside the garrison."],["6","Discover evidence that incriminates an officer in the garrison."],["7","Identify a spy among the garrison's soldiers before the spy can escape."],["8","Help a spy get safely out of the garrison without being discovered."],["9","Capture a garrison officer for interrogation."],["10","Shore up the garrison's defenses before an assault."],["11","Clear out the monsters infesting a garrison that was abandoned years ago."],["12","Steal plans for future Boros military action."]],"name":"Legion Garrison Adventures","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Seeking to avenge a partner's murder, a Wojek League officer turns to vigilantism."],["2","A Boros commander starts preemptively closing Izzet foundries, Simic research chambers, and other locations considered prone to disaster."],["3","Angered at the death of a loved one in a certain neighborhood, a Wojek agent is inciting its residents to revolt, knowing that the Boros will respond with force."],["4","Believing that they are harboring terrorists, a Boros brigadier is slaughtering helpless people in transient communities in the undercity."],["5","A squad of corrupt Boros {@creature Soldier|GGR|soldiers} is extorting money from local merchants."],["6","A Boros commander under the thumb of another guild is turning a blind eye to the violence perpetrated by that guild."],["7","An overzealous angel has risen up against innocent people, including the soldiers in her own garrison, believing that they harbor evil in their hearts."],["8","A crazed angel demands to be worshiped as a god."]],"name":"Boros Villains","page":132,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Help quell a {@creature Rakdos|GGR} riot or hold back Gruul raiders, or otherwise maintain the peace while protecting innocent bystanders."],["2","Capture or kill a Gruul chieftain who has taken responsibility for a series of brutal raids."],["3","Help evacuate citizens from the area of a natural or magical disaster."],["4","Escort an important person safely from one place to another."],["5","Investigate a Boros commander suspected of cultivating personal loyalty in underlings, rather than loyalty to the legion."],["6","Uncover a spy in the legion."]],"name":"Boros Character Goals; Boros Assignments","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Boros Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A Boros officer is awaiting trial for unsanctioned and excessive use of force, and the officer's squad is planning a jailbreak."],["2","The Boros are secretly working with the Shattergang Brothers, a group of black market arms dealers, to develop a devastating weapon."],["3","A Boros offensive is displacing and even killing innocent bystanders caught in its path."],["4","Flame-kin soldiers created as part of an abandoned weapons project are suddenly reactivated and run amok. These soldiers use the {@creature azer} stat block in the {@book Monster Manual|MM}."],["5","A Boros parade meant as a show of strength provokes widespread protests, some of which erupt into violence."],["6","A flying Boros fortress is about to crash, threatening to devastate the neighborhood below."]],"name":"Other Adventure Hooks; Boros Adventure Hooks","page":133,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Safe House Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a fugitive hiding in the safe house."],["2","Liberate someone being held in the safe house."],["3","Retrieve a stolen item."],["4","Get information from a prisoner in the safe house without revealing that information to the Dimir."],["5","Acquire information from a Dimir agent to unmask a spy embedded in another guild."],["6","Escape from captivity in the safe house."],["7","Plant a magical surveillance device inside the safe house."],["8","Damage or destroy the safe house so the Dimir can't use it anymore."],["9","Prevent the creation of a horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) in the safe house. (You can replace the horror with a different creature from the {@book Monster Manual|MM}.)"],["10","Find and kill a {@creature mind drinker vampire|GGR} or other monster that is picking off the safe house's inhabitants."],["11","Disable the safe house's wards and plant a beacon inside it so that members of another guild can find and raid the place."],["12","After stumbling into the safe house accidentally, get out with memories intact."]],"name":"Safe House Adventures","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A spy seeks to plunder another guild's secrets."],["2","A {@creature mind mage|GGR} is hunting down everyone who witnessed a great humiliation to expunge their memories of the event."],["3","A {@creature mind mage|GGR} has implanted false memories of a crime in many minds in order to incriminate someone."],["4","A group of Dimir agents is plundering the minds of people who have knowledge of a vault that holds great wealth or magical power."],["5","After a Dimir spy is unmasked, a {@creature mind mage|GGR} erases the memory of the spy's identity from the minds of those involved."],["6","A shapeshifter has replaced a high-ranking member of another guild in order to provoke conflicts."],["7","A {@creature mind drinker vampire|GGR} is plundering the minds of its victims."],["8","Roll on another guild's villain table, but the villain is a disguised Dimir agent or someone being manipulated by the Dimir."]],"name":"Dimir Villains","page":135,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Impersonate an individual to gather information from that individual's contacts and associates."],["2","Make sure that a particular person (not a main antagonist) at an adventure site doesn't survive the encounter with the characters."],["3","Make sure that a particular person (not the main villain) survives the adventure."],["4","Get information from the main villain by magically extracting the villain's dying thoughts."],["5","Plant evidence to steer the other adventurers away from the true villain."],["6","Get information to a Dimir agent who is embedded in the adventure location."]],"name":"Dimir Character Goals; Dimir Assignments","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dimir Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The characters find a bundle of {@i thought strands}, and Dimir agents are in a rush to find them before they fade away."],["2","A rogue agent hunted by Dimir assassins offers crippling information about House Dimir in exchange for protection."],["3","A Dimir horror (a {@creature flying horror|ggr}, {@creature shadow horror|ggr}, or a {@creature skittering horror|ggr}) is randomly killing people in the dark alleys of a particular neighborhood."],["4","Word is out that someone claims to have a list of Dimir agents embedded in other guilds, igniting a furious contest to obtain the list."],["5","While prying too deeply into ancient lore, a Dimir agent (now deceased) released a nameless evil into the city."],["6","Roll on another guild's adventure hooks table, but the Dimir are secretly behind the situation."]],"name":"Other Adventure Hooks; Dimir Adventure Hooks","page":137,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undercity Mansion Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find the source of a noxious fog rising from the undercity and poisoning a surface neighborhood."],["2","Rescue several citizens being held hostage by Ochran agents."],["3","Find the daytime lair of an elusive monster that hunts on the surface at night."],["4","Rescue a guild member {@condition petrified} by an {@creature undercity medusa|GGR} that uses the mansion as its lair."],["5","Take shelter in the mansion to escape a horrible monster prowling the undercity."],["6","Win a bet by surviving a night inside."],["7","Escape from captivity here."],["8","Find a fugitive hiding here."],["9","Find and claim a treasure hidden in the mansion."],["10","Attend a masked ball held in the mansion in order to get information from another guest."]],"name":"Undercity Mansion Adventures","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Armed with a powerful magic item found among the dead in the undercity, a {@creature Golgari shaman|GGR} enacts a plan of revenge against another guild."],["2","A {@creature kraul death priest|GGR} is seeking a way to revive the ancient gods of Ravnica and destroy the world."],["3","A {@creature Devkarin lich|GGR} is capturing living subjects and infecting them with an insidious, mind-controlling fungus."],["4","A trophy-hunting {@creature undercity medusa|GGR} for the stat block) is on a killing spree, petrifying victims in interesting poses."],["5","A {@creature Golgari shaman|GGR} is spreading a fungal infection that transforms its dead victims into {@creature Zombie||zombies}."],["6","An elf child lures citizens into the sewers, where a monstrous \"pet\" is waiting to kill and eat them."],["7","Pursuing a personal vendetta, an Ochran {@creature assassin} is targeting members of a certain guild and trying to ensure that their bodies are never found."],["8","A {@creature kraul death priest|GGR}, angry at the way the Golgari have treated the kraul in the past, is killing the elves and medusas of the guild, hoping to eventually take Jarad's place as guildmaster."]],"name":"Golgari Villains","page":138,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Find a valuable item believed lost in the undercity."],["2","Retrieve a corpse in the undercity."],["3","Collect a sample of a fungus in the undercity."],["4","Steal something that is important to another guild."],["5","Kill an outspoken enemy of the Golgari."],["6","Position a fungus so that its spores will spread into a populated area and drive the inhabitants out."]],"name":"Golgari Character Goals; Golgari Assignments","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Golgari Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Citizens who die in a particular neighborhood sprout fungal growths and rise as {@creature Zombie||zombies}, then shamble toward the undercity."],["2","{@creature Shrieker||Shriekers} sprout throughout a neighborhood."],["3","{@creature Swarm of Insects||Swarms of insects} under the control of a {@creature Golgari shaman|GGR} terrorize a neighborhood."],["4","Poor people who subsist on Golgari food contract a dangerous, contagious magical infection."],["5","Several kraul have moved into an old tenement and are making their neighbors nervous."],["6","A beloved statue, long assumed to be the image of some forgotten community hero, suddenly returns to life after being {@condition petrified} for a hundred years."]],"name":"Other Adventure Hooks; Golgari Adventure Hooks","page":140,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rubblebelt Encampment Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Determine why the Gruul have camped so close to a settled neighborhood."],["2","Free a captive taken in a recent raid."],["3","Win freedom by defeating a Gruul champion in a duel."],["4","Retrieve something looted in a recent raid."],["5","Strike a deal with the Gruul leader to cooperate against a common foe."],["6","Attempt to overthrow the clan chieftain in a combat challenge."],["7","Strike a blow to the Gruul to ensure that they don't launch a raid."],["8","Free a corralled herd of violent beasts so they stampede through the Gruul camp before the Gruul can steer them toward settled areas."],["9","Interrupt a ritual intended to summon or create a huge elemental."],["10","Disrupt a gathering of clans that could lead to an alliance between them."]],"name":"Rubblebelt Encampment Adventures","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A {@creature druid of the Old Ways|GGR}, spurred by visions of the end of civilization, plans humanoid sacrifices in the name of Ilharg the Raze-Boar."],["2","A druid is directing herds of beasts to run amok through tenement neighborhoods."],["3","A druid summons huge vines and roots to tear buildings down."],["4","A clan chieftain leads a raid to settle a personal vendetta against another guild."],["5","In a display of strength, a clan chieftain seeks to destroy a significant landmark."],["6","Looking for a totem of spiritual significance, a clanless giant wrecks anything in its path."],["7","Hoping to form a new clan, a clever centaur tries to break violent criminals out of jail."],["8","A druid leads a band that has begun starting fires around the district."]],"name":"Gruul Villains","page":141,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Collect a beast cub so it can be trained for battle."],["2","Slay a powerful monster to prove your strength."],["3","Destroy a laboratory, a work of engineering, or a similar edifice of decadent civilization."],["4","Kill someone who has been persecuting the Gruul."],["5","Free a captive warrior who was imprisoned during a recent raid."],["6","Create a disruption so the clan can raid elsewhere."]],"name":"Gruul Character Goals; Gruul Assignments","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gruul Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Conflict between two feuding clans spills onto the streets of the city, threatening to destroy entire neighborhoods."],["2","Gruul {@creature Anarch|GGR|anarchs} deface or destroy monuments throughout the district."],["3","A Gruul mob riots in the streets in observance of Rauck-Chauv, a holiday celebrated with violence."],["4","A {@creature wurm|GGR} breaks free of its Gruul controller and goes on a rampage."],["5","Swine everywhere run wild, and the Gruul interpret this as a sign of the Raze-Boar's return."],["6","Gruul raiders steal something from an Izzet laboratory that will cause a disaster if it isn't returned."]],"name":"Other Adventure Hooks; Gruul Adventure Hooks","page":143,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Experimental Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rescue people trapped in the workshop after a disaster."],["2","Steal plans or a prototype for a new weapon."],["3","Capture an inventor for interrogation."],["4","Stop the spread of toxic gas or molten mizzium from inside the workshop."],["5","Shut down the operation of a dangerous device."],["6","Capture or kill an elemental or an Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) that is running amok in the workshop, and make sure it doesn't escape out into the city."],["7","Get out of the workshop before it is destroyed by a spreading catastrophe."],["8","Destroy the workshop in order to obliterate the research being done there."],["9","Destroy the workshop in order to bring down a different building nearby."],["10","Find a saboteur in the workshop before the traitor's plans can be enacted."],["11","Kill an inventor whose ideas are too dangerous to be put into practice."],["12","Activate an invention being held in storage in the workshop."]],"name":"Experimental Workshop Adventures","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Bizarre Magical Effects","colLabels":["d6","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every spell cast in the area triggers a wild magic surge. (Roll on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the {@i Player's Handbook}.)"],["2","One or more objects in the area have a random trick effect. (Roll on the Tricks table in {@book appendix A|DMG|10|Random Tricks} of the {@book Dungeon Master's Guide|DMG}.)"],["3","The area is affected by a {@spell guards and wards}{@i spell}."],["4","Rooms and chambers in the area are affected by random obstacles. (Roll on the Obstacles table in {@book appendix A|DMG|10|Stocking a Dungeon} of the {@book Dungeon Master's Guide|DMG}.)"],["5","One or more objects in the area have a random trap effect. (Roll on the Traps table in {@book appendix A|DMG|10|Random Traps} of the {@book Dungeon Master's Guide|DMG}.)"],["6","Random sections of the area are affected by an {@spell antimagic field} spell."]],"name":"Experimental Workshop Map; Bizarre Magical Effects","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A disgraced member of the Izmundi tries to embarrass the guild by orchestrating a magical disaster."],["2","A team of inventors is creating a secret arsenal of volatile weapons."],["3","Trying to impress the guildmaster, a mage from the Laboratory of Storms and Electricity creates a device that pushes the weather from one extreme to another."],["4","A researcher siphons power from the Blistercoils to fuel experiments, causing failures in parts of the city's infrastructure."],["5","An obsessive researcher, trying to perfect an alchemical formula, causes a series of ever-worsening laboratory mishaps."],["6","A guild leader orchestrates a series of \"accidental\" laboratory explosions that are actually meant to disrupt the nearby activities of other guilds."],["7","An imprisoned spellcaster stages an explosive prison break using improvised materials."],["8","A suspicious spellcaster who can't trust research secrets to others creates clones that run amok."]],"name":"Izzet Villains","page":144,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a hard-to-find metal or energy source."],["2","Copy a rival's research notes."],["3","Destroy a rival's research."],["4","Take measurements of an unusual object or location (such as spatial dimensions or readings of various magical levels)."],["5","Test a new invention."],["6","Repair an important piece of Ravnica's infrastructure, such as a water main or a boiler pipe, that is tucked away in a remote location."]],"name":"Izzet Character Goals; Izzet Assignments","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Izzet Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","An Izzet experiment transforms a researcher, who then seeks help in returning to normal form."],["2","An escaped Izzet weird (a {@creature blistercoil weird|ggr} or {@creature galvanice weird|ggr}) is causing magical malfunctions around the district."],["3","A researcher trying to craft an antigravity alloy for a personal flight apparatus has created a number of {@spell reverse gravity} effects, and is now trapped in midair at the top of one."],["4","After a laboratory explosion, an alchemical fire resistant to conventional firefighting techniques is spreading through several neighborhoods."],["5","A reckless researcher triggered an explosion in a mizzium foundry, causing a wave of molten metal to spill out into the surrounding streets."],["6","A researcher who claims to have traveled back in time warns of an impending disaster."]],"name":"Other Adventure Hooks; Izzet Adventure Hooks","page":146,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Grand Basilica Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Steal (or recover) a magic item from the vaults below the basilica."],["2","Put an end to nightly visitations by finding and confronting the haunting spirit in the basilica."],["3","Survive a night trapped inside the basilica."],["4","Deliver a warning to an Orzhov pontiff in the basilica and get out alive."],["5","Rescue a prisoner being held in the basilica's spire or crypts."],["6","Escape from captivity in the basilica's spire or crypts."],["7","Destroy a dangerous weapon stored in a vault beneath the basilica."],["8","Acquire or destroy some incriminating evidence held by an Orzhov blackmailer."],["9","Retrieve a precious item held as collateral by an Orzhov loan shark."],["10","Get information from a spirit who knew something important in life."],["11","Find concrete evidence of the syndicate's illegal activities."],["12","Discover the fate of someone who was last seen entering the basilica a week ago."]],"name":"Grand Basilica Adventures","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A powerful pontiff is using the spirits of dead relatives to intimidate members of other guilds."],["2","An angel defected from the Boros Legion, bringing a magic sword with her that the Boros want back."],["3","An Orzhov knight is trying to collect an overdue debt incurred by one of the adventurers' ancestors."],["4","A pontiff is running an extortion racket, promising local businesses protection from thugs that are also in the Orzhov's employ."],["5","A {@creature blood drinker vampire|GGR} is holding prisoners as a food supply in a bank vault."],["6","An advokist is exploiting legal loopholes to win the freedom of several criminals from Azorius prisons."],["7","A desperate spirit tries to frighten people into paying its debts so it can pass on."],["8","An unusually quick-witted {@creature Orzhov giant|GGR} for the stat block) with grand visions of starting a criminal gang interferes with the flow of protection money."]],"name":"Orzhov Villains","page":147,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Convince a debtor to make a payment."],["2","Damage the person or property of someone who refuses to pay protection money."],["3","Distribute alms-coins to the poor."],["4","Transport a chest of coins to an Orzhov bank."],["5","Destroy evidence that implicates the Orzhov in a crime."],["6","Find information that can be used to blackmail a powerful person."]],"name":"Orzhov Character Goals; Orzhov Assignments","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Orzhov Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Newly minted Orzhov coins are inscribed with a magical symbol that binds the spirit of anyone who uses them."],["2","{@creature Indentured Spirit|GGR|Indentured spirits} have been deployed to haunt a location the Orzhov want to keep people away from."],["3","Thrulls (a {@creature servitor thrull|ggr} or {@creature winged thrull|ggr}) that have broken free of Orzhov control are causing mischief."],["4","Items appear on the black market that were obviously stolen from an Orzhov vault, but no one admits that the theft has occurred or claims credit."],["5","{@creature Gargoyle||Gargoyles} perched on structures throughout the city are robbing passersby and delivering their stolen goods to an Orzhov basilica."],["6","An eclipse triggers violent behavior from bound Orzhov spirits."]],"name":"Other Adventure Hooks; Orzhov Adventure Hooks","page":149,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Notorious Nightclub Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Shut down a performance before the performers start attacking the crowd."],["2","Escape from the club once the violence starts."],["3","Protect a thrill seeker who wants to witness a performance close up."],["4","Rescue someone who has been abducted for use as an extra in a show."],["5","Find evidence that someone important was (or was not) killed in a previous performance here."],["6","Capture a performer who ran away from a prominent family to \"join the circus.\""],["7","Use the distraction of a performance to hold a secret meeting with someone from another guild."],["8","Spy on someone who is using the distraction of a performance to hold a secret meeting."],["9","Acquire a magic item the {@creature Rakdos|GGR} are using as part of a performance."],["10","Investigate rumors that the {@creature Rakdos|GGR} have a wingless angel in their show."],["11","Find an escaped convict who is rumored to be hiding behind {@creature Rakdos|GGR} makeup."],["12","Stop a {@creature Rakdos|GGR} member who is blackmailing an important person with embarrassing information."]],"name":"Notorious Nightclub Adventures","page":150,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A coven of {@creature Blood Witch|GGR|blood witches}, seeking {@creature Rakdos|GGR}'s favor, uses magic to turn members of other guilds against their own allies."],["2","Word spreads that a retiring performer wants to go out with a bang, and their final performance promises to be explosive."],["3","Mocking the absence of the Guildpact, a {@creature Rakdos|GGR} troupe takes over the Chamber of the Guildpact and performs its satire before a captive audience."],["4","A demon captures people and makes a game of thwarting their efforts to escape."],["5","A skilled puppeteer uses skeletal marionettes to recreate historical acts of violence between guilds—which are inexplicably repeated in the real world within the next few days."],["6","A ringmaster has discovered magic that fills the whole audience with blood lust and sends them rampaging through the streets."],["7","A hypnotist is programming audience members to go into a murderous rage when a triggering event occurs."],["8","A crazed {@creature blood witch|GGR} hopes to rouse {@creature Rakdos|GGR} by driving captured sacrificial victims into his lair."]],"name":"Rakdos Villains","page":152,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Acquire a flashy magic item to use as a prop in a performance."],["2","Try out a new performance routine in the midst of actual life-or-death combat."],["3","Sow distrust of an important person through satire or slander."],["4","Make sure a specific person is in the front row for a certain performance."],["5","Capture a deadly monster for use in a spectacular show."],["6","Interrupt a solemn ceremony or ritual being performed by another guild."]],"name":"Rakdos Character Goals; Rakdos Assignments","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Rakdos Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Wild-eyed people attending a popular new club seem unwilling or unable to go home after several days of nonstop merriment."],["2","One morning, everyone who has seen a {@creature Rakdos|GGR} performance in the past week suddenly transforms into a minor demon."],["3","An apparently spontaneous {@creature Rakdos|GGR}-led riot has spread to take over an entire neighborhood."],["4","People who die in {@creature Rakdos|GGR}-inspired violence stand back up as {@creature Zombie||zombies} and keep fighting."],["5","Ordinary knives and chains in homes across the neighborhood seem to come to life in advance of the start of a {@creature Rakdos|GGR} show."],["6","After several mausoleums are burst open from the inside, people see their undead family members cavorting on a {@creature Rakdos|GGR} stage."]],"name":"Other Adventure Hooks; Rakdos Adventure Hooks","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Vernadi Center Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Ascertain the numbers of the military forces housed in and around the vernadi."],["2","Find the source of pollen that is drifting through the neighborhood and making people placid and compliant."],["3","Find the source of wind-borne seeds that are drifting through the neighborhood and quickly growing into hostile awakened shrubs."],["4","Retrieve an initiate who was supposedly forced to join the guild through mind-affecting magic."],["5","Stop the vernadi, whose tree has awakened and escaped the control of its dryad, from trampling through the neighborhood."],["6","Find a way to tap into the mind, will, and knowledge of Mat'Selesnya through the vernadi's central tree or its dryad."],["7","Introduce a contagion into Mat'Selesnya through the vernadi's tree or its dryad."],["8","Capture an equenaut who has been accused of a crime and who has taken refuge at the vernadi."],["9","Convince or coerce a healer to tend to a sick or wounded person who would normally be an enemy of the conclave."],["10","Find a spy embedded in the vernadi community."],["11","Blend into the community to avoid pursuers."],["12","Retrieve an item that was donated to the community by a new initiate, but without the permission of the item's owner."]],"name":"Vernadi Center Adventures","page":153,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fanatical leader disrupts building projects because they aren't in harmony with nature."],["2","A Ledev guardian is leading preemptive raids on other guilds, believing that a full-scale attack on the conclave is imminent."],["3","A voda, feeling imperiled by the ills of society, causes vines to grow and seal the members of her vernadi inside."],["4","A militant leader of a splinter group harasses \"unbelievers\" on the street and threatens to unleash elemental power on them."],["5","A loxodon evangel uses coercive methods to recruit young people into the conclave."],["6","An elf seeking spiritual union with Mat'Selesnya threatens the dryad of their own vernadi."],["7","A crazed prophet claims to be the incarnation of Mat'Selesnya and gathers an army to strike at other guilds."],["8","A {@creature horncaller|GGR} steals animals that were used as pets, mounts, and beasts of burden throughout the neighborhood."]],"name":"Selesnya Villains","page":155,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Work to stop the spread of a strange illness."],["2","Tend to the victims of a catastrophe or an attack."],["3","Mediate a dispute between two other guilds."],["4","Plant a magic seed, watch it grow into a great tree, and defend the tree until reinforcements arrive."],["5","Bring an unruly beast under control and return it to the vernadi it escaped from."],["6","Lead a targeted military strike to warn another guild against overreaching."]],"name":"Selesnya Character Goals; Selesnya Assignments","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Selesnya Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A sacred tree has been defiled or cut down, and an angry Selesnya mob is gathering to exact revenge."],["2","The Worldsoul has identified the characters as emblematic of their guilds' overreaching ambition."],["3","A seer of the conclave tries to convince the characters that they are fated to save the world."],["4","Plants throughout a neighborhood develop carnivorous tendencies."],["5","A magic-infused stone of a Selesnya building grows out of control, threatening nearby buildings."],["6","A Selesnya {@creature wurm|GGR} breaks free of its controller and goes on a rampage."]],"name":"Other Adventure Hooks; Selesnya Adventure Hooks","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Growth Chamber Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Escape from the chamber while a {@creature category 3 krasis|GGR} runs amok through it after breaking out of its growth pod."],["2","Break one or more krasis out of their growth pods in order to wreak havoc on the growth chamber."],["3","Stop a sinister experiment in progress."],["4","Spy on a research program intended to create superior soldiers."],["5","Subtly sabotage a research program so that it fails without the interference being obvious."],["6","Steal research notes from an experiment with broad applications."],["7","Free someone who has become the involuntary subject of Simic experiments."],["8","Discover the source of a form of terraforming magic spreading out from the chamber's location."],["9","Capture a crazed Simic scientist who is trying to use other scientists in the chamber for experimental subjects."],["10","Capture a crazed Simic scientist whose own body has been drastically altered by their experiments."],["11","Acquire the laboratory's technology so it can be put to use by another guild."],["12","Retrieve research notes from a flooded and abandoned laboratory."]],"name":"Growth Chamber Adventures","page":156,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Villains","colLabels":["d8","Villain"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A rogue researcher is flooding parts of the undercity to serve as aquariums for secret experiments."],["2","Researchers are capturing members of the other guilds so they can create hybrid soldiers that take advantage of the weaknesses of those guilds."],["3","Researchers team up to surround an entire neighborhood in a plasma casing that is slowly altering the environment and all its inhabitants."],["4","A magic-wielding Simic hybrid is eluding capture by the authorities thanks to a combination of adaptations and spells."],["5","A researcher delves too deep into ancient lore and discovers mind-warping alien secrets."],["6","A researcher creates a moss that threatens to destroy much of the city's food production."],["7","A {@creature biomancer|GGR} seeks revenge by creating a specialized krasis that targets a specific guild."],["8","A researcher turns to necromancy, exploring the combination of dead body parts with living tissue."]],"name":"Simic Villains","page":158,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Assignments","colLabels":["d6","Assignment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Protect a Simic researcher who is trying to make an exhaustive examination of a new form of plant life."],["2","Capture a previously unknown type of creature."],["3","Contain an ooze or a krasis that is running loose."],["4","Observe the behavior of a new form of krasis or Simic hybrid in the field."],["5","Test a symbiotic magic item or life form (perhaps something like a living {@item cloak of the manta ray})."],["6","Introduce a new predator species to the area to prey on a smaller species that is running amok."]],"name":"Simic Character Goals; Simic Assignments","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Simic Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A researcher who was hybridized with an ooze is accidentally spreading that effect throughout a neighborhood, partially liquefying the residents."],["2","Multiple {@creature category 3 krasis|GGR} under no one's control emerge from canals throughout the city."],["3","A Simic laboratory has sunk to the bottom of a zonot, and all contact has been lost with the researchers inside."],["4","A Simic airship falls to the ground, and it contains key research that several parties want to acquire."],["5","A sage of the Gyre Clade accidentally creates an {@spell antimagic field} that slowly spreads over the neighborhood."],["6","People and animals near a Simic zonot develop spontaneous mutations."]],"name":"Other Adventure Hooks; Simic Adventure Hooks","page":159,"source":"GGR","chapter":{"name":"Creating Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"General Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Skyblinder staff|GGR}","{@i GGR}"],["Very rare","{@item Illusionist's Bracers|GGR|Illusionist's bracers}","{@i GGR}"],["Very rare","{@item Peregrine mask|GGR}","{@i GGR}"],["Very rare","{@item Sword of the paruns|GGR}","{@i GGR}"],["Very rare","{@item Voyager staff|GGR}","{@i GGR}"]],"name":"Guilds and Magic Items; General Items","page":174,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Azorius Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Azorius Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Lantern of revealing}","{@i DMG}"],["Uncommon","{@item Weapon of warning}","{@i DMG}"],["Rare","{@item Bead of force}","{@i DMG}"],["Rare","{@item Dimensional shackles}","{@i DMG}"],["Rare","{@item Azorius keyrune|GGR}","{@i GGR}"],["Rare","{@item Iron bands of Bilarro}","{@i DMG}"],["Rare","{@item Rope of entanglement}","{@i DMG}"],["Rare","{@item Wand of binding}","{@i DMG}"],["Very rare","{@item Rod of alertness}","{@i DMG}"],["Very rare","{@item Rod of security}","{@i DMG}"],["Legendary","{@item Defender}","{@i DMG}"],["Legendary","{@item Rod of lordly might}","{@i DMG}"]],"name":"Azorius Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Boros Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Boros Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Sentinel shield}","{@i DMG}"],["Rare","{@item Daern's instant fortress}","{@i DMG}"],["Rare","{@item Boros keyrune|GGR}","{@i GGR}"],["Rare or greater","{@item Horn of Valhalla}","{@i DMG}"],["Rare","{@item Pariah's Shield|GGR|Pariah's shield}","{@i GGR}"],["Rare","{@item Sun blade}","{@i DMG}"],["Rare","{@item Sunforger|GGR}","{@i GGR}"],["Very rare","{@item Spellguard shield}","{@i DMG}"],["Legendary","{@item Holy avenger}","{@i DMG}"]],"name":"Boros Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dimir Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Amulet of proof against detection and location}","{@i DMG}"],["Uncommon","{@item Dimir Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Hat of disguise}","{@i DMG}"],["Uncommon","{@item Medallion of thoughts}","{@i DMG}"],["Uncommon","{@item Ring of mind shielding}","{@i DMG}"],["Uncommon","{@item Spies' Murmur|GGR|Spies' murmur}","{@i GGR}"],["Very rare or greater","{@item Crystal ball}","{@i DMG}"],["Very rare","{@item Dimir keyrune|GGR}","{@i GGR}"],["Legendary","{@item Cloak of invisibility}","{@i DMG}"],["Legendary","{@item Ring of invisibility}","{@i DMG}"]],"name":"Dimir Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Golgari Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Common","{@item Moodmark paint|GGR}","{@i GGR}"],["Uncommon","{@item Boots of elvenkind}","{@i DMG}"],["Uncommon","{@item Cloak of elvenkind}","{@i DMG}"],["Uncommon","{@item Golgari Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Pipes of the sewers}","{@i DMG}"],["Rare","{@item Dagger of venom}","{@i DMG}"],["Rare","{@item Staff of swarming insects}","{@i DMG}"],["Very rare","{@item Cloak of arachnida}","{@i DMG}"],["Very rare","{@item Golgari keyrune|GGR}","{@i GGR}"],["Very rare","{@item Ring of regeneration}","{@i DMG}"]],"name":"Golgari Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gruul Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Gauntlets of ogre power}","{@i DMG}"],["Uncommon","{@item Gruul Guild signet|GGR}","{@i GGR}"],["Rare or greater","{@item Belt of giant strength}","{@i DMG}"],["Rare","{@item Berserker axe}","{@i DMG}"],["Rare","{@item Gruul keyrune|GGR}","{@i GGR}"],["Rare","{@item Horn of blasting}","{@i DMG}"],["Rare","{@item Ring of the ram}","{@i DMG}"],["Rare","{@item Stone of controlling earth elementals}","{@i DMG}"],["Legendary","{@item Ring of spell turning}","{@i DMG}"]],"name":"Gruul Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Izzet Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Alchemy jug}","{@i DMG}"],["Uncommon","{@item Elemental gem}","{@i DMG}"],["Uncommon","{@item Izzet Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Headband of intellect}","{@i DMG}"],["Uncommon","{@item Mizzium apparatus|GGR}","{@i GGR}"],["Uncommon","{@item Pyroconverger|GGR}","{@i GGR}"],["Rare","{@item Bowl of commanding water elementals}","{@i DMG}"],["Rare","{@item Brazier of commanding fire elementals}","{@i DMG}"],["Rare","{@item Censer of controlling air elementals}","{@i DMG}"],["Rare","{@item Izzet keyrune|GGR}","{@i GGR}"],["Rare","{@item Mizzium armor|GGR}","{@i GGR}"],["Rare","{@item Mizzium mortar|GGR}","{@i GGR}"],["Rare","{@item Wand of wonder}","{@i DMG}"],["Very rare","{@item Manual of golems}","{@i DMG}"],["Very rare","{@item Staff of thunder and lightning}","{@i DMG}"],["Legendary","{@item Apparatus of Kwalish}","{@i DMG}"],["Legendary","{@item Ring of elemental command}","{@i DMG}"],["Legendary","{@item Staff of the magi}","{@i DMG}"]],"name":"Izzet Items","page":175,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Orzhov Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Eyes of charming}","{@i DMG}"],["Uncommon","{@item Orzhov Guild signet|GGR}","{@i GGR}"],["Rare","{@item Orzhov keyrune|GGR}","{@i GGR}"],["Rare","{@item Rod of rulership}","{@i DMG}"],["Rare","{@item Wings of flying}","{@i DMG}"],["Very rare","{@item Mirror of life trapping}","{@i DMG}"],["Very rare","{@item Tome of leadership and influence}","{@i DMG}"],["Legendary","{@item Sphere of annihilation}","{@i DMG}"]],"name":"Orzhov Items","page":176,"source":"GGR","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Rakdos Items","colLabels":["Rarity","Item","Source"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["Uncommon","{@item Deck of illusions}","{@i DMG}"],["Uncommon","{@item Rakdos keyrune|GGR}","{@i GGR}"],["Uncommon","{@item Rakdos Guild signet|GGR}","{@i GGR}"],["Uncommon","{@item Potion of fire breath}","{@i DMG}"],["Rare","{@item Cape of the mountebank}","{@i DMG}"],["Rare","{@item Flame tongue}","{@i DMG}"],["Rare","{@item Mace of terror}","{@i DMG}"],["Rare","{@item Necklace of fireballs}","{@i DMG}"],["Rare","{@item Sword of wounding}","{@i DMG}"],["Rare","{@item Wand of fear}","{@i DMG}"],["Rare","{@item Wand of fireballs}","{@i DMG}"],["Very rare","{@item Bag of devouring}","{@i DMG}"],["Very rare","{@item Dancing sword}","{@i DMG}"],["Very rare","{@item Demon armor}","{@i DMG}"],["Very rare","{@item Nine lives stealer}","{@i 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text-center"],"rows":[["Melee weapon attack","Strength mod.*","Strength mod."],["Ranged weapon attack","Dexterity mod.*","Dexterity mod."],["Spell attack","Spellcasting ability mod.**","Depends on effect"]],"name":"How do I know which ability modifier to use with an attack roll and its damage roll?","source":"SAC","chapter":{"name":"Sage Advice Compendium","index":0}},{"caption":"Random Height and Weight","colLabels":["Race","Base Height","Height Modifier","Base Weight","Weight Modifier"],"colStyles":["col-1","col-1","col-1","col-1","col-1"],"rows":[["Cervan (Grove)","4'8\"","+{@dice 2d10}","110 lb.","x ({@dice 1d4}) lb."],["Cervan (Pronghorn)","6'1\"","+{@dice 2d10}","120 lb.","x ({@dice 2d4}) lb."],["Corvum","4'4\"","+{@dice 2d10}","70 lb.","x ({@dice 1d4}) lb."],["Gallus","3'4\"","+{@dice 3d10}","55 lb.","x ({@dice 1d4}) lb."],["Hedge","2'11\"","+{@dice 2d6}","30 lb.","x ({@dice 1d4}) lb."],["Jerbeen","2'4\"","+{@dice 2d4}","20 lb.","x ({@dice 1d2}) lb."],["Luma","2'8\"","+{@dice 2d4}","25 lb.","x 1 lb."],["Mapach","3'11\"","+{@dice 2d6}","85 lb.","x ({@dice 2d4}) lb."],["Raptor","2'11\"","+{@dice 2d6}","25 lb.","x 1 lb."],["Strig","3'10\"","+{@dice 2d10}","80 lb.","x ({@dice 1d6}) lb."],["Vulpin","4'2\"","+{@dice 2d10}","80 lb.","x ({@dice 2d4}) lb."]],"name":"Random Height and Weight","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-1","col-1","col-1"],"rows":[["Birdfolk","Birdfolk, Humblefolk","Birdfolk"],["Cervan","Cervans","–"],["Hedge","Hedges","Sylvan"],["Jerbeen","Jerbeens","Birdfolk"],["Mapach","Mapachs","Mapach"],["Vulpin","Vulpins","Vulpin"]],"name":"Languages of the Wood; Standard Languages","page":32,"source":"HWCS","chapter":{"name":"Ch. 1: Welcome to the Wood","index":1}},{"colLabels":["Amaranthine","Alignment","Race","Domains","Symbol"],"rows":[["{@deity Altus|Amaranthine|HWCS|Altus, the Enduring}","CG","Strig","Tempest, War","An ornate wooden chalice, out of which pour storm clouds"],["{@deity Ardea|Amaranthine|HWCS|Ardea, the Dawnmother}","NG","–","Life, Light","A radiant sun with two golden feathers"],["{@deity Cairith|Amaranthine|HWCS|Cairith, the Resolute}","LN","Cervan","Life","A pair of white antlers wrapped in flowering vines"],["{@deity Clhuran|Amaranthine|HWCS|Clhuran, the Fickle}","CN","Luma","Arcana, Trickery","Two birds, one singing, the other crowing"],["{@deity Gaspard|Amaranthine|HWCS|Gaspard, the Champion}","NG","Jerbeen","Community","Three rapiers, tied together by a pink ribbon"],["{@deity Gesme|Amaranthine|HWCS|Gesme, the Brilliant}","N","Corvum","Knowledge, The Forge","A gnarled oak branch, burning at one end"],["{@deity Hanera|Amaranthine|HWCS|Hanera, the Provider}","LG","Gallus","Community, Nature","A bird with plants for tail feathers"],["{@deity Hath|Amaranthine|HWCS|Hath, the Whisperer}","CN","Mapach","Night","A raccoon mask with a single star above it"],["{@deity Reya|Amaranthine|HWCS|Reya, the Explorer}","CN","Raptor","Nature, Tempest","Four arrows, in a circle of ivy, forming a compass"],["{@deity Henwin|Amaranthine|HWCS|Henwin, the Kind}","NG","Hedge","Nature","A blooming yellow rose, flecked with dew"],["{@deity Kren|Amaranthine|HWCS|Kren, the Sly}","NE","Vulpin","Trickery","An eye wreathed in fangs"],["{@deity Tyton|Amaranthine|HWCS|Tyton, the Nightfather}","LN","–","Grave, Night","A wing containing three stars and a crescent moon"]],"name":"The Amaranthine","page":54,"source":"HWCS","chapter":{"name":"Ch. 2: Religion in the Wood","index":2}},{"caption":"City Encounters (Levels 2-4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A {@creature mapach tinkerer|HWCS} with a hand cart of goods distracts the party with his marvelous wares while his {@creature hedge bard|HWCS} partner attempts to pickpocket them."],[2,"An innocent {@creature cervan priest|HWCS} is accosted by {@dice 1d4} {@creature birdfolk guard|HWCS|birdfolk guards}. These birdfolk are criminals who've stolen Perch Guard uniforms, and the party will be rewarded for their capture."],[3,"A visiting {@creature vulpin noble|HWCS} is interested in seeing the sights. Show them around town by rolling again on this table. They will accompany the party for this encounter, and should they survive, will reward the party 20 gp for the invigorating time."],[4,"A gathering of acrobatic street performers. If high enough level, a party member with the Sharp Mind trait, or who makes a DC 14 Intelligence check, will recognize a {@creature gallus monk|HWCS} among them from a wanted poster."],[5,"A citywide parade to honor Gaspard, the Champion. There are jousts, fencing matches, and other contests in which the party can participate. Defeat a {@creature jerbeen swashbuckler|HWCS} in a duel to win a magic item."],[6,"A mysterious death. If players are high enough level, this could lead to a fight with the {@creature corvum assassin|HWCS} who was paid to perform the murder."],[7,"A bar fight breaks out between {@dice 1d4} {@creature mapach bandit|HWCS} patrons and {@dice 1d4} {@creature birdfolk militia|HWCS}."],[8,"A pair of {@creature jerbeen thief|HWCS|jerbeen thieves} steal from the party. This leads back to their {@creature vulpin captain|HWCS} leader, who runs a pickpocketing ring in town."]],"name":"Appendix E: Random Encounters; City Encounters (Levels 2-4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Cave Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d2} {@creature gray ooze|mm|gray oozes} conceal themselves as stagnant pools."],[2,"A {@creature shifting slime|HWCS} attacks."],[3,"{@dice 1d2} roosting {@creature swarm of emberbats|HWCS|swarms of emberbats} drop from the ceiling."],[4,"2 {@creature caustic slime|HWCS|caustic slimes} attack."],[5,"The party finds a 6-foot-tall bioluminescent mushroom."],[6,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[7,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[8,"{@dice 1d4} {@creature violet fungus} attack."]],"name":"Appendix E: Random Encounters; Cave Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Coast Encounters (Level 4)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"The party finds a small shrine to Gesme within a hidden grotto. The first player to pray here gains the ability to cast {@spell clairvoyance} once, without material components."],[2,"2 {@creature raptor explorer|HWCS|raptor explorers} are leading a {@creature strig tracker|HWCS} bounty hunter to the party."],[3,"{@dice 1d4} giant petrels circle overhead (use the stat block for a {@creature giant eagle}, but with a 30 ft. swim speed)."],[4,"A violent storm rolls in. If the party chooses not to take shelter, they must make a DC 14 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} on a failure."],[5,"A mass of seaweed turns out to be a {@creature shambling mound}."],[6,"A ship is stolen from the docks by {@dice 1d4 + 1} {@creature birdfolk sailor|HWCS} pirates, led by a {@creature jerbeen swashbuckler|HWCS}."],[7,"A sinking ship is spotted with its crew aboard. There are {@dice 1d3} {@creature hunter shark|mm|hunter sharks} circling in the water."],[8,"A crashing wave sweeps in, and the party must make a DC 14 Strength saving throw or be swept 80 feet into the sea, where a {@creature water elemental} lies in wait."]],"name":"Appendix E: Random Encounters; Coast Encounters (Level 4)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Forest Encounters (Level 1-2)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 2d4} {@creature mapach bandit|HWCS|mapach bandits} ambush the party."],[2,"{@dice 1d2} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack the party."],[3,"{@dice 1d4} {@creature magmin} can be spotted burning foliage through the trees. They haven't started a fire yet, but they will if left unchecked."],[4,"The party finds a moss covered shrine to Reya. The first character that stops to pray here gains the ability to cast {@spell elevated sight|HWCS} once."],[5,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature jerbeen thief|HWCS} spring from the forest, offering safe passage for a road toll of 3 gp per party member. They will attack if the toll is not paid immediately."],[6,"{@dice 1d3} {@creature wolf|mm|wolves} led by a {@creature dire wolf} attack the party."],[7,"A {@creature birdfolk skirmisher|HWCS} on patrol is struggling in a large spider web and calling for help. He has been bound in silk, requiring a DC 15 Strength check or one round using a cutting tool to free him. There are {@dice 1d2 + 1} {@creature giant spider|mm|giant spiders} hidden in the trees."],[8,"A bandit's net trap has been laid across the trail and covered with leaves. It can be spotted with a DC 15 Wisdom ({@skill Perception}) check. If players walk into it, the trap springs, and players must make a DC 14 Dexterity saving throw to avoid getting caught. On a failure, you can roll on this table again to complicate the encounter."]],"name":"Appendix E: Random Encounters; Forest Encounters (Level 1-2)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Mountain Encounters (Levels 2-3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"Two {@creature griffon|mm|griffons} can be seen in the distance. They give a warning shriek. The party can find another route, losing ground and rolling again on this table, or fight them."],[2,"{@dice 1d4} {@creature mapach bandit|HWCS|mapach bandits} and a {@creature vulpin captain|HWCS} attack."],[3,"A hungry {@creature basilisk} appears."],[4,"{@dice 1d4} {@creature jerbeen thief|HWCS|jerbeen thieves} attack."],[5,"{@dice 1d4} {@creature mountain lion|HWCS|mountain lions} attack."],[6,"The weather suddenly shifts to a bitter storm. If the party chooses not to take shelter, they must make a DC 13 Constitution saving throw while traveling, suffering a level of {@condition exhaustion} from the cold on a failure."],[7,"The party finds a weathered shrine to Altus. The first character that stops to pray here gains the ability to cast {@spell enhance ability} once, without using material components. The player may only select either the {@b Bear's Endurance} or {@b Bull's Strength} options when the spell is cast."],[8,"The party finds a roost of {@dice 1d3} {@creature giant eagle|mm|giant eagles} with {@dice 1d4} young (Medium sized beasts that cannot attack) with them. They will attack unless the party can convince them they are not a threat."]],"name":"Appendix E: Random Encounters; Mountain Encounters (Levels 2-3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Scorched Grove Encounters (Level 3)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d4 + 1} {@creature swarm of emberbats|HWCS|swarms of emberbats} attack."],[2,"An {@creature ashsnake|HWCS} attacks. If the party is hunting for the ashsnake in {@adventure Part 3|HWAitW|3}, it is waiting to ambush them."],[3,"The party finds a small stand of scorched trees, two of which tower above the others. When approached these two {@creature awakened tree|mm|awakened trees} attack with branches that glow with embers. Their attacks deal fire damage instead of bludgeoning damage, and can set flammable objects carried by characters on fire."],[4,"One {@creature fire elemental} can be seen off in the distance. Players must make a DC 10 Dexterity ({@skill Stealth}) check to avoid its notice, otherwise it will see them and attack. "],[5,"{@dice 1d3} {@creature magma mephit|mm|magma mephits} and {@dice 1d2} {@creature dust mephit|mm|dust mephits} attack."],[6,"{@dice 1d4} {@creature magmin} attack."],[7,"A Tender is being attacked by a {@creature swarm of emberbats|HWCS}."],[8,"A field of geysers lays ahead, each intermittently spraying scalding gases into the air. The party can attempt to cross cautiously with a DC 16 Intelligence check to notice a pattern, or by making three DC 14 Dexterity saving throws, taking 4 ({@dice 1d8}) fire damage on each failure. Pass or fail, after 3 saving throws they've made it across. Alternatively, party members can choose to go around. If so, roll again on this table."]],"name":"Appendix E: Random Encounters; Scorched Grove Encounters (Level 3)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"Swamp Encounters (Level 1)","colLabels":["d8","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"{@dice 1d3} {@creature birdfolk skeleton|HWCS|birdfolk skeletons}, covered in moss rise from the murky water and attack."],[2,"Two {@creature sticky slime|HWCS|sticky slimes} and a {@creature caustic slime|HWCS} attack."],[3,"The party stumbles upon a {@creature swarm of quippers} in the water. Players with a passive Perception of 15 or higher notice the swarm and avoid it."],[4,"The party finds a fungus covered shrine to Henwin within a tangle of plant life. The first character to pray here gains the ability to cast {@spell spiny shield|HWCS} once, without using material components."],[5,"{@dice 1d4} {@creature sticky slime|HWCS|sticky slimes} attack."],[6,"{@dice 1d2} {@creature swarm of insects|MM|swarms of insects} envelop the party. They have a walking speed of 5 ft., a 30 ft. flying speed, and no climbing speed."],[7,"Two {@creature caustic slime|HWCS|caustic slimes} attack."],[8,"A birdfolk researcher caught in quicksand. Requires a DC 12 Strength ({@skill Athletics}) check to free. Roll again on this table to complicate the encounter."]],"name":"Appendix E: Random Encounters; Swamp Encounters (Level 1)","page":215,"source":"HWCS","chapter":{"name":"App. E: Random Encounters","index":9}},{"caption":"What did They Find?","colLabels":["d20","They find..."],"colStyles":["col-1 text-center","col-11"],"rows":[[1,"A carefully cleaned and varnished mouse skull."],[2,"A ruby statue worth 50 gp, but birdfolk and humblefolk alike believe it to be cursed."],[3,"A golden coin dating back to the very founding of Alderheart."],[4,"A small switch-knife hidden inside of a wooden spoon."],[5,"A holy symbol of an Amaranthine not worshiped in Humblewood."],[6,"A feather with brilliant tropical colors, not seen on any Humblewood birdfolk."],[7,"A ring with a strange seed where a gemstone would normally be."],[8,"A mechanical cricket, but its winding key is missing."],[9,"A thin length of chain, that when examined is actually made of seamless loops of wood."],[10,"A small bag containing hand polished marbles, each one with a different small insect in it."],[11,"A necklace made from the shells of small iridescent beetles."],[12,"A wooden frog that is perpetually slick with some kind of viscous moisture."],[13,"A short, thin twig that is unbendable and indestructible."],[14,"A locket made from a polished periwinkle shell. A strange sigil has been carved on the inside."],[15,"A glass jar filled with eight fireflies, each giving off light. One glows white, and the others glow a different color of the rainbow."],[16,"A bandit mask from a time before the Coalition."],[17,"A detailed onyx carving of a birdfolk skull. It is cold to the touch."],[18,"A silver pinecone that is completely immune to fire damage."],[19,"A locked music box. Mechanical chirping can occasionally be heard from inside."],[20,"A weathered parchment scroll, which unfurls to reveal music inscribed in long-faded ink."]],"name":"Appendix F: What did They Find?; What did They Find?","page":218,"source":"HWCS","chapter":{"name":"App. F: What did They Find?","index":10}},{"caption":"Franchise Logos or Livery","colLabels":["d10","Logo or Livery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The words \"Green Flan\" in Elvish"],["2","The symbol of Asmodeus"],["3","The name of the franchise's dead founder, elaborately engraved"],["4","A beholder's central eye"],["5","The silhouette of a catoblepas"],["6","Three werewolves howling at the moon"],["7","\"Lathander is Our Copilot\""],["8","A winking {@creature Jim Darkmagic|AI}"],["9","A snaking piece of barbed wire"],["10","The franchise's business number"]],"name":"Fast Franchise Generator; Franchise Logos or Livery","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Locations","colLabels":["d10","Headquarters"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tavern once owned by smugglers. Tunnel entrances have clearly been bricked over, and no one's quite sure where they all lead."],["2","A simple chapel to a long-forgotten god. The pews are awfully uncomfortable, but fragrant incense burns without ceasing."],["3","A battle-worn castle. A real fixer-upper, it's seen better days. Better years. Maybe even better centuries."],["4","A top-of-the-line naval vessel that has somehow been stranded miles inland."],["5","A private library. The franchise is free to use the space as long as no harm comes to the books."],["6","A hollowed-out statue of an ancient king."],["7","An early model airship. Very early. The balloon is mostly patches at this point—a motley assortment of ship sails, cloaks, and animal skins."],["8","A former blacksmith's shop, which was a former exercise studio, and a former cafe before that."],["9","A multicolor waterproof canvas stretched over a succession of jutting stone columns. Within, it always appears to be late spring."],["10","A creaking wagon that smells of turnips, and which is bigger inside than out."]],"name":"Fast Franchise Generator; Headquarters Locations","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Headquarters Quirks","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","One staircase leads to two different places somehow."],["2","Any kettle used in the kitchen screams when it boils."],["3","Every chair has one leg slightly shorter than the others."],["4","Every stairwell has an illusion of one additional step at the top."],["5","There's a nest in the attic. A big nest. Like, really big."],["6","Every Friday, the color of the walls changes to a different festive theme."],["7","The building was previously owned by a franchise rival, and the place is filled with their marketing materials."],["8","There's a space inside the headquarters that's clearly a room, but which has no doors."]],"name":"Fast Franchise Generator; Headquarters Quirks","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Memorable Majordomos","colLabels":["d6","Majordomo"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A consummate professional. No amount of blood, gore, or viscera will keep them from completing their duties."],["2","A sinister figure who sticks to the shadows and respond always to requests with, \"Yes, master.\""],["3","The ghost of the previous owner. They do a terrible job and refer to all prospective clients as trespassers."],["4","A brusque, deaf, retired military captain."],["5","An incredibly cheerful chef, who insists that no business is more pressing than a full belly."],["6","A druid that keeps an open door policy for any and all animals seeking shelter. Their cleaning policy is less rigorous."]],"name":"Fast Franchise Generator; Memorable Majordomos","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Reliable Connections","colLabels":["d8","Connection"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@b Kim the Kid}: The best fence in town."],["2","{@b Jeremy Snoot}: The most easily intimidated customs official in the city. From blueprints of government buildings to shipping manifests, he's your halfling."],["3","{@b York Battleby}: A dab hand at knitting and swinging a sword. He takes payment in liquor for either service."],["4","{@b Diana Fenwick}: Noble who wants to play criminal; enthusiastic, inexperienced, and loaded."],["5","{@b \"G\"}: The only thing known about this information broker is the dead-drop point where they exchange messages, and that they're never wrong."],["6","{@b Teresa Clearlake}: If you're looking for a place to lie low, her funeral home is ideal."],["7","{@b Jenkin Twotooth}: Always has a job for those looking to scrape together a few coins. Unfortunately, his teeth outnumber his scruples."],["8","{@b \"Mustard\" Micah}: Famous for being able to get goods and people past any blockade. Provided you don't mind said goods or people smelling strongly of mustard for the next month."]],"name":"Fast Franchise Generator; Reliable Connections","page":7,"source":"AI","chapter":{"name":"Acquisitions Incorporated","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Franchise Advancement","colLabels":["Levels","Franchise Rank","Licensed Region","New Staff","Franchise Tasks","Headquarters Features","Costs"],"rows":[["1–4","1","Settlement","Majordomo, 2 untrained hirelings, 1 skilled hireling","1 task","Starter headquarters","× 1"],["5–10","2","Small territory","4 untrained hirelings, 1 skilled hireling, 10 crew","2 tasks","Cosmetic, expansion, transportation, weapon","× 1.5"],["11–16","3","Large territory","8 untrained hirelings, 2 skilled hirelings, 10 crew","3 tasks","Arcane, defensive, franchise choice","× 3"],["17–20","4","Limited extraplanar","16 untrained hirelings, 4 skilled hirelings, 20 crew","4 tasks","Arcane, franchise choice, secret","× 5"]],"name":"Franchise Advancement","page":10,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Baseline Costs","colStyles":["col-10","col-2 text-right"],"colLabels":["Franchise Headquarters","Monthly Cost"],"rows":[["Horse-drawn carriage or wagon","15 gp"],["Farm or rural enterprise","20 gp"],["Settlement enterprise (guildhall, inn, tavern, shop, and so forth)","120 gp"],["Sailing ship, including all port fees","200 gp"],["Remote enterprise (fort, lighthouse, trading post, roadhouse, and so forth)","250 gp"],["Noble estate, large manor, fortified tower","350 gp"],["Airship","800 gp"],["Giant walking statue, magic locomotive","1,000 gp"],["Keep or small castle","3,000 gp"],["Large castle or palace","12,000 gp"]],"name":"Baseline Costs","page":17,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Cartographer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, It's a Rental"],["2","{@item Spyglass of Clairvoyance|AI}, Tale of Safe Travel"],["3","Map of Shortcuts, Map of the Moment"],["4","{@item Elder Cartographer's Glossography|AI}, Greater Tale of Safe Travel"]],"name":"The Cartographer","page":19,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Possible Map Mission Landmarks","colLabels":["d8","Landmark"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Ancient Sarcophagus of Gerald Smith"],["2","A tree labeled \"This tree\""],["3","\"The Last Resting Place of My Rich Brother that is Also a Bear Cave\""],["4","A range of peaks known as the Slightly Wobbly Spires"],["5","An ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere"],["6","A cave filled with screaming bioluminescent worms"],["7","The most haunted forest for ten miles in any direction"],["8","A huge pile of rocks with no other rocks within sight"]],"name":"Map of the Moment; Possible Map Mission Landmarks","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Cartographer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A paranoid person by nature, you like seeing what's ahead of you at all times."],["2","Your parent was a cartographer, their parent was a cartographer, and by the gods, you're going to be one too."],["3","You're fairly certain no one else in your party even knows how to hold a map, let alone read one."],["4","You like spyglasses. A lot."],["5","Your nickname as a child was \"the cartography kid.\""],["6","Contrary to popular opinion, the destination is much, much more important than the journey."],["7","A good map is like an adventure without the bugs. And the mud. And the wolves."],["8","You suffer from the nagging feeling of never knowing why you've come into a room, and you need the professional flourish that lets you cover for that."]],"name":"Why Be a Cartographer?","page":20,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Decisonist","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Tiebreaker"],["2","Absentee Ballot, {@item Coin of Decisionry|AI}"],["3","Better Odds, Inspired Decision"],["4","Charming Misdemeanor, Clandestine Kit"]],"name":"Decisionist; The Decisonist","page":21,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Coin of Decisionry \"Tails\" Image","colLabels":["d8","Tails"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@creature Omin Dran|AI}"],["2","Yourself"],["3","A pumpkin"],["4","A fourteen-headed hydra (it's a big coin)"],["5","An old despotic tyrant, their image defaced"],["6","A demon lord"],["7","A foaming tankard of beer"],["8","A Masked Lord of Waterdeep"]],"name":"Proficiencies and Starting Equipment; Coin of Decisionry \"Tails\" Image","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["d4","Decision"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Lucrative"],["2","Brand Appeal"],["3","Indeterminate"],["4","Ruinous"]],"name":"Coin of Decisionry","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Decisionist?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's always you who picks where everyone has lunch."],["2","Roughly half your choices are the right ones. You might as well just toss a coin for it."],["3","You have no idea. In fact, you're constantly plagued by indecision."],["4","Democracy is the greatest force for change in the world, but is ruined by everyone else voting."],["5","All the other positions were taken."],["6","You've always felt it was your calling to tell other people what to do. Now to make it official."],["7","When faced with two choices, you've always yearned for the freedom to choose both."],["8","As a child, you had a sibling make you choose which of your toys lived or died. You were never the same."]],"name":"Why Be a Decisionist?","page":22,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Favorite Methods to Destroy Documents","colLabels":["d6","Method"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Any way you like, provided you make a copy first"],["2","Mimic shredder"],["3","Fake dragon-head incinerator"],["4","The bottomless hole in the basement—at least you're pretty sure it's bottomless"],["5","Feeding it to the goat out back"],["6","Making your coworkers eat it by slipping it into their food, piece by piece—it's the only way to be sure"]],"name":"Documancer; Favorite Methods to Destroy Documents","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Documancer","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Gift of Words"],["2","{@item Documancy Satchel|AI}, Fluent in Boss"],["3","Satchel of Holding, Document Flexibility"],["4","Scroll Humidor, Scroll Service"]],"name":"The Documancer","page":23,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Documancer?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You heard a rumor once that signing a contract with your off hand is technically nonbinding, and you're desperate to see if it's true. For reasons."],["2","All businesses have their ups and downs, but there's always money to be made from \"processing fees.\""],["3","You have a habit of always being clear about what you've promised, but never saying when you'll do it."],["4","You love doing decorative scrollwork on documents, knowing that's the best place to hide the fine print."],["5","As a child, you learned to cross your fingers behind your back when making a promise. Now you yearn to make that legally binding."],["6","Your habit of screaming, \"No take backs!\" after any group decision seemed to suggest your true calling."],["7","You believe that language is an art, not a science. Who's to say what is or isn't a \"real\" word?"],["8","The smell of old parchment makes you giddy."]],"name":"Why Be a Documancer?","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Hoardsperson","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, What a Deal"],["2","{@item Living Loot Satchel|AI}, Living the Good Life"],["3","Secret Satchel, That Thing You Need"],["4","Portable Hole Satchel, That Expensive Thing You Need"]],"name":"The Hoardsperson","page":24,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Class-Based Living Loot Satchel","colLabels":["Class","Satchel"],"rows":[["Barbarian","Broad belt with a dozen hanging pockets"],["Bard","Lute case"],["Cleric","Hollowed-out holy tome"],["Druid","Made from natural, organic, locally sourced woven fibers"],["Fighter","A thick, battle-scarred iron lockbox"],["Paladin","A metal case with fine engraving and scrollwork"],["Ranger","A fur-lined bindle"],["Rogue","A nondescript coin pouch"],["Sorcerer","A battered leather satchel, prone to spitting out multicolored sparks at the seams"],["Warlock","A patchwork monster-leather satchel with a \"purely decorative\" fanged mouth."],["Wizard","A pocket dimension hidden up your sleeve or inside your hat"]],"name":"Class-Based Living Loot Satchel","page":25,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Hoardsperson?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You once tried to dive into a huge pool of gold coins. It hurt."],["2","You've been betrayed by your adventuring party before, and there's no way now that you'll trust anyone else to hold on to the loot"],["3","Once, through a series of increasingly complex negotiations, you traded a paper clip for temporary control of a minor fiefdom."],["4","Material possessions don't mean that much to you. Or at least that's the story you're going with."],["5","You've never had a problem spending other people's money. Surely keeping other people's money can't be that hard."],["6","You believe there's no such thing as worthless goods. Only unmotivated buyers."],["7","You're not a hoarder. More of a passionate collector. You can stop anytime you want. Really."],["8","Given the personalities of the other party members, it was mutually agreed that you were the only one who could be trusted"]],"name":"Why Be a Hoardsperson?","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Loremonger","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Whisper Jar|AI}"],["2","Need to Know, Whispered Encyclopedia"],["3","Construction Permits, Whispered Warnings"],["4","Efficient Upgrades, Whispered Arcana"]],"name":"The Loremonger","page":26,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Things Recorded in Your Whisper Jar","colLabels":["d8","Recording"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A live recording of the only performance of the mostly forgotten stage play {@i Tabaxi on a Hot Tin Roof}"],["2","The life's work of the loremonger who owned the jar before you"],["3","Every courageous thought you've ever had, to cover for how scared you are most of the time"],["4","Everything, because everyone else around you will eat their words one day!"],["5","The top seven places to eat fried rat skewers in every settlement you've ever visited"],["6","The entire family tree of every royal line, extant or lost, in Faerûn"],["7","A moment-by-moment review of your favorite {@creature Jim Darkmagic|AI} stage performance"],["8","The sound of raucous applause, which you play back liberally"]],"name":"Things Recorded in Your Whisper Jar","page":27,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Loremonger?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your favorite thing to hear is, \"I probably shouldn't say anything, but did you know... ?\""],["2","Your {@i whisper jar} is a better conversationalist than most people you've ever met."],["3","You can't keep a secret for the life of you, and you need to tell someone this thing you know or it's going to kill you!"],["4","You never know when someone else's words will come in handy."],["5","Peoples and cultures can never die as long as their stories are still told."],["6","You talked about a really cool idea once when you were drunk, and can't remember a word of it now. That'll never happen again."],["7","A person is only as good as their word, and you feel compelled to keep others honest."],["8","You can't read or write, so this whole recording-and-playing-back-what-you-say-in-a-jar thing is a huge benefit."]],"name":"Why Be a Loremonger?","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Obviator","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Opposition"],["2","Alchemist's Insight, {@item Obviator's Lenses|AI}"],["3","Advanced Preparations, {@item Travel Alchemical Kit|AI}"],["4","Enhanced Lenses, Obviate the Opposition"]],"name":"The Obviator","page":28,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Where You First Dabbled in Alchemy","colLabels":["d8","Learning Experience"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You traveled with a charlatan alchemist for years, until they were arrested for selling fake healing potions. You still remember how to get the taste just right."],["2","You were once the head dishwasher in a famous wizard's college."],["3","One of your parents was a healer in a small outpost, and they taught you that even the most mundane flora and natural materials can be used to wondrous effect."],["4","While lost in the Underdark, you were forced to consume mold, fungus, and insect parts to survive. You developed a taste for that sort of thing."],["5","You think you might be addicted to holy water. You just can't stop drinking it long enough to find out for sure."],["6","You were once the personnel manager of a struggling business and needed to come up with a herbal cure-all that would keep employees awake for eighteen-hour shifts. No one died. Mostly."],["7","As the child of a wealthy and despotic noble, you learned to smell {@condition poisoned} pastries a mile off. A shame that your siblings weren't so talented."],["8","As a server in a tavern, you refined the perfect hangover cure but never wrote the recipe down. Now you're desperate to recreate it."]],"name":"Alchemist's Insight; Where You First Dabbled in Alchemy","page":29,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Obviator?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","There's nothing that excites you more than a puzzle you can't immediately solve."],["2","Your favorite saying is, \"All according to plan.\" Especially when you have no idea what's going on."],["3","You have an entire room dedicated to notes and sketches connected by red yarn."],["4","Your plans are so detailed that they have plans of their own."],["5","You find the little details so much more interesting than... well, anything else."],["6","You already had the chemical burns on your hands. Might as well make it official."],["7","Methodical. Calculating. Brilliant. One day, you hope these words will apply to you."],["8","It's not paranoia if they really are out to get you. And if you're out to get them first."]],"name":"Why Be an Obviator?","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Occultant","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, Read the Kill"],["2","Eldritch Occultant, Bring Out Your Dead"],["3","Bead of Instant Karma, Death's Omen"],["4","Bead of Diverted Karma, Correct the Balance"]],"name":"The Occultant","page":30,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Ways to Read the Kill","colLabels":["d6","Reading"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Using a tiny bellows to pump one last breath into a corpse."],["2","Reading the entrails with special reading-the-entrails glasses."],["3","Burning a small piece of the body and looking for shapes in the smoke."],["4","A cautious, reasoned, professional guesstimate."],["5","Careful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe."],["6","You take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately."]],"name":"Ways to Read the Kill","page":31,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be an Occultant?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe in karmic balance, but hate the idea that \"balance\" means good and bad things can both happen to you. Good things happening to you and bad things happening to other people seems perfectly reasonable."],["2","You love drinking tea and hate cleaning up, so pretending that the dregs in those dozens of empty cups are there to show ill omens and portents is a perfect cover."],["3","You collected beads carved as skulls as a child. Nobody ever told you there was a career in that sort of thing."],["4","You watched someone close to you die, and were overcome by the feeling that you should be making money off it somehow."],["5","You've always owned a stuffed cat. You're not sure where it came from, but it's given you great career advice so far."],["6","You've always worn a lot of black."],["7","You really wanted a job where you can hide a fog machine under the desk for dramatic effect during meetings."],["8","You have an obsession with death that clearly marks you for great things."]],"name":"Why Be an Occultant?","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"The Secretarian","colStyles":["col-2 text-center","col-10"],"colLabels":["Franchise Rank","Features"],"rows":[["1","Proficiencies and Starting Equipment, {@item Sending Stone|AI}"],["2","{@item Portfolio Keeper|AI}, Rumor Mill"],["3","Cards of Sending, Improved Rumor Mill"],["4","Always Hiring, Charming Introduction"]],"name":"The Secretarian","page":32,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Quirks of Your Sending Stone","colLabels":["d8","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","It's a flip stone."],["2","It gets great reception everywhere except in your headquarters."],["3","It sometimes picks up other magical conversations."],["4","It's the perfect size, shape, and weight to be used as a skipping stone."],["5","It heats up when you use it, to the extent that it once burned through your gloves."],["6","It has an obnoxious ringtone that you can't work out how to change."],["7","It fails to notify you of incoming messages except for a faint pulsating glow."],["8","It's voice activated, so that every time you talk to someone, it tries to send a message to someone else."]],"name":"Quirks of Your Sending Stone","page":33,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Why Be a Secretarian?","colLabels":["d8","Reason"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You believe that people shouldn't work harder; they should work smarter. And then they should work harder."],["2","You've always yearned to be in the people business, because inanimate objects can't pay you."],["3","Being able to hand out \"Employee of the Month\" stickers has been a life-long dream."],["4","You believe that customer loyalty can't be bought, but that it can be rented at reasonable terms and rates."],["5","Your habit of constantly telling other people how they can improve makes you a master of performance reviews."],["6","You've always believed that the customer is satisfied when you say the customer is satisfied, and not a second before."],["7","You love the joy that other people get when you tell them what to do."],["8","Buzzwords was your first language."]],"name":"Why Be a Secretarian?","page":34,"source":"AI","chapter":{"name":"Growing Your Franchise","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Items","colLabels":["d10","Item"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A tooth from a previous victim, wrapped in a silk handkerchief"],["2","A calling card with your name on it"],["3","A quick charcoal sketch of your victim, done in your own hand"],["4","Petals from your favorite flower"],["5","Six drops of blood, either your own or someone else's"],["6","A carved ivory die with an eye instead of a pip on the 1 face"],["7","A copper coin bearing the likeness of a reaper"],["8","A tiny vial containing a few drops of the homemade ale you're so proud of"],["9","A riddle, joke, or verse"],["10","An IOU, accompanied by you taking something from the victim"]],"name":"Sending a Clear Message; Signature Items","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Barbarian Style","colLabels":["d10","Style"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A fur-lined, double-breasted suit with a corporate logo on the pocket"],["2","A hand-woven turban from a master tailor of Calimshan"],["3","Soft leather boots with a notable personal symbol etched into the side"],["4","A pair of suspenders made from the hide of a displacer beast"],["5","A gold belt buckle depicting the Dwarvish rune for chaos"],["6","A specially tailored belt pouch that you wear at the small of your back"],["7","Stylish mirrored spectacles"],["8","A specially dyed tunic containing all the colors of the rainbow in a swirled pattern"],["9","An overcoat with numerous pockets and leather patches on the elbows"],["10","Golden grillwork for your teeth, set with small gems that mark out ancient glyphs translating as \"Getting Paid\""]],"name":"Barbarian Style","page":53,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["d6","Spirit Guardian"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A half-orc enforcer called Joey Plantain, missing his right arm"],["2","A disgraced tax collector named Nibbin Clutchquill"],["3","An overly enthusiastic morale liaison called Apricot Reese"],["4","A grumpy dwarf carriage driver nicknamed Bolt"],["5","A pair of identical twin circus performers called Stella and Bella"],["6","An elf bodyguard known as Mistress Leafwind"]],"name":"Path of the Ancestral Guardian","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colStyles":["col-2 text-center","col-10"],"colLabels":["Totem Animal","Urban Replacements"],"rows":[["Bear","Otyugh, giant spider"],["Eagle","Crow, flying snake"],["Wolf","Giant rat, giant fire beetle"]],"name":"Path of the Totem Warrior","page":54,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Insults to Die For","colLabels":["d20","Insult"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Did your mother have any children who lived?"],["2","Who dressed you, a grimlock?"],["3","You smell like a hell hound's hindquarters."],["4","You're as helpful as a halfling."],["5","Let me guess. You're a self-taught wizard?"],["6","Your personality has all the warmth of a winter wolf."],["7","You're the loveliest hag in the coven."],["8","You're not the sharpest piercer in the cave."],["9","Aren't you a little short for a giant?"],["10","Truly, your intellect is as deep as a {@spell Tenser's floating disk}."],["11","Did you wake up in a troglodyte den this morning, or is that how you normally smell?"],["12","You must have been sick the day they taught fighting at warrior school."],["13","Gruumsh must have closed his eye when he created you."],["14","I can see you, but where's the dragon that pooped you out?"],["15","You've got all the good sense of a mind flayer's last meal."],["16","You don't know a beholder from a gas spore."],["17","I suspected you'd fallen out of the idiot tree, but I didn't know you were dragged through Stupid Forest afterward."],["18","There's nothing about your looks that a full-face helmet wouldn't improve."],["19","You're about as useful as an orc horde at a tea party."],["20","I've seen better-looking faces on a gibbering mouther."]],"name":"Cutting Wit and Wicked Barbs; Insults to Die For","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Notable Enemies","colLabels":["d10","Enemy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A guard captain who was fired for failing to catch you after you flouted the law"],["2","A former master bard whose songs you stole and knowledge you plundered"],["3","A lesser noble who you double-crossed in a brilliant scheme"],["4","A fallen paladin who you tricked into breaking their oath"],["5","A leader of another adventuring party who blames you for their downfall"],["6","A former adventuring partner who you cut loose because of their lack of skill"],["7","The master of a powerful guild whose wares you were involved in pilfering"],["8","A government official who you tricked into providing secrets"],["9","A former tavern owner who lost their business when you implicated them in a scheme they weren't actually involved in"],["10","A moneylender who you inadvertently bankrupted"]],"name":"The Wrong Kind of People; Notable Enemies","page":55,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relics of Faith","colLabels":["d8","Relic"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Saint's-thighbone walking stick (50 gp)"],["2","Do-it-yourself indulgence kit (10 gp)"],["3","Holy-water-brewed ale (20 gp)"],["4","Deva wing-feather bookmark (10 gp)"],["5","Deity-autographed holy symbol (100 gp)"],["6","Scratch-and-sniff icon (5 gp)"],["7","Planetar shaving set (15 gp)"],["8","Unexpurgated holy texts with all the really naughty bits (10 gp)"]],"name":"Divine Deals; Relics of Faith","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Meditative Rituals","colLabels":["d8","Ritual"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Fifteen minutes of deity-mandated calisthenics"],["2","Handwriting a detailed agenda for the next 24 hours"],["3","Sitting in silence for 15 minutes, while screaming \"Shut up!\" at anyone who makes noise"],["4","Sleep another hour; your deity says it's fine"],["5","Burning incense and lighting a candle on a makeshift altar while you recite your vows"],["6","Practicing battle forms and stances"],["7","Creating a new likeness of your deity out of whatever materials you have on hand"],["8","Drinking a lot of wine (sacramental, of course)"]],"name":"Clerical Routine; Meditative Rituals","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Relationship with Your Deity","colLabels":["d10","Relationship"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your deity possesses you and speaks through your lips, and you need someone else to take notes."],["2","You see your deity's signs in the movements of creatures, the changing weather, the shapes of buildings, other stuff."],["3","In secret, you curse the burden your deity has placed on you."],["4","You wonder often if you're worthy of your deity's gifts."],["5","You're convinced your deity isn't all-knowing, because they clearly have no idea what you really get up to."],["6","Your deity gives you power and you give them glory—at any cost."],["7","Those other clerics don't love your deity like you do."],["8","You were raised religious, but you only really go to church on the high holidays."],["9","Your deity's grace gives you peace. Their anger drives your fury."],["10","You've got buyer's remorse, and you're wondering if this is really the deity for you."]],"name":"The Ways of Faith; Relationship with Your Deity","page":56,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Distinguishing Features of Wild Shape","colLabels":["d6","Feature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Your pelt is rich hues of gold and silver so bright that they reflect light."],["2","When you take wild shape form, it's a painful, squelchy process that usually leaves your fellow adventurers queasy."],["3","Your wild shape forms all wear an identical ceremonial bracelet on one limb, decorated with teeth."],["4","A dark patch on your body is recognizable as the silhouette of {@creature Omin Dran|AI}"],["5","You always have twigs, leaves, and other refuse tangled in your fur or hair."],["6","When you switch back to your normal form, one hand always manages to retain its fur or feathers for a short while."]],"name":"Running Wild; Distinguishing Features of Wild Shape","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Sanctuaries","colLabels":["d10","Sanctuary"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A cemetery that acts as a de facto park"],["2","A museum hosting rare plants and animals from other lands"],["3","A swampy patch, unsuitable for building, teeming with marsh flora and fauna"],["4","A large copse containing the habitats of tree-dwelling animals"],["5","A community garden whose bounty is shared by local residents"],["6","A ruined section of the city that has been reclaimed by nature"],["7","A zoo overseen by a strange but powerful fellow druid"],["8","A private park that charges a fee for entrance, ensuring that only the wealthy can enjoy its serenity"],["9","A nature reserve stocked with scared and confused animals that are hunted for sport"],["10","A business that grows and harvests rare and exotic plants and animals for creating magical and mundane products"]],"name":"Nature in Unlikely Places; Urban Sanctuaries","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Creatures to Care For","colLabels":["d10","Creature"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A carnivorous plant with a taste for fine foods"],["2","A colony of bees whose hive once hung from a tree in your homeland"],["3","A seven-legged pygmy giant spider once used as a pixie's mount"],["4","A baby death dog that shows no evil tendencies (yet)"],["5","An orphaned owlbear cub-chick with a never-ending cold"],["6","An unhatched silvery egg that is ice-cold to the touch"],["7","A very small, very old awakened shrub"],["8","A grouchy badger that lives under your bed"],["9","A feral cat that thinks it's much tougher than it is"],["10","A friendly stirge that nests in your backpack and drinks only fruit juice"]],"name":"Steward of Nature; Creatures to Care For","page":58,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Martial Tricks","colLabels":["d6","Trick"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You are an expert at pretending you've been injured to the point where you can't possibly go on. By goading foes to finish you off, you keep your allies safe as you reveal how much fight you still have in you."],["2","You always keep a small pouch of salt or sand at your belt. If you can blind an opponent, even momentarily, you can usually end a fight quickly."],["3","You fight with your off hand at the start of a battle, so that your opponent sets their defenses and attacks to one side. Then you quickly switch hands at the most opportune moment, making your foe wonder what other tricks you might play."],["4","Swearing, name-calling, political satire—you do it all. You make use of a range of down-and-dirty fighting epithets that would make an ogre barbarian blush."],["5","You constantly converse with your opponents during the battle, doing whatever you can to distract them or get into their heads. It's surprising how many combatants enter a fight not knowing whether their boots have come untied."],["6","You have a belt pouch specially made to release ball bearings or caltrops in the thick of the fight, forcing your enemies to avoid those hazards while fending off your blows."]],"name":"Keeping them Guessing; Martial Tricks","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Signature Equipment","colLabels":["d12","Equipment"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Handcrafted arrows whose heads bear the mark of a lightning bolt, and which give a distinctive whistle when fired"],["2","A shield made from the shell of a giant turtle"],["3","A matching shortsword and dagger, decorated to look like the upper and lower jaws of a carnivorous dinosaur"],["4","A battleaxe with its head shaped like the flowing hair of a dwarf warrior"],["5","A suit of armor made from the discarded chitin of giant arthropods"],["6","A pair of boots fashioned to look like the paws of a large feline"],["7","A sword whose pommel is shaped in the form of a hand, so that you shake the hand when you wield it"],["8","A hammer forged to resemble a giant's fist on one side and a dragon's head on the other"],["9","A helmet shaped like the head of a hare, with tiny diamonds for eyes"],["10","A bow carved with images of the phases of the moon"],["11","A dagger with a handle made of bone, etched with worn and unreadable runes"],["12","A backpack made from the leather and fur of a skunk"]],"name":"Wielding the Best; Signature Equipment","page":59,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Victory Celebration","colLabels":["d10","Celebration"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A finely honed, well-choreographed dance"],["2","Ale! And then more ale!"],["3","Seizing a trophy from a vanquished foe"],["4","Composing a poem extolling your valiant combat prowess"],["5","Adding a commemorative square to your battle quilt"],["6","Adding a decorative stencil to your favorite weapon or armor"],["7","Paying the town crier to proclaim your victory"],["8","Commissioning a painting of the battle"],["9","Praising surviving enemies for a job well done, no hard feelings"],["10","There is no time to celebrate, for your war is eternal!"]],"name":"Victory Is Yours; Victory Celebration","page":60,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Subtle Stances","colLabels":["d8","Stance"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Incontinent Elder—Standing straight, knees together (excellent for surviving those long queues)"],["2","Addled Adder—Lying flat on the ground (perfect when attempting to hide)"],["3","Ponderous Pudding—Collapsed in a heap (useful when trying to disguise yourself as a drunken fool)"],["4","Frightened Gnome—Curled in the fetal position (excellent when about to take a lot of damage)"],["5","Ambitious Student—Standing with one armed raised (useful when trying to be seen)"],["6","Boisterous Brewmaster—Hand raised as if making a toast (excellent at preventing being slapped)"],["7","Hardy Harpy—Arms flapping wildly while singing (inspires people to leave you alone, and good for cooling off on hot days)"],["8","Broken Bridge—Face down on the ground with knees bent and posterior up (reduces visibility to foes in front, and makes a useful ramp for allies to jump off)"]],"name":"Stances for Success; Subtle Stances","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Ancient Tomes","colLabels":["d10","Tome"],"colStyles":["text-center col-2","col-10"],"rows":[["1","{@i Gambling with the Gods}"],["2","{@i Plowshares into Swords}"],["3","{@i The Poetry of Flumphism}"],["4","{@i Monsters are People Too}"],["5","{@i Oracles of the Future}"],["6","{@i The Sociable Hermit}"],["7","{@i The Enigma of Air}"],["8","{@i The Compendium of Limitless Space}"],["9","{@i The Organic Sun and Moon Cookbook}"],["10","{@i Life is Endless Calamities, What Are You Going to Do About It}?"]],"name":"By the Book; Ancient Tomes","page":61,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Commercial Monasteries","colLabels":["d10","Monastery"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Monastery of the Eternal Spirits (legendary distillers)"],["2","House of the Upright Arches (creators of quality footwear)"],["3","Dome of the Curious Quill (makers of parchment, ink, and writing quills)"],["4","Crystal Bastion (makers of crystal goblets and ornaments)"],["5","Monastery Actuary (underwriters of reasonably priced insurance policies)"],["6","House of Hot Ki (delicious barbecue take-out)"],["7","Sage's Retreat (custom research services)"],["8","Monastery of the Wayward Grape (vintners of fine wines)"],["9","Spider's House Retreat (drow trainers of giant spiders as mounts and companions)"],["10","Hall of Mysteries (investigators for hire)"]],"name":"Ascetic Business Practices; Commercial Monasteries","page":62,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Terrible Secrets","colLabels":["d6","Secret"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Before taking your paladin oath, you accidentally publicly humiliated a good friend. You have sworn to make it up to them, despite them wanting nothing to do with you."],["2","You took another person's identity to escape the law in your younger days—and quickly came to realize that this person was far cooler than the real you. If anyone finds out your true identity, your reputation will suffer."],["3","You were the child of nobles who were found guilty of stealing vast sums from their subjects. If your identity is discovered, you might be hunted down. But you might also be in line for a massive inheritance."],["4","You once belonged to an organization that was eventually banned because a typo in its name made it appear seditious. If anyone discovers this, you run the risk of being mistaken for an enemy of the realm."],["5","You made a deal with a fiendish creature to escape trouble or save another character's life. Emissaries of this fiend appear occasionally to tell you that the paperwork regarding the debt you owe is temporarily lost, but they're working on it."],["6","You owe an enormous amount of money to a forgetful and amoral person. So far, that person has made no sign of wanting you to repay the debt, and you have no idea what to do about that."]],"name":"Things Best Left Unsaid; Terrible Secrets","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Legendary Catchphrases","colLabels":["d8","Catchphrase"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Looks like this is the end. So let's go back to the beginning."],["2","There's only one way out of this pickle, and that's by breaking a few jars!"],["3","Looks like trouble has some vacation time coming up. So let's book it a nice inn."],["4","We've got a real game of cat and mouse here... so it's time to eat some cheese."],["5","Is that all I've got?!"],["6","It's always darkest before the dawn, except when the moon is full. So let's moon!"],["7","We might be beaten, but we're not beaten! Because \"beaten\" means different things in both those contexts!"],["8","\"Surrender\" is my middle name, but it was a family thing and I never use it!"]],"name":"Fixer of Problems; Legendary Catchphrases","page":63,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Urban Beast Friends","colLabels":["d10","Beast"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Rat"],["2","Pigeon"],["3","Skunk"],["4","Crow"],["5","Raccoon"],["6","Possum"],["7","Snake"],["8","Toad"],["9","Giant beetle"],["10","Lizard"]],"name":"Animals are Everywhere; Urban Beast Friends","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Disguised Weapons","colLabels":["d6","Object (Improvised Weapon)"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The roasted drumstick of a huge bird (greatclub; longsword if a shard of bone is broken off)"],["2","A long loaf of stale bread (mace)"],["3","A musical instrument missing all but one string (shortbow)"],["4","A racket used in a popular sport (handaxe, battleaxe)"],["5","A metal-tipped crutch (greatsword, spear)"],["6","A large bottle of wine (mace, shortsword if shattered)"]],"name":"No Weapons Allowed; Disguised Weapons","page":64,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Points of Interest","colLabels":["d8","Point of Interest"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A secret cove a few hours' north of town that is a known meeting spot for pirates."],["2","A sewer system underneath the local guardhouse."],["3","The quaint settlement where you grew up, and where you send most of what you earn adventuring."],["4","A caravan of merchants and sellswords that follows a regular route across the land."],["5","A temple built to honor a dark god, long abandoned."],["6","The final resting place of the ranger who trained you."],["7","The shady market known as Gort Jorkle's Afflicted Finery, openly and proudly selling the most illegal things imaginable."],["8","An unnamed hill where a ruined tower appears at midnight, then vanishes again at dawn."]],"name":"Places to Go; Points of Interest","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Favorite Trophies","colLabels":["d10","Trophy"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The handkerchief of a noble's paramour, with their initials sewn into it as well as the date and the place the gift was given. Perfect blackmail fodder."],["2","A silver goblet from the kitchens of a castle in a wealthy land. It still smells of the wonderful burgundy that was in it when you stole it."],["3","A gold-tipped fountain pen stolen from the breast pocket of a royal wizard."],["4","A piece of intricately woven curtain you had to cut to escape a mayor's manor after stealing their valuables."],["5","A gray cat with white feet, once the pet of a rich merchant's spoiled child. She almost blew your cover. Now she knows when to keep quiet, and she's great at catching mice."],["6","A small statue of a ballerina, broken off from a marble fountain in a city from which you're now banned."],["7","A serpentine lapel pin set with tiny diamonds, which you slipped off the chest of a noble whose fete you finessed your way into."],["8","The solid-gold hammer holy symbol of that one rude blacksmith who refused to fix your sword."],["9","A full potion bottle from the temple of Oghma, marked \"Drink in case of emergency.\" So far, no one has dared you to drink it."],["10","A cracked mirror from a mystic's tower, which sometimes shows you a glint of another realm in one of its shards."]],"name":"Sign of Success; Favorite Trophies","page":65,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Former Guilds","colLabels":["d8","Guild"],"colStyles":["text-center col-2","col-10"],"rows":[["1","The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats"],["2","The Char Hawks, whose front operation is a well-known cleaning service"],["3","The Flattering Butchers, known for their sales of discount meat of unknown provenance"],["4","The Profane Pilferers, who leave lewd calling cards at the scenes of their crimes"],["5","The Undead Rangers, whose cover is that they have nothing to do with rangers or the undead"],["6","The Loyalists, ironically known for breaking contracts at an alarming rate"],["7","The Robust Vultures, who make use of flying magic for specialty jobs"],["8","The Quick and the Fred, who all use \"Fred\" as an alias"]],"name":"Old Business Ties; Former Guilds","page":66,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Unusual Arcane Focuses","colLabels":["d10","Focus"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A stuffed weasel with fake diamonds for eyes"],["2","A rare gold coin that sparkles as you cast"],["3","A copper belt buckle created in your own likeness"],["4","A pair of silver spectacles whose lenses change color based on the school of spell you're casting"],["5","A well-preserved sausage that smells delicious to you and any other creature nearby"],["6","A gold harmonica that cranks out a dramatic tune when you cast"],["7","A shrunken gnome head that blinks and sticks its tongue out occasionally"],["8","A polo mallet carved in the shape of the tarrasque"],["9","A flask of liquid that changes color each time you cast"],["10","The antler stub of a peryton, decorated with nymph hair and pixie dust"]],"name":"Focusing with Flair; Unusual Arcane Focuses","page":67,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Residual Magic","colLabels":["d10","Effect"],"colStyles":["text-center col-2","col-10"],"rows":[["1","A smell just slightly less noxious than troglodyte musk wafts off you from time to time."],["2","At random, your voice shifts three octaves higher or lower than normal."],["3","Your hair changes color for 1 hour. If you don't have hair, you grow silver hair that lasts for 1 hour, then falls out."],["4","At random, your speech and movement suggest that you are blind drunk."],["5","Your eyes glow for 1 minute, cycling intermittently through red, blue, and green."],["6","Sometimes when you deal damage to a creature, a disembodied voice near you shouts out, \"Boo yah!\""],["7","Blood momentarily drips from your ears and eyes."],["8","Your fingernails grow out to gnarled talons. This new growth falls off after 10 minutes or if you touch something."],["9","Intermittently, any somatic components for spells you cast take the form of violent coughing."],["10","For 1 minute, you are 6 inches shorter or taller than normal."]],"name":"Personal Magic; Residual Magic","page":68,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Otherworldly Quirks","colLabels":["d10","Quirk"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Every meal you eat must involve copious amounts of raw onions."],["2","When you are in a stressful situation, you shout every fourth word you speak."],["3","You have a second set of ears that emerge and retract whenever you are actively listening."],["4","You can't bear to touch anything valuable without wearing gloves."],["5","When you wash or bathe, anything less than uncomfortably hot water feels cold to you."],["6","You have to slap some creature roughly before you can get a good night's sleep."],["7","You're just not comfortable unless your clothing features garishly contrasting colors or patterns."],["8","When you cast a spell, the verbal or somatic component must involve a mild obscenity."],["9","Your hair grows so quickly that you must cut it during every short or long rest."],["10","When people call you by your correct name, you constantly admonish them by telling them your correct name."]],"name":"Eldritch Affectations; Otherworldly Quirks","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Cool Mottos","colLabels":["d6","Motto"],"colStyles":["text-center col-2","col-10"],"rows":[["1","\"I don't break even; I get even.\""],["2","\"I'm the prophet of profit, and I've got a prediction for success.\""],["3","\"Victory is the finest perfume, and I smell delightful.\""],["4","\"Your treasure is my business.\""],["5","\"To err is human, so I'm not.\""],["6","\"I get the job done rather than thinking up fancy mottos.\""]],"name":"Marketing Is Everything; Cool Mottos","page":69,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Lingering Nightmares","colLabels":["d6","Nightmare"],"colStyles":["text-center col-2","col-10"],"rows":[["1","You stand atop a cliff as an apocalyptic sea monster emerges and begins painting the world around you with a brush in each tentacle. You cannot escape its attention, but wake up just before you are recolored."],["2","You dream about walking on pieces of paper, each of which is scribed with the word \"eggshells.\" This is written in multiple languages, some of which you can't read."],["3","You are giving the most important presentation of your career, and the magic you are using to create an impressive visual display has gone haywire. It now displays an illusory image of you wearing nothing but a strategically placed scarf."],["4","A franchise staff member has gained a huge inheritance and retired. A note signed by you indicates that you withdrew the same huge amount of cash from company accounts the day before, but you have no memory of doing so."],["5","You feel the pleasant tickling of feathers, then look up to find a cockatrice preening on your chest."],["6","All your pockets have been torn open, but you can't stop placing valuable objects in them. Each time an object falls out of a pocket, you pick it up, then put it in a pocket again."]],"name":"Nightmare Magic; Lingering Nightmares","page":70,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Arcane Masters","colLabels":["d8","Master"],"colStyles":["text-center col-2","col-10"],"rows":[["1","Philia Fjor, a half-elf abjurer who baked cupcakes that functioned as potions."],["2","Oghhga, a mute half-orc diviner who beat her unsuccessful students to death with rocks."],["3","Impler Rickys, a gnome transmuter who lived under a bridge and worked for candied beets and honey peanuts."],["4","Dame Melna Rothburntonberryville, a 238-year-old elf croquet player and evoker, and hero of the first, second, third, fifth, and sixth Troll Wars. (She was out on maternity leave during the fourth.)"],["5","Fernstern Drockburn, a deep gnome ventriloquist and conjurer, and his \"dummy\" Vinceroy, an imp familiar in a puppet suit."],["6","Loa Hatt, a tiefling illusionist and cobbler, whose rumored dealings with devils led to many jokes about fixing soles while destroying souls."],["7","Reni the Hare, a halfling enchanter with an odd fondness for carrots. You ate a lot of carrots as an apprentice. You don't much like carrots anymore."],["8","Sylvester Delague, a human necromancer whose greatest possession was a portrait painted by an ex-student, said to capture his green eyes perfectly. In truth, Sylvester was color-blind, and the portrait's eyes are bloodshot red. No one ever told him."]],"name":"Learning from the Best; Arcane Masters","page":71,"source":"AI","chapter":{"name":"Player Options","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Score","Modifier","Score","Modifier"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-4 text-right"],"rows":[["1","−5","16–17","+3"],["2–3","−4","18–19","+4"],["4–5","−3","20–21","+5"],["6–7","−2","22–23","+6"],["8–9","−1","24–25","+7"],["10–11","+0","26–27","+8"],["12–13","+1","28–29","+9"],["14–15","+2","30","+10"]],"name":"Ability Scores and Modifiers","page":7,"source":"RMR","chapter":{"name":"How to Play","ordinal":{"type":"chapter","identifier":1},"index":0}},{"colLabels":["{@comic {@dice d12}}","{@comic Surprise}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ghostly hand appears and slaps a random character for {@dice 2d4} bludgeoning damage. If this kills them, they rise as a spectral presence that follows the group, endlessly slapping them as well."],["2","Five {@creature Giant Rat||giant rats} burst from the ground and attack. Name them after your favorite boy band."],["3","Every magic potion the party carries has turned to spoiled milk."],["4","Point at the character who last spoke. Their left foot has fallen asleep, causing them to suffer {@b −}1 Dexterity for an hour."],["5","Two {@creature Flameskull||flameskulls} fly in, accompanied by loud heavy metal music. They attack."],["6","A lone {@creature flameskull} flies in, looking for his two friends who ditched him on the way to a heavy metal concert. He's confused and angry and also attacks."],["7","The party hears a scraping noise coming from the nearby wall. Make it seem important to the story. Use this noise to focus the group and lead them to the next encounter."],["8","A random character vomits up an {@creature ochre jelly}. Describe the burning sensation as it erupts from the character's feeble mouth-hole. Make the party regret ever wasting your time."],["9","A random character's favorite weapon just gained magical intelligence and starts nagging them about getting on with the adventure."],["10","An arrow suddenly shoots out from the shadows and hits the character who is pissing you off. The character takes {@dice 1d6 + 4} piercing damage and should reconsider their current course of action."],["11","Something gold and shiny catches the eye of a party member. What is it? Whatever you want."],["12","Pick a random character. Tell them their esophagus is cursed."]],"name":"Surprise","page":17,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["{@comic {@dice d12}}","{@comic CuFuC}"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you made this roll during an attack, you just hit a random character with double critical damage instead. If this roll was non-combat, you're so angry at f***ing up that you attack a random character with your primary weapon in frustration."],["2","Give the die that made this roll to another player at the table. They must use this die for the rest of the game session and, every time they roll it, they have to say \"Bad, die. BAD!\""],["3","All your hair falls out. Yes, even down there..."],["4","All your magic items have turned into nonmagical versions of the same stuff."],["5","Roll twice on the SURPRISE table from earlier in this chapter."],["6","You take {@dice 1d12} force damage. Describe in excruciating detail what you did to earn this embarrassing injury."],["7","You get a paper cut. If you fail a DC 16 Constitution saving throw, you lose {@dice 1d6} hit points from blood loss at the start of each of your turns for the next {@dice 1d6} rounds."],["8","The weapon or item you were using when you made this crappy roll catches on fire. Throw it away or take {@dice 2d10} fire damage while it smolders."],["9","Whatever you were doing when this roll took place just became a comedic pratfall that hits you in the junk. Take {@dice 2d6} bludgeoning damage, and if you had a point of Inspiration, it's now gone."],["10","You are so angry at your stupid mistake that an important grouping of blood vessels in your brain bursts. Permanently lose 1 Intelligence and your sense of smell."],["11","Your roll was so bad that you forsake the gods. If you're a cleric you poop yourself every time you cast a spell until you finish a long rest."],["12","Your internal organs are replaced with stinging bees. Instant death. No saving throw."]],"name":"Critical Hits","page":28,"source":"RMR","chapter":{"name":"Combat","ordinal":{"type":"chapter","identifier":2},"index":1}},{"colLabels":["Experience Points","Level","Proficiency Bonus"],"colStyles":["col-2 text-center","col-2 text-right","col-8 text-right"],"rows":[["0","1","+2"],["300","2","+2"],["900","3","+2"],["2,700","4","+2"],["6,500","5","+3"]],"name":"Rewards","page":35,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Leather","10 gp","11*","10 lb."],["Studded leather","45 gp","12*","13 lb."]],"footnotes":["*You add your Dexterity modifier to your Armor Class when you wear this armor."],"name":"Light Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Hide","10 gp","12**","12 lb."],["Chain shirt","50 gp","13**","20 lb."],["Scale mail","50 gp","14**","45 lb."],["Breastplate","400 gp","14**","20 lb."]],"footnotes":["**You add your Dexterity modifier, to a maximum of +2, to your Armor Class when you wear this armor."],"name":"Medium Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Ring mail","30 gp","14","40 lb."],["Chain mail","75 gp","16","55 lb."],["Splint","200 gp","17","60 lb."]],"name":"Heavy Armor","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Armor","Cost","Armor Class (AC)","Weight"],"colStyles":["col-3","col-3 text-right","col-3 text-center","col-3 text-center"],"rows":[["Shield","10 gp","+2","6 lb."]],"name":"Shields","page":37,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Club","1 sp","{@dice 1d4} bludgeoning","2 lb.","Light"],["Dagger","2 gp","{@dice 1d4} piercing","1 lb.","Finesse, light, thrown (range 20/60)"],["Greatclub","2 sp","{@dice 1d8} bludgeoning","10 lb.","Two-handed"],["Handaxe","5 gp","{@dice 1d6} slashing","2 lb.","Light, thrown (range 20/60)"],["Javelin","5 sp","{@dice 1d6} piercing","2 lb.","Thrown (range 30/120)"],["Light hammer","2 gp","{@dice 1d4} bludgeoning","2 lb.","Light, thrown (range 20/60)"],["Mace","5 gp","{@dice 1d6} bludgeoning","4 lb.","—"],["Quarterstaff","2 sp","{@dice 1d6} bludgeoning","4 lb.","Versatile ({@dice 1d8})"],["Spear","1 gp","{@dice 1d6} piercing","3 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"]],"name":"Simple Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, light","25 gp","{@dice 1d8} piercing","5 lb.","Ammunition (range 80/320), loading, two-handed"],["Shortbow","25 gp","{@dice 1d6} piercing","2 lb.","Ammunition (range 80/320), two-handed"]],"name":"Simple Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Battleaxe","10 gp","{@dice 1d8} slashing","4 lb.","Versatile ({@dice 1d10})"],["Greataxe","30 gp","{@dice 1d12} slashing","7 lb.","Heavy, two-handed"],["Greatsword","50 gp","{@dice 2d6} slashing","6 lb.","Heavy, two-handed"],["Longsword","15 gp","{@dice 1d8} slashing","3 lb.","Versatile ({@dice 1d10})"],["Maul","10 gp","{@dice 2d6} bludgeoning","10 lb.","Heavy, two-handed"],["Morningstar","15 gp","{@dice 1d8} piercing","4 lb.","—"],["Rapier","25 gp","{@dice 1d8} piercing","2 lb.","Finesse"],["Scimitar","25 gp","{@dice 1d6} slashing","3 lb.","Finesse, light"],["Shortsword","10 gp","{@dice 1d6} piercing","2 lb.","Finesse, light"],["Trident","5 gp","{@dice 1d6} piercing","4 lb.","Thrown (range 20/60), versatile ({@dice 1d8})"],["Warhammer","15 gp","{@dice 1d8} bludgeoning","2 lb.","Versatile ({@dice 1d10})"]],"name":"Martial Melee Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Name","Cost","Damage","Weight","Properties"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["Crossbow, hand","75 gp","{@dice 1d6} piercing","3 lb.","Ammunition (range 30/120), light, loading"],["Crossbow, heavy","50 gp","{@dice 1d10} piercing","18 lb.","Ammunition (range 100/400), heavy, loading, two-handed"],["Longbow","50 gp","{@dice 1d8} piercing","2 lb.","Ammunition (range 150/600), heavy, two-handed"]],"name":"Martial Ranged Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["{@comic Name}","{@comic Cost}","{@comic Damage}","{@comic Weight}","{@comic Properties}"],"colStyles":["col-2","col-1 text-center","col-2 text-center","col-2 text-center","col-5"],"rows":[["{@comic Commitment}","{@comic your happiness}","{@comic {@dice 2d12} ongoing}","{@comic your freedom}","{@comic Roll for regrets}"],["{@comic Children}","{@comic your future happiness}","{@comic {@dice 2d20} until adulthood}","{@comic your legacy}","{@comic Just get a pet instead}"]],"name":"Marital Emotional Weapons","page":39,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Ammunition - Arrows (20)","1 gp","1 lb."],["Ammunition - Crossbow bolts (20)","1 gp","1½ lb."],["Backpack","2 gp","5 lb."],["Bedroll","1 gp","7 lb."],["Bell","1 gp","—"],["Blanket","5 sp","3 lb."],["Book","25 gp","5 lb."],["Candle","1 cp","—"],["Carpenter's tools","8 gp","6 lb."],["Case (for map or scroll)","1 gp","1 lb."],["Chalk (1 piece)","1 cp","—"],["Chest","5 gp","25 lb."],["Clothes, common","5 sp","3 lb."],["Clothes, fine","15 gp","6 lb."],["Component pouch","25 gp","2 lb."],["Crowbar","2 gp","5 lb."],["Grappling hook","2 gp","4 lb."],["Hammer","1 gp","3 lb."],["Hammer, sledge","2 gp","10 lb."],["Healer's kit","5 gp","3 lb."],["Holy symbol","5 gp","1 lb."],["Hourglass","25 gp","1 lb."],["Ink (1 ounce bottle)","10 gp","—"],["Ink pen","2 cp","—"],["Lantern, bullseye","10 gp","2 lb."],["Lantern, hooded","5 gp","2 lb."],["Lock","10 gp","1 lb."],["Mason's tools","10 gp","8 lb."],["Mess kit","2 sp","1 lb."],["Mirror, steel","5 gp","1/2 lb."],["Oil (flask)","1 sp","1 lb."],["Paper (one sheet)","2 sp","—"],["Parchment (one sheet)","1 sp","—"],["Perfume (vial)","5 gp","—"],["Pick, miner's","2 gp","10 lb."],["Piton","5 cp","1/4 lb."],["Pot, iron","2 gp","10 lb."],["Potion of healing","50 gp","1/2 lb."],["Playing cards","5 sp","—"],["Pouch","5 sp","1 lb."],["Rations (1 day)","5 sp","2 lb."],["Robes","1 gp","4 lb."],["Rope, hempen (50 feet)","1 gp","10 lb."],["Rope, silk (50 feet)","10 gp","5 lb."],["Sack","1 cp","1/2 lb."],["Sealing wax","5 sp","—"],["Shovel","2 gp","5 lb."],["Signal whistle","5 cp","—"],["Signet ring","5 gp","—"],["Spellbook","50 gp","3 lb."],["Spike, iron (10)","1 gp","5 lb."],["Tent, two-person","2 gp","20 lb."],["Thieves' tools","25 gp","1 lb."],["Tinderbox","5 sp","1 lb."],["Torch","1 cp","1 lb."],["Waterskin","2 sp","5 lb. (full)"],["Whetstone","1 cp","1 lb."]],"name":"Adventuring Gear","page":41,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Speed","Carrying Capacity"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Donkey or {@creature mule}","8 gp","40 ft.","420 lb."],["{@creature Draft Horse||Horse, draft}","50 gp","40 ft.","540 lb."],["{@creature Riding Horse||Horse, riding}","75 gp","60 ft.","480 lb."]],"name":"Mounts and Other Animals","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost","Weight"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Bit and bridle","2 gp","1 lb."],["Feed (per day)","5 cp","10 lb."],["{@i Saddle}","",""],{"type":"row","style":"row-indent-first","row":["Pack","5 gp","15 lb."]},{"type":"row","style":"row-indent-first","row":["Riding","10 gp","25 lb."]},{"type":"row","style":"row-indent-first","row":["Saddlebags","4 gp","8 lb."]},["Stabling (per day)","5 sp","—"]],"name":"Tack and Harness","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-center"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["Gallon","2 sp"]},{"type":"row","style":"row-indent-first","row":["Mug","4 cp"]},{"type":"row","style":"row-indent-first","row":["{@comic Full Keg}","{@comic 8 sp - Awww yeah!}"]},["Inn stay (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},{"type":"row","style":"row-indent-first","row":["{@comic Passed out in the back alley}","{@comic Free}"]},["Meals (per day)",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["Wine",""],{"type":"row","style":"row-indent-first","row":["Common (pitcher)","2 sp"]},{"type":"row","style":"row-indent-first","row":["Fine (bottle)","10 gp"]}],"name":"Food, Drink, and Lodging","page":43,"source":"RMR","chapter":{"name":"Adventuring","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Standard Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Common","The Five Nations, trade language of Khorvaire","Common"],["Dwarvish","Mror Holds","Dwarvish"],["Elvish","Aerenal, Valenar","Elvish"],["Giant","Inhabitants of Xen'drik","Giant"],["Gnomish","Zilargo","Dwarvish"],["Goblin","Darguun, Droaam, Shadow Marches, monsters of Khorvaire","Goblin"],["Halfling","Talenta Plains","Common"],["Riedran","People of Sarlona","Common"]],"name":"Standard Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Exotic Languages of Eberron","colLabels":["Language","Main Speakers","Script"],"colStyles":["col-2","col-8","col-2"],"rows":[["Celestial","Celestials","Celestial"],["Daelkyr","Aberrations, denizens of Khyber","Daelkyr"],["Draconic","Dragons, dragonborn","Draconic"],["Infernal","Fiends","Infernal"],["Orc","Isolated orc tribes","Goblin"],["Primordial","Elementals","Primordial"],["Quori","Inspired, kalashtar, quori","Quori"],["Sylvan","Fey creatures","Elvish"]],"name":"Exotic Languages of Eberron","page":6,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Eberron Months","colLabels":["Month","Name"],"colStyles":["col-2","col-10"],"rows":[["1","Zarantyr (mid-winter)"],["2","Olarune (late winter)"],["3","Therendor (early spring)"],["4","Eyre (mid-spring)"],["5","Dravago (late spring)"],["6","Nymm (early summer)"],["7","Lharvion (mid-summer)"],["8","Barrakas (late summer)"],["9","Rhaan (early autumn)"],["10","Sypheros (mid-autumn)"],["11","Aryth (late autumn)"],["12","Vult (early winter)"]],"name":"Calendar; Eberron Months","page":7,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Regrets","colLabels":["d10","Regret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While you were serving in the Last War, you were forced to abandon an injured comrade. You don't know if they survived."],["2","You placed your faith in a lover who betrayed you. You don't know if you can ever trust anyone again."],["3","You murdered a rival. Your actions may have been justified, but their face still haunts you."],["4","You made a promise to a child or a lover that you failed to keep."],["5","You squandered your family's fortune and brought shame and ruin to your household."],["6","You made a bargain with an extraplanar entity that you now regret."],["7","You abandoned your family to pursue a life of adventure. Your village was destroyed in the war and you don't know if they survived."],["8","You engaged in covert operations for a nation as a spy or soldier. While you were serving your country, you did unforgivable things."],["9","Someone put their trust in you and you betrayed them for personal gain. You might regret it now, but you can never repair the damage you've done."],["10","You volunteered for mystical experiments. These may be responsible for your class abilities, but you might experience side effects."]],"name":"Everyone Has Regrets; Regrets","page":8,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Debts","colLabels":["d10","Debt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You committed a crime during the Last War, and now you're being blackmailed by someone who has proof. You can justify your actions, but the law won't care."],["2","You've got a gambling problem. If you can't repay Daask (see {@book chapter 3|ERLW|8|Daask}), you're going to be playing tag with a cockatrice."],["3","You own an uncommon magic item, but you had to sell it to a pawn shop. If you can't reclaim it within the month, they'll sell it off."],["4","You were making a delivery on behalf of the Boromar Clan (see {@book chapter 3|ERLW|8|The Boromar Clan}) and you lost the merchandise."],["5","Someone knows the whereabouts of a sibling or loved one you thought lost in the Mourning, but that information is going to cost you."],["6","You have a degenerative disease that can't be cured by mundane means. If you can't get a lesser restoration soon, you're going to start showing symptoms."],["7","Your family lost everything in the Last War. You could get them a stake in a new farm, inn, or stagecoach with 200 gp."],["8","You've got a price on your head. Until you settle things with House Tharashk, you'd better keep an eye out for bounty hunters."],["9","You have an opportunity to join an influential secret society. But you've got only one month to raise the membership dues."],["10","Roll again. It's not your debt: it's your lover's problem. Can you solve the problem before they have to face the consequences?"]],"name":"Why Do You Need 200 Gold Pieces?; Debts","page":9,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Communication and Security Services","colLabels":["Service","Cost"],"colStyles":["col-9","col-3"],"rows":[["{@spell Arcane lock} (House Kundarak)","20 gp"],["Courier service (House Orien)","1 sp per mile"],["{@spell Glyph of warding} (House Kundarak)","350 gp"],["{@spell Illusory script} (House Sivis)","15 gp"],["Mail service (House Orien)","1 cp per mile"],["Message station (House Sivis)","2 sp per word"],["Translation (House Sivis)","2 cp per word"]],"name":"Communication and Security Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Healing Services","colLabels":["Service","Cost"],"colStyles":["col-6","col-6"],"rows":[["Minor nonmagical care","3 sp per use of the {@skill Medicine} skill"],["Major nonmagical care","1 gp per day"],["{@spell Cure wounds}","25 gp per level of the spell"],["{@spell Lesser restoration}","50 gp"],["{@spell Remove curse}","75 gp"],["{@spell Greater restoration}","150 gp"],["{@spell Raise dead}","750 gp"]],"name":"Medicine; Healing Services","page":10,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Travel Services","colLabels":["Service","Cost","Speed"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["Airship (House Lyrandar)","1 gp per mile","20 mph"],["Elemental galleon (House Lyrandar)","5 sp per mile","10 mph"],["Lightning rail, standard (House Orien)","2 sp per mile","30 mph"],["Lightning rail, first class (House Orien)","5 sp per mile","30 mph"],["Lightning rail, steerage (House Orien)","3 cp per mile","30 mph"],["Magebred coach (House Orien)","3 sp per mile","5 mph"],["{@spell Teleportation circle} (House Orien)","2,500 gp","Instant"]],"name":"Transportation; Travel Services","page":11,"source":"ERLW","chapter":{"name":"Welcome to Eberron","index":0}},{"caption":"Leaving the Mror Holds","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A feud with a rival clan has gotten out of hand, and it's best that you spend a few decades away from the Holds while things cool down."],["2","You come from a large family and there's no room for you to shine in your hold, so you hope to make a name for yourself in the wider world."],["3","Your clan has arranged your marriage and your future, and you've decided to have a few adventures before you settle down."],["4","You're pursuing a vendetta with a personal rival, seeking to defeat them either in battle or in business."],["5","You're searching for a legendary dwarven artifact, stolen centuries ago by a Karrnish noble."],["6","You want to assemble champions who can help you explore the ancient ruins beneath your ancestral home."],["7","You've rejected your clan's attitude toward daelkyr magic, earning the enmity of powerful dwarves."],["8","You want to understand how the other peoples of Khorvaire—especially the goblins and orcs—have fought the daelkyr."]],"name":"Dwarves of the Mror Holds; Leaving the Mror Holds","page":19,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Zil Schemes","colLabels":["d10","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards."],["2","You have an anonymous contact who sends you missions via the {@spell sending} spell. When you do as you're asked, you receive handsome rewards."],["3","You've inherited a plot of land in Q'barra. If you don't visit within a year, you'll lose the claim."],["4","Due to an unusual twist of Triumvirate law, you share the same name with a number of other Zil, and you're all legally considered to be the same person."],["5","You've acquired a {@item spellshard|ERLW} (described in {@book chapter 5|ERLW|12}) that contains a vast amount of text in a strange code."],["6","You know the location of a wanted war criminal, and you've been trying to decide whether to turn them in or try to get something in exchange for your silence."],["7","You've been selling false treasure maps, but now you've found one that might be real."],["8","You've acquired a controlling stake in a dragonshard mine, which was abandoned long ago. But why? Kobolds? Aberrations? There's only one way to find out!"],["9","Your family is facing financial ruin, and they've taken out a life insurance policy on you. It only pays out if you die under unusual circumstances, and they're encouraging you to seek out more dangerous adventures."],["10","You're peddling a life-extension scheme where clients are {@condition petrified} by a medusa and then restored later."]],"name":"Gnomes of Zilargo; Zil Schemes","page":23,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Khoravar Origin","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're the linchpin of a Khoravar community in a major city, hosting unity meals and maintaining connections with every half-elf in the city."],["2","You grew up in a small town dominated by humans. You didn't know any other half-elves, and you did your best to fit in."],["3","You lived in the Eldeen Reaches as part of a small Khoravar community, trying to be a bridge between the human farmers in the east and the druids and wilder folk in the west."],["4","Your small Khoravar community has only survived in the slums of Sharn through the close, family-like support you show each other."],["5","You're part of a community in Thrane whose devotion to the Silver Flame has led you to extend your unity meals to non-Khoravar."],["6","Your Khoravar community is the crew of a Lhazaar ship."],["7","You're part of a tiny Khoravar community in Karrnath that's fascinated with death and the practices of your Aereni ancestors, transforming your unity meals into grim celebrations of death."],["8","You're part of a tiny community of Khoravar living in an unexpected place, such as Droaam, Darguun, or even the Demon Wastes. Your people strive to find common ground with the native population."],["9","You are associated with House Lyrandar or House Medani, but you're more interested in the role the house plays in supporting Khoravar communities than in the work of its guilds."],["10","You ride with the Valenar, hoping one day to prove that you are worthy of taking on a patron ancestor."]],"name":"Khoravar Origin","page":26,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Halfling Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You are constantly amazed by things the people of the Five Nations take for granted."],["2","You pattern your behavior on a species of dinosaur."],["3","You are extremely curious, and you're always searching for new experiences."],["4","You love to boast, and you're always telling exaggerated stories of your amazing adventures."],["5","You wear a mask that you believe holds the spirit of your former dinosaur mount. You like to talk to it."],["6","You don't understand the concept of \"facts.\" To you, everything is a story, and truth is in how you tell it."],["7","You are annoyed by buildings and tools designed without consideration for small people."],["8","You seek vengeance for a wrong done to your people."],["9","You never forget an insult or injury."],["10","You ascribe everything to the work of spirits."]],"name":"Talenta Halflings; Halfling Quirks","page":27,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Human Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An impoverished wizard from Aundair, striving to prove you're as intelligent as any other Aundairian"],["2","A streetwise rogue from Breland who wants nothing more than to escape the bustle of Sharn forever"],["3","A displaced Cyran fighter who was engaged in war outside Cyre at the time of the Mourning and is now stranded with no home"],["4","A barbarian from the Demon Wastes who repented from a life of cruelty and hopes to atone for past evils"],["5","A kindly druid from the Eldeen Reaches who wants to learn about the flora and fauna of the rest of Khorvaire and beyond"],["6","A cleric from Karrnath who aspires to learn the arts of necromancy—for the noblest aims, of course"],["7","A piratical bard from the Lhazaar Principalities who loves sea shanties but also wants to immortalize the deeds of great heroes in song"],["8","A ranger trained to hunt the jungles of Q'barra who harbors a grudge against dragons"],["9","A warlock from the Shadow Marches, teetering on the edge of sanity while contemplating the daelkyr"],["10","A Thrane paladin of the Silver Flame who's looking for something to prove the truth underpinning belief"]],"name":"Humans; Human Origins","page":29,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Leaving the Shadow Marches","colLabels":["d8","Reason for Leaving"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're associated with the Gatekeepers, and you're on a quest to combat a daelkyr-related threat beyond the bounds of the Shadow Marches."],["2","House Tharashk recruited you from the Marches to serve as a mercenary in the Last War."],["3","You're a simple hunter, but you've decided to seek your fortune or a real challenge in the world beyond the Marches."],["4","Your village was destroyed by monsters from Droaam, so you're looking for a new place in the world."],["5","As a cultist of the Dragon Below, you believe that slaying powerful foes is the only way to earn your passage to the paradise that lies deep within the hollow world. You've ventured beyond the Marches in search of worthy enemies."],["6","Your clan works with House Tharashk, and you've been recruited as a bounty hunter or investigator even though you're not a member of the house."],["7","The leader of your clan committed a great wrong against another clan, which has now sworn to exterminate every last member of your clan. What better time to see the world?"],["8","Your work as an investigator has set you upon a trail of mysteries that leads far beyond the Marches."]],"name":"Orcs of the Shadow Marches; Leaving the Shadow Marches","page":31,"source":"ERLW","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Dragonmarks and Their Houses","colLabels":["Dragonmark","House","Race","Guild Specialties"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["Detection","Medani","Half-elf","Bodyguards, investigation, risk management"],["Finding","Tharashk","Human, half-orc","Bounty hunting, investigation, prospecting"],["Handling","Vadalis","Human","Animal training and breeding"],["Healing","Jorasco","Halfling","Healing"],["Hospitality","Ghallanda","Halfling","Food, lodging, urban information"],["Making","Cannith","Human","Manufacturing"],["Passage","Orien","Human","Land transportation"],["Scribing","Sivis","Gnome","Communication, translation, verification"],["Sentinel","Deneith","Human","Bodyguards, mercenaries"],["Shadow","Phiarlan","Elf","Entertainment, espionage"],["","Thuranni","Elf","Entertainment, assassination"],["Storm","Lyrandar","Half-elf","Air and sea transportation"],["Warding","Kundarak","Dwarf","Banking, storage, prisons"]],"name":"Dragonmarks and Their Houses","page":37,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Dragonmark Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your dragonmark is unusually small or faint."],["2","Your dragonmark is exceptionally large."],["3","Your dragonmark appears somewhere else on your body whenever you finish a long rest."],["4","Your dragonmark emits dim light in a 5-foot radius for 10 minutes whenever you use it."],["5","Your dragonmark tingles and changes color for a moment when you're within 10 feet of someone with the same mark."],["6","When you use your dragonmark, it animates and adopts the appearance of your dragonmarked house's emblem for 1 minute."],["7","Your dragonmark is an unusual color."],["8","Your dragonmark changes size whenever you use it."]],"name":"Dragonmark Appearance; Dragonmark Quirks","page":38,"source":"ERLW","chapter":{"name":"Character Creation - Dragonmarks","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Patrons","colLabels":["Type of Patron","Example"],"colStyles":["col-6","col-6"],"rows":[["Adventurers' Guild","Clifftop Adventurers' Guild"],["Crime Syndicate","Boromar Clan"],["Dragonmarked House","Any dragonmarked house"],["Espionage Agency","King's Dark Lanterns"],["Head of State","Prince Oargev of New Cyre"],["Immortal Being","Sora Kell"],["Inquisitive Agency","Finders Guild"],["Military Force","Redcloak Battalion"],["Newspaper","{@i The Korranberg Chronicle}"],["Religious Order","Templars of the Silver Flame"],["University","Morgrave University"]],"name":"Patrons in Eberron; Patrons","page":65,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Contacts","colLabels":["d10","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The charismatic leader of the guild, who doesn't actually do very much except inspire and encourage members"],["2","A retired adventurer who works hard to connect member groups with employment opportunities that match their skills"],["3","A petty rival who continually tries to claim jobs, bounties, and rewards before you can"],["4","A bitter enemy who nurtures a grudge over some past wrong (real or imagined) and does everything possible to undermine you"],["5","A naive adventurer who admires you and tries to emulate you in every way"],["6","A hardened adventurer who thinks a moral compass is akin to a pair of manacles"],["7","An injured retired adventurer who can't quite let go of the adventuring life and experiences it vicariously by spending time in the guildhall"],["8","A grouchy employee who keeps the guildhall clean and cares for its guests while quietly complaining about how adventurers should \"grow up,\" get a \"real job,\" and contribute to society"],["9","A kindly mentor who loves to tell stories of past exploits in front of the guildhall fireplace"],["10","A sad, older adventurer who tells cautionary tales in the vain hope that younger members avoid making the same mistakes"]],"name":"Adventurers' Guild Contacts; Guild Contacts","page":66,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Guild Adventures","colLabels":["d10","Adventures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crime}. You have to break the law to administer justice or thwart a criminal act (see \"{@book Crime Syndicate|ERLW|4|Crime Syndicate}\")."],["2","{@b Dragonmarked Affairs}. The job involves some dragonmarked house concern (see \"{@book Dragonmarked House|ERLW|4|Dragonmarked House}\")."],["3","{@b Espionage}. Someone requires some spying or sabotage (see \"{@book Espionage Agency|ERLW|4|Espionage Agency}\")."],["4","{@b Statecraft}. You're involved in national or international affairs (see \"{@book Head of State|ERLW|4|Head of State}\")."],["5","{@b Cryptic Mystery}. The job is linked to the concerns of immortals (see \"{@book Immortal Being|ERLW|4|Immortal Being}\")."],["6","{@b Investigation}. An assignment involves finding something or solving a mystery (see \"{@book Inquisitive Agency|ERLW|4|Inquisitive Agency}\")."],["7","{@b Military Action}. Your party is invited to serve as a military unit (see \"{@book Military Force|ERLW|4|Military Force}\")."],["8","{@b Gathering News}. You're called on to act as freelance reporters (see \"{@book Newspaper|ERLW|4|Newspaper}\")."],["9","{@b Religious Work}. The job involves the work of faith (see \"{@book Religious Order|ERLW|4|Religious Order}\")."],["10","{@b Field Research}. The job involves research or relic-hunting (see \"{@book University|ERLW|4|University}\")."]],"name":"Guild Adventures","page":67,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Crimes","colLabels":["d6","Crime"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisitions and Retrieval}. Your job is to acquire assets for the syndicate. You might steal important documents or clear out a location for use as a hideout."],["2","{@b Heists}. You plan and execute elaborate robberies that require the skills of everyone on your team."],["3","{@b Gang Warfare}. Your primary job is to ensure that no other crime syndicate (such as Daask or House Tarkanan) gains a significant foothold in your territory."],["4","{@b Internal Affairs}. Your task is to keep all the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the group."],["5","{@b Assassination}. Your work involves killing prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate might be criminal and your methods illegal, but your goals are righteous. You help people who are powerless to defend themselves against exploitation by the rich and powerful."]],"name":"Types of Crime; Syndicate Crimes","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Infamy","colLabels":["d6","Notorious Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tattoos}. Each member of your group has a distinct tattoo that inspires fear in others. When possible, you use the symbol as a calling card to mark your work."],["2","{@b Outfit}. Whether it is a leather duster with a group symbol or a distinctive handkerchief tucked in your pocket, your gang has a signature accessory."],["3","{@b Infamy}. Your group is linked to an infamous crime, one that remains the talk of the town."],["4","{@b Idols}. A certain type of person finds criminals alluring, and your band has acquired a group of such hangers-on. They're not criminals themselves, just outsiders who admire you for your brutality, cunning, or flair."],["5","{@b Legitimate}. The Boromar Clan has a legitimate front, though everyone knows the truth behind it. You're part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder."],["6","{@b Legends}. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way."]],"name":"Group Infamy","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Law}. Someone in the Sharn Watch has vowed to put you in prison or die trying."],["2","{@b Gang War}. Some members of a rival syndicate (such as Daask, House Tarkanan, or the Tyrants) hate you, probably for good reason."],["3","{@b The Press}. Your group's adventures make for great headlines. Your every move is reported in the broadsheets and your steps are dogged by journalists."],["4","{@b Infighting}. Another group within the Boromar Clan is jealous of your success or angry about a past wrong. They do everything they can to undercut you."],["5","{@b Vigilante}. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood."],["6","{@b The Bosses}. The halfling family in control of the syndicate has its eye on you, taking pains to keep you in line and make sure you stay loyal."]],"name":"Rival Outfit; Group Rivals","page":70,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Syndicate Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A surrogate parent who views you as challenging but beloved children"],["2","A no-nonsense boss who treats the syndicate's work as just another business"],["3","A hardened criminal with no mercy, no patience, and no moral compass"],["4","A former urchin, now fabulously wealthy, who wants to see everyone in the syndicate find the same success"],["5","The boss at a gambling den or similar house of vice who enjoys the business just a little too much"],["6","A kind-hearted crook who's grateful to finally be able to delegate the dirty work on the streets to you"],["7","A miserable cynic who only cares about how much money you bring in to the syndicate"],["8","A former law enforcement officer who is full of cheerful tips for avoiding the law"]],"name":"Crime Syndicate Contacts; Syndicate Contact","page":71,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"General House Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a safe location for a house enclave in a hostile environment."],["2","Find the wreckage of a crashed vehicle (airship, lightning rail car, sailing ship, or other) carrying house property."],["3","Retrieve assets from a house enclave in the Mournland."],["4","Protect a leader of your house from an anticipated assassination attempt."],["5","Enforce your house's territory by preventing a rival from stealing its business."],["6","Find a trove of dragonshards for your patron house to use."],["7","Recruit a renowned sage to join the house's team of researchers."],["8","Persuade a hostile tribe to agree to a trade agreement with your patron house."]],"name":"General House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Missions","colLabels":["d12","House","Mission 1","Mission 2","Mission 3"],"colStyles":["col-1 text-center","col-2 text-center","col-3","col-3","col-3"],"rows":[["1","Cannith","Escort a valuable shipment of goods","Track down rare materials","Advance the cause of one branch of the family at the expense of the other two"],["2","Deneith","Act as bodyguards for a prominent or wealthy person","Serve as mercenaries in a lingering border conflict","Enforce the law across national borders as Sentinel Marshals"],["3","Ghallanda","Establish useful diplomatic contacts","Acquire rare ingredients or recipes","Defend a Golden Dragon Inn that is under attack"],["4","Jorasco","Provide healing for a caravan or military unit on a dangerous mission","Seek out the source of a mysterious new illness","Find a cure for an exotic curse afflicting a wealthy patient"],["5","Kundarak","Safeguard something valuable until it is locked in a vault","Recover something stolen from your house","Find an abandoned vault in the Mournland"],["6","Lyrandar","Hunt down pirates in the Lhazaar Sea","Salvage a prototype airship lost in the Mournland","Accompany a new airship on its first voyage"],["7","Medani","Protect a powerful figure from kidnapping or assassination","Track down the source of rumors pointing to an imminent threat","Find the villain behind a series of apparently unrelated crimes"],["8","Orien","Carry a sensitive message to its destination","Retrieve an important package stolen from another courier","Investigate a problem on a lightning rail line"],["9","Phiarlan and Thuranni","Sneak into a secret area to serve as the target of a scrying spell","Steal plans for a powerful new weapon","Carry out an assassination"],["10","Sivis","Mediate a tense negotiation","Assure that two parties keep to the terms of their agreement","Break a code used during the Last War"],["11","Tharashk","Track down fugitives","Locate a supply of dragonshards","Find the bandits who have been preying on house prospectors"],["12","Vadalis","Capture wild animals and tame them","Prevent magebred specimens from upsetting a delicate ecosystem","Handle the animals drawing a massive caravan across the continent"]],"name":"House Missions","page":72,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Group Status","colLabels":["d4","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Favored}. You have access to the leadership of the house, owing to your record of faithful service."],["2","{@b Reliable}. You are reliable contributors to the house, and can count on it for help in difficult situations."],["3","{@b Oddballs}. You don't quite fit in, and tend to draw strange assignments or those that other operatives pass up."],["4","{@b Outcast}. You have made some mistakes in the recent past, and your status in the house is tenuous at best."]],"name":"House Status; Group Status","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"House Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lesser guild functionary who is cowed by your group (especially if it includes a dragonmarked character) and apologetic about giving you assignments"],["2","The stern and demanding parent of one (or more) of the characters in your group"],["3","The lovingly indulgent parent of a character in your group"],["4","The smugly superior dragonmarked sibling of an unmarked member of the family in your group"],["5","The money-minded business manager of a guild within your patron house"],["6","A retired adventurer within the family who would rather join you on your adventures than assign them to you"],["7","The proud leader of a regional branch of the dragonmarked family"],["8","The patriarch or matriarch of the patron house"]],"name":"Dragonmarked House Contacts; House Contacts","page":73,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Espionage Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Information Gathering}. If information is out there, you can find it and hand it over to your patron."],["2","{@b Counterintelligence}. Your work focuses on finding, opposing, and eliminating enemy intelligence agents."],["3","{@b Misinformation}. You are experts at creating false stories and bogus information to foil enemy spies."],["4","{@b Covert Elimination}. When you disappear someone you leave behind no evidence."],["5","{@b Disruption}. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion."],["6","{@b Sabotage}. You slip into places, lay the seeds for their destruction, and escape without detection."]],"name":"Types of Espionage; Espionage Missions","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Secrets","colLabels":["d6","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Blackmail Material}. You have evidence of a career-ending secret concerning an important figure."],["2","{@b Hidden Agenda}. You are party to a conspiracy that seeks to influence events to better suit your desires."],["3","{@b Careful Balance}. You have damning information on your patron agency, but it has carefully collected equally damaging secrets on all of you."],["4","{@b Conspiracy}. A local organization, such as a guild, government, or dragonmarked house, is engaged in dirty deeds, and you have inside information on them."],["5","{@b Deep Cover}. You know the secret identity of a seemingly innocent but powerful person who would rather remain anonymous."],["6","{@b Empty Threats}. Rumors say you collect damaging secrets on anyone, and people tread carefully around you as a result. The truth is that your reputation is overblown, so you have your own secret to keep safe."]],"name":"Secrets","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Memorable Mission","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Betrayal}. A former associate turned against you. You escaped, and want revenge."],["2","{@b Left in the Cold.} Things went wrong, and you had to make the terrible decision to abandon an ally. They might be dead, or they might be looking for revenge."],["3","{@b The Perfect Operation}. Your actions made headlines across Khorvaire, shaping history for the next decade. Nobody knows you were involved, and sometimes you wish you could have a little credit for your work."],["4","{@b The Standoff}. You met your match during a tense operation. Neither side got everything they wanted. You hate to admit it, but the team you went up against proved your match. Maybe you'll cross paths again."]],"name":"Memorable Mission","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Agency Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A condescending career desk agent who views you as expendable tools"],["2","A bitter former field agent, now confined to a field office, who envies your work"],["3","A kindly bureau chief who views you as a truly special team with invaluable skills"],["4","A crotchety middle-manager on the cusp of retirement who constantly bemoans the state of today's agents compared to those in the \"good old days\""],["5","A hotheaded former soldier who would prefer a return to open warfare instead of this so-called \"Shadow War\""],["6","A battle-scarred field agent who would do almost anything to prevent a return to the horrors of the Last War"],["7","A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you"],["8","A mysterious voice on the other end of a {@item speaking stone|ERLW}"]],"name":"Espionage Agency Contacts; Agency Contacts","page":78,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Cyran Affairs","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince nations to recognize Oargev as a sovereign"],["2","Work diplomatically to secure land for a Cyran nation"],["3","Track down agents and infiltrators from other nations who are acting against New Cyre's interests"],["4","Venture into the Mournland to salvage Cyran treasures"],["5","Aid Cyran refugees in Breland and elsewhere"],["6","Make incriminating or embarrassing evidence about the prince quietly disappear"]],"name":"National Affairs; Cyran Affairs","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Status","colLabels":["d6","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–3","{@b Official}. You hold an official position and are recognized as attached to your patron. You can expect the head of state's support, but you must also ensure your actions avoid staining your patron's reputation."],["4–5","{@b Shadow}. You can expect no official, public recognition of your work, but the head of state you work for does acknowledge you in private and provide help."],["6","{@b Double}. Your allegiance lies with an official or government other than the one you overtly serve. You may receive support from the head of state you openly answer follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed."]],"name":"Official Status; State Status","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"State Contacts","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disapproving courtier who finds your extrajudicial work highly distasteful"],["2","A fawning sycophant who figures you are the best path to the head of state's good graces"],["3","A wide-eyed bureaucrat who dreams of living a life as exciting and dangerous as yours"],["4","A scheming relative of the head of state who sees you as a path toward seizing power"],["5","A bored chancellor who is constantly irritated at the amount of money you spend"],["6","A grumpy ex-adventurer who was \"promoted\" from doing your job to supervising you"],["7","A worried parental figure who is sure that every mission will be your last"],["8","The ghost of the previous head of state"]],"name":"Head of State Contacts; State Contacts","page":81,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Heads of State","colLabels":["d20","Patron and Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","As representatives of the Sibling Kings of Aerenal, secure trade pacts with the nations of Khorvaire."],["2–3","As agents of Queen Aurala, help her build Aundair's strength in preparation for the next war, without alerting other nations to her ambitions."],["4–5","Assist the Brelish crown in dealing with matters beyond the capabilities of local law enforcement."],["6","As emissaries of Darguun's Lhesh Haruuc, work to build respect for Darguun as a nation."],["7","As agents of the Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation."],["8–9","Patrol the forests of the Eldeen Reaches on guard against threats, particularly those coming from the Demon Wastes to the west."],["10–11","Crack down on the Order of the Emerald Claw's activities in Karrnath."],["12","Strengthen the ties between the Lhazaar princes while ensuring your prince comes out on top."],["13","On behalf of a dwarf clan, search for artifacts in the underground realms below the Mror Holds."],["14","Clear land for a new settlement in Q'barra, driving out the monsters that haunt the jungle location."],["15","Unite several halfling tribes of the Talenta Plains under the banner of a single leader."],["16–17","Combat forces of corruption within the Church of the Silver Flame, both in Thrane and abroad."],["18","Gain glory for Valenar by leading raids and battling threats from the Mournland."],["19–20","On behalf of one member of Zilargo's Triumvirate, collect information that could be used as leverage against the other two."]],"name":"Other Heads of State; Heads of State","page":82,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Missions","colLabels":["d8","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While in the tower of Mordain the Fleshweaver, spill blood on the stairs between the third and fourth floors."],["2","As you pursue a Cult of the Dragon Below into the caverns of Khyber, retrieve one (and only one) of a specific variety of mushroom from a cave where twelve crystals glow."],["3","Ensure that the villain you are pursuing dies by falling from a great height, not by any other means."],["4","Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry out another part of your patron's plan."],["5","Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes."],["6","Defeat a dragon-blooded sorcerer who is doing the bidding of the Chamber—and wreaking havoc in Darguun in the process."],["7","Destroy an eldritch machine, created by a rogue Cannith artificer, that is drawing on the energy of an imprisoned rakshasa—and that will, unknown to the inventor, lead to the rakshasa's release."],["8","Protect a kalashtar monk who is being targeted by Dreaming Dark assassins as she studies a path that might eventually prevent the quori from projecting themselves into the Material Plane."]],"name":"Serving an Immortal; Immortal Missions","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Immortal Communication","colLabels":["d10","Means of Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A party member speaks to your patron in dreams."],["2","A ghostly projection of your patron appears before you to deliver messages."],["3","Random people are suddenly seized by your patron's will and, glassy-eyed, deliver messages to you."],["4","You have a sending stone connected to one in your patron's possession."],["5","You are adept at interpreting your patron's messages from the movement of smoke in the air."],["6","A secretive cabal of other mortal agents summons you to meetings in various locations."],["7","Certain animals speaks to you in your patron's voice."],["8","Your patron teleports you to their presence, expresses their will, then returns you to where you were."],["9","Supernatural messengers deliver your patron's messages."],["10","Your patron unexpectedly appears in person."]],"name":"Immortal Contacts; Immortal Communication","page":84,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Contacts","colLabels":["d12","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly law-enforcement officer sends clients your way and gives you inside information about the workings of the watch."],["2","A satisfied former client with a minor position in local government can pull strings for you."],["3","A lieutenant in a crime gang knows the underworld and will help you so long as you don't interfere in that gang's affairs."],["4","A bitter, more experienced inquisitive spends a lot of time telling you who you could have talked to ten years ago—if that person hadn't died—but still knows a lot about the city's inner workings."],["5","The owner of a tavern or other business that attracts clientele from the seedy parts of society has an ear to the ground and often feeds you leads to more work."],["6","A wealthy former client can get you into high-society parties and put you in touch with other rich people."],["7","A nosy journalist always wants to write stories about your cases, but also helps lead you to new work and key contacts."],["8","A local priest appreciates the work you do and provides you with minor magical assistance."],["9","A tough-as-nails street urchin will carry messages for you, lead you anywhere in the city, and squeeze into tight spaces for a meager reward."],["10","A brooding warforged can connect you to an extensive network of former soldiers."],["11","A kalashtar seer might be a fraud, but also occasionally provides you with valuable leads."],["12","A curious changeling always seems to show up when you least expect it."]],"name":"Patron Benefits; Contacts","page":86,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Investigative Expertise","colLabels":["d6","Investigation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Find People}. You seek people who are lost, in hiding, on the run, or victims of foul play."],["2","{@b Find Items}. Whether it's a stolen painting or a family heirloom, you excel at finding lost items."],["3","{@b Justice for All}. The powerful often escape justice due to their wealth and influence. Their victims sometimes turn to you, hoping you'll help set things right."],["4","{@b Help Law Enforcement}. The city watch must obey the rules to bring criminals to justice. When the rules need to be bent or broken, they turn to you for help."],["5","{@b Uncover Secrets}. You put your inquisitive skills to use inquiring into others' mysterious backgrounds."],["6","{@b Private Security}. You provide services for a specific organization. Perhaps you travel on airships to provide security or work in a casino to catch cheaters."]],"name":"Types of Inquisitive Work; Investigative Expertise","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Signature Case","colLabels":["d6","Case"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Case of the Century.} You uncovered key evidence in a sensational case. You made headlines, but some parties involved carry grudges against you."],["2","{@b The Set Up}. You uncovered evidence of a high-profile figure's misdeeds. At trial, that evidence was deemed false, but by then the accused's career was ruined."],["3","{@b Scandal}. Your work uncovered a deeply embarrassing scandal that ended a powerful politician's career."],["4","{@b Underdog Champion}. You brought justice to a sympathetic victim, proving yourself a champion of those overlooked by society."],["5","{@b Genius}. You resolved a case that baffled others, and now you are celebrated for your brilliance."],["6","{@b Bungler}. You bungled a case, badly. The guilty party walked free, and everyone blames you."]],"name":"Signature Case","page":87,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Clientele","colLabels":["d6","Clientele"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Wealthy Socialites}. Your discretion and low-key approach to cases make you the perfect team to handle cases best keep out of the public eye."],["2","{@b Underdogs}. Whether deserved or not, you have a reputation for doing the right thing even if it comes without a reasonable fee. Anyone pitted against the rich and powerful knows to come to you for justice."],["3","{@b Magnet for Trouble}. Maybe you trust people too easily or it's just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they're running."],["4","{@b Desperate}. You have a reputation for taking on clients who can't afford your services. Every hard-luck case ends up at your door, whether you want them or not."],["5","{@b Warforged}. In a world where the rights of warforged are not always certain, you take up their cause."],["6","{@b Criminals}. When a criminal has been wronged but doesn't want to be brought to justice they come to you, trusting (rightly or wrongly) that you won't turn them in."]],"name":"Clientele","page":88,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Military Missions","colLabels":["d6","Missions"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You are trained to make quick, strategic, devastating attacks against enemy assets."],["2","{@b Special Forces}. You're trained in covert operations, similar to the work of spies but with more focus on combat."],["3","{@b Defensive Operations}. Your focus is on protecting your allies from attackers, monsters, or deadlier enemies."],["4","{@b Reconnaissance}. Your missions involve keeping track of enemy troops and surveying potential battlefields."],["5","{@b Peacekeeping}. Your paradoxical task is to maintain the fragile peace of the Treaty of Thronehold by maintaining a military presence in turbulent areas."],["6","{@b Warforged Affairs}. You are responsible for hunting down berserk warforged, working in the gray spaces between national order and a people seeking their destiny."]],"name":"Military Missions","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Defining Mission","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Heroic Stand}. You knew if you took one step back from the line, all would be lost. When relief arrived days later, you had not budged."],["2","{@b Telling Blow}. The enemy general never knew what hit them. You still carry their personal flag as a trophy."],["3","{@b Dawn Raid}. You traveled hundreds of miles around enemy lines to reach your target. In a single day, months of enemy preparation went up in flames."],["4","{@b Break the Line}. During a key battle, you were part of a heroic push to break the enemy line."],["5","{@b Liberator}. You were at the forefront of a daring assault to liberate a captured citadel or town."],["6","{@b Sharp Eye}. The enemy's secret attack would've been devastating. Luckily, you spotted it in time."]],"name":"Defining Mission","page":90,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Nemesis","colLabels":["d6","Nemesis"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Necromancer}. You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you."],["2","{@b Camp Commandant}. As prisoners of war, you were captured and subjected to brutal conditions in a prisoner camp. The commandant delighted in your pain."],["3","{@b Inept Commander}. Your friends would still be alive if one incompetent officer with political power and influential allies hadn't sent you on a disastrous mission."],["4","{@b Colossus}. You were among those who survived an encounter with a warforged colossus. Cyre or House Cannith—whoever was responsible for such a nightmare—deserves whatever evil fate comes their way."],["5","{@b Mercenaries}. A band of traitorous mercenaries who switched sides, turning the battle against you."],["6","{@b Champion}. One mighty hero fought on the enemy side, wielding powerful magic and cruel strategies against the rank-and-file soldiers on your side."]],"name":"Nemesis","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Commanding Officer","colLabels":["d8","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry officer who yells every order, reprimands you for even the smallest mistake, and fully expects you to fail at every mission you undertake"],["2","A battle-scarred officer who experienced terrible horrors during the Last War and is barely capable of giving you orders through a haze of intoxication"],["3","A grim officer who expects the Last War to reignite at any moment and intends to be ready"],["4","A cheerful officer with a dark sense of humor who merrily sends you into grave danger"],["5","A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful"],["6","A bitter officer who carries deep grudges against your nation's enemies in the Last War and leaps at any chance to deal them any blow"],["7","An optimistic officer who believes that a new era of peace is just over the horizon, as soon as these few last military tasks are complete"],["8","A devout officer who believes that your success or failure lies entirely in divine hands and you're ultimately just along for the ride"]],"name":"Military Contacts; Commanding Officer","page":91,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Journalistic Focus","colLabels":["d10","Reporting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Investigation}. Your job is to uncover the secrets that governments, dragonmarked houses, and other powerful people don't want the public to know."],["2","{@b Muckraking}. You look for scandalous and titillating secrets that famous people would rather hide."],["3","{@b Local News}. You care about the local community and report on local events and government."],["4","{@b International Affairs}. You report on the activities of national governments and their relationships."],["5","{@b Crime}. You work with police and inquisitives—or do some inquisitive work yourselves—to report on criminal activity."],["6","{@b Cultural Reporting}. You write about arts, fashion, and similar events and trends."],["7","{@b Science and Magic}. Your job is to investigate scientific and magical advances and explain them in jargon-free language anyone can understand."],["8","{@b Personal Interest}. You seek out stories of personal triumph over adversity, such as how people are rebuilding and working together in the wake of the Last War."],["9","{@b Travel}. You travel extensively and write about the best way for others to enjoy such journeys."],["10","{@b Adventure Logs}. Your job is to entertain the public with exciting stories about your life as an adventurer."]],"name":"Types of Reporting; Journalistic Focus","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Famous Story","colLabels":["d6","Famous Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Fear Monger}. You spiced up a story by stretching a few facts, instigating a wave of misinformation that plagues public discourse to this day."],["2","{@b Hit Piece}. You have revealed secrets that many famous people wanted kept under wraps. You try to keep a low profile when dealing with the rich and powerful."],["3","{@b Unheeded Warning}. You've been tracking a significant story and have published damning articles. Unfortunately, those who keep the truth hidden work to make even your most ironclad proof look shaky."],["4","{@b Scandal}. You reported on a massive scandal that completely upended the local political scene."],["5","{@b Buried Headline}. You almost broke a story, but then received a threat or bribe so significant that you put it on ice."],["6","{@b Double Cross}. You thought you had the scoop of a lifetime, but you were fed false information and published a story that was pure fiction."]],"name":"Famous Story","page":94,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Story Aftermath","colLabels":["d6","Aftermath"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Business}. Your reporting put a serious dent in a business, and that organization refuses to deal with you."],["2","{@b Dragonmarked House}. One of the dragonmarked houses has sworn revenge against you. You avoid showing your face in their facilities."],["3","{@b Criminal}. You exposed a criminal conspiracy. Most involved were arrested, but a few crooks remain free."],["4","{@b Politician}. You ended a politician's career, and they've sworn to return the favor."],["5","{@b Rival Newspaper}. You got the scoop of a lifetime by stealing it from another newspaper. Now that paper tries to undermine you at every turn."],["6","{@b Innocent Victim}. You rashly published the name of a person you incorrectly thought was connected to a scandal, ruining their life."]],"name":"Reporting Repercussions; Story Aftermath","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Newspaper Contact","colLabels":["d8","Primary Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tough-as-nails senior editor who holds you to high standards but rewards you well when you reach them"],["2","A wealthy newspaper owner who demands the paper use your work even though the editor doesn't want to"],["3","An ambitious junior editor who hopes that your work will help them rise through the ranks"],["4","A senior reporter obsessed with their own supposedly groundbreaking work, making you run down the day-to-day stories they don't consider \"real journalism.\""],["5","An editor who is more interested in keeping powerful friends happy than in reporting the truth"],["6","An editor who thinks the way to make reporters do their best work is by making them compete with each other, setting your group up against a team of rivals"],["7","An editor who suffered horrors during the Last War and is desperate for signs of hope"],["8","A cynical editor who seeks the corruption and down side in every story"]],"name":"Newspaper Contact","page":95,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Religious Service","colLabels":["d6","Service"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Smite Evil}. You battle evil in your order's name."],["2","{@b Fight for Freedom}. You protect the downtrodden from the forces of oppression."],["3","{@b Retrieval}. Your group seeks sacred relics and holy artifacts on behalf of your church."],["4","{@b Root Out Corruption}. You are charged with finding corruption within the hierarchy of your own faith."],["5","{@b Exhortation}. You work with the faithful at a grassroots level to get them to uphold their high ideals."],["6","{@b Dirty Work}. As the radical zealots of your order, you sin so the other members of the order don't have to."]],"name":"Serving the Order; Religious Service","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Reputation","colLabels":["d6","Reputation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Faithful Few}. You are seen as righteous crusaders, upholding the highest ideals of your faith and doing the gods' work in the world. Your deeds and methods are rarely, if ever, questioned."],["2","{@b Respectable}. Your behavior and beliefs are in line with the hierarchy's expectations. As long as you stay in line, no one gives you trouble."],["3","{@b Troublemakers}. You attract unwanted attention to your order or hierarchy from outside, so you are under a great deal of pressure to keep a low profile."],["4","{@b Rebels}. You flout the dictates of your hierarchy—even if it's for just reasons. Your superiors constantly try to rein you in."],["5","{@b Reformers}. You bring a much-needed breath of fresh air into the ranks of your faith. If only more people of faith would act as you do!"],["6","{@b Anathema}. For right or wrong, your behavior and beliefs are viewed as unacceptable, and the hierarchy of your faith actively opposes your work."]],"name":"Hierarchy; Order Reputation","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Order Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloistered priest with little worldly experience who doesn't really understand what you do but seems to approve of it anyway"],["2","A cynical priest who thinks nothing you do makes any difference in the grand scheme of things"],["3","A zealous priest who is constantly urging you to do more and do it better"],["4","An ambitious priest who views you as a ticket to advancement in the hierarchy"],["5","A retired adventurer who would rather do your work than direct you in it"],["6","A pious priest who sees the hands of the divine in every event, even the actions of unbelievers"],["7","A devout lay person who envies the magic and power your group wields"],["8","A practical functionary who tries to keep your work isolated from the knowledge and influence of the priests"]],"name":"Religious Order Contacts; Order Contact","page":97,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adventurous Archeology}. Your focus is on finding ancient artifacts and bringing back what you can."],["2","{@b Arcane Research}. Your team focuses on acquiring magical knowledge that can only be found outside the university walls."],["3","{@b Investigative Ecology}. None can say how many amazing creatures make their homes in the world's wildest reaches, but you're dedicated to finding out."],["4","{@b Historical Research}. Your team's work involves learning more about Eberron's long history."],["5","{@b Radical Engineering}. The birth of a new race wasn't the peak of magical and mechanical engineering, it was just the beginning of new scientific fields you now explore."],["6","{@b Exploration}. Khorvaire is a vast continent, and areas beyond the heartland of the Five Nations are poorly charted. Your focus is on understanding the wilder places of the world, as well as distant cultures."]],"name":"Scholarly Missions","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Scholarly Standing","colLabels":["d6","Standing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Revolutionary}. Your work has upended scholarly consensus and reshaped the way other academics think about your field. Each new discovery you make is received with acclaim."],["2","{@b Respected}. Your work is considered noteworthy, though not revolutionary. Scholars in your field follow your writing and efforts with interest."],["3","{@b Anonymous}. Try as you might, you can't earn positive or negative attention. Even worse, after you've published your findings, more prominent scholars have made similar statements to much acclaim."],["4","{@b Misguided}. Your theories challenge scholarly consensus and are discounted. A prominent scholar argues against your conclusions, and their voice carries the day... for now."],["5","{@b Fringe}. You work on the edges of your field, advocating bizarre theories that challenge scholarly consensus and seem patently outrageous, even scandalous."],["6","{@b Fraud}. For right or wrong, many in the academic community believe you have invented at least some of your \"findings\" to earn attention."]],"name":"Scholarly Standing","page":100,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"University Contact","colLabels":["d8","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An overworked department head who doesn't quite know what to make of you but gives you work to keep you busy"],["2","A career bureaucrat who insists you file paperwork in multiple offices in order to get anything done"],["3","A junior professor who might be more interested in selling plundered artifacts than in actual research"],["4","A department secretary who thinks you're a great deal more interesting than any of the regular faculty"],["5","An erudite dean who believes you have tremendous potential and urges you on to greater endeavors"],["6","An energetic librarian or museum curator who addresses every question, assignment, or acquisition with disproportionate enthusiasm"],["7","A tired senior professor whose only joy in academia is seeing what you bring back from your adventures"],["8","An eager researcher who wants to come with you on every adventure because second-hand reports are always incomplete and unsatisfying"]],"name":"University Contact","page":101,"source":"ERLW","chapter":{"name":"Character Creation - Group Patrons","ordinal":{"type":"chapter","identifier":1},"index":4}},{"caption":"Trinkets from Aerenal","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bronzewood ring inscribed with the Elvish word for \"hope\""],["2","A dried flower; if it's placed in water, it blooms"],["3","An ebony locket; when it's opened, an elven voice whispers \"Always\""],["4","A tiny skull carved from dark wood"],["5","A finger bone inscribed with an unknown sigil"],["6","An ivory flute which produces no sound"],["7","A small journal made from preserved leaves"],["8","A book of poetry written by undead elves"]],"name":"Trinkets from Aerenal","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Argonnessen","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pierced dragon scale on a cord"],["2","A statuette of a dragon carved from black bone"],["3","A dragon's tooth, engraved with an unknown sigil"],["4","A child's doll of a dragon, woven from leather cords"],["5","A dagger carved from a dragon's talon"],["6","A brass disk bearing the silhouette of a black dragon"],["7","A small egg-shaped piece of polished bone"],["8","A bone fragment with brass inlaid runes"],["9","A leather pouch filled with tiny draconic teeth"],["10","A single large seed that's warm to the touch"]],"name":"Trinkets from Argonnessen","page":134,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Khyber","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pressed flower with vivid green petals; when you smell it, you hear eerie music"],["2","A tiny ball of putty; if you set it down, it begins to slowly crawl around"],["3","A perpetually warm disk of dark iron"],["4","A small journal with leathery pages; any words you write in it slowly disappear"],["5","A four-sided die carved with strange markings"],["6","A cameo with the silhouette of an unknown species"],["7","A preserved finger with purple flesh and four joints"],["8","A perfectly preserved eye; if you set it down, it rotates to follow your movement"],["9","A small box; when opened, you alone hear screaming"],["10","A preserved insect; you've never seen another like it"]],"name":"Trinkets from Khyber","page":135,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from the Frostfell and Everice","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small prism carved from ice that doesn't melt"],["2","A rusted iron coin, depicting a dwarf lord and the worlds \"Five Rex Undra\""],["3","A pair of eight-sided dice carved from ice that doesn't melt"],["4","A swatch of silvery fur that's cold to the touch, possibly from a winter wolf"],["5","A snowball; it doesn't melt and can't be compressed into ice"],["6","A tiny white dragon sculpted from ice that doesn't melt"],["7","A key carved from ice that doesn't melt"],["8","A single scale from a white dragon"]],"name":"The Frostfell's and Everice's Influence in Khorvaire; Trinkets from the Frostfell and Everice","page":136,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Sarlona","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A polished crystal sphere; when you clutch it in your fist, a telepathic voice recites a story in your mind"],["2","A teardrop pendant made from polished shell; when you hold it, you see the image of a young Riedran man"],["3","A six-sided crystal die; when you roll it, you feel a surge of emotion for six seconds"],["4","A sealed vial filled with faintly luminescent blue mist"],["5","A crystal disk engraved with a labyrinthine pattern"],["6","A leather-bound collection of kalashtar poetry called {@i Shards of the Light}"],["7","A sphere of polished crystal; when you hold it in your palm, you feel that it knows you and understands you"],["8","A cup and ball toy; when you successfully catch the ball in the cup, you feel a momentary surge of joy"]],"name":"Trinkets from Sarlona","page":138,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Trinkets from Xen'drik","colLabels":["d8","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A punched ticket for a voyage from Sharn to Stormreach"],["2","A scorpion's barb engraved with a single Elvish letter"],["3","A copper coin so big you could use it as a dinner plate"],["4","An image of an elf warrior engraved on a giant's tooth"],["5","A single page from a giant wizard's spellbook, bearing an incomplete spell"],["6","A scrap of parchment, part of a map of Stormreach"],["7","A small book titled {@i Feersome Beests of Zendrik}"],["8","A scrimshaw carving of a sahuagin"]],"name":"Trinkets from Xen'drik","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Distant Lands","ordinal":{"type":"chapter","identifier":2},"index":6}},{"caption":"Foundation of Faith","colLabels":["d6","Foundation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You were raised in the faith. Your religion is an important part of your family and community."],["2","Someone you care about—a mentor, a friend, or a lover—introduced you to the faith."],["3","You were raised in a different religion but became drawn to the ideals and beliefs of your current faith."],["4","You never took your faith seriously. Then you made a vow during the Last War, pledging your devotion if a disaster was averted... and it was."],["5","You're devoted to your religion, but you've never been formally educated in its ways. You follow your own personal interpretation."],["6","You had a transcendental experience and believe you have a divine purpose to fulfill."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Foundation of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Rejection of Faith","colLabels":["d6","Rejection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You believe that the magic of clerics and paladins doesn't come from deities, but from the caster's inner power or belief."],["2","You come from an agnostic community and give little thought to spiritual matters."],["3","You were once deeply devout, but a tragedy during the Last War caused you to question your faith."],["4","A personal loss or betrayal shook your faith."],["5","You were spiritually scarred by an encounter with a fiend or aberration."],["6","You've created your own personal religion and believe that all the established faiths are flawed."]],"name":"Chapter 2: Khorvaire Gazeteer - Faiths of Khorvaire; Rejection of Faith","page":140,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Sovereign Host","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity Arawai|eberron|erlw}","Life, love","Life, Nature","Sheaf of wheat tied with green ribbon {@i or} bronze dragon"],["{@deity Aureon|eberron|erlw}","Knowledge, law","Knowledge, Order*","Open tome {@i or} blue dragon"],["{@deity Balinor|eberron|erlw}","Beasts, the hunt","Nature, War","Pair of antlers {@i or} green dragon"],["{@deity Boldrei|eberron|erlw}","Community, home","Life","Fire in a stone hearth {@i or} copper dragon"],["{@deity Dol Arrah|eberron|erlw}","Honor, sunlight","Light, War","Rising sun {@i or} red dragon"],["{@deity Dol Dorn|eberron|erlw}","Strength at arms","War","Longsword crossed over a shield {@i or} silver dragon"],["{@deity Kol Korran|eberron|erlw}","Trade, travel","Trickery","Nine-sided gold coin {@i or} white dragon"],["{@deity Olladra|eberron|erlw}","Good fortune","Life, Trickery","Domino {@i or} black dragon"],["{@deity Onatar|eberron|erlw}","Artifice, the forge","Forge**, Knowledge","Crossed hammer and tongs {@i or} brass dragon"]],"name":"Deities of Eberron; 1","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["The Dark Six","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Devourer|eberron|erlw}","Nature's wrath","Tempest","Bundle of five sharpened bones {@i or} dragon turtle"],["{@deity The Fury|eberron|erlw}","Passion, revenge","War","Winged wyrm with woman's head and arms"],["{@deity The Keeper|eberron|erlw}","Death, greed","Death","Dragonshard in the shape of a fang {@i or} dracolich"],["{@deity The Mockery|eberron|erlw}","Betrayal, bloodshed","Trickery, War","Five blood-spattered blades {@i or} flayed dragon"],["{@deity The Shadow|eberron|erlw}","Ambition, dark magic","Knowledge","Obsidian tower"],["{@deity The Traveler|eberron|erlw}","Change, chaos","Forge**, Knowledge, Trickery","Four crossed, rune-inscribed bones"]],"name":"Deities of Eberron; 2","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"colLabels":["Other Faiths","Province","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-2","col-2","col-2","col-6"],"rows":[["{@deity The Silver Flame|eberron|erlw}","Good, protection","Life, Light, War","Flame drawn on silver or molded from silver"],["{@deity The Blood of Vol|eberron|erlw}","Immortality","Death, Life","Red teardrop gem"],["{@deity Cults of the Dragon Below|eberron|erlw}","Madness","Trickery","Varies"],["{@deity The Path of Light|eberron|erlw}","Light, self-improvement","Life, Light","Brilliant crystal"],["{@deity The Spirits of the Past|eberron|erlw}","Elven ancestors","Nature, War","Varies"],["{@deity The Undying Court|eberron|erlw}","Elven ancestors","Grave**, Knowledge, Life","Golden mask"]],"name":"Deities of Eberron; 3","page":141,"source":"ERLW","chapter":{"name":"Khorvaire Gazeteer - Faiths of Khorvaire","ordinal":{"type":"chapter","identifier":2},"index":7}},{"caption":"Falling in Sharn","colLabels":["d8","Result"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You fall hundreds of feet before striking the ground at the base of the towers."],["2","You fall {@dice 3d6 × 10} feet before striking a bridge. A major bridge in an upper or a middle ward will have a {@spell feather fall} enchantment; otherwise, it's going to be a hard landing."],["3","You fall {@dice 2d4 × 10} feet and land in a passing skycoach, possibly injuring a passenger."],["4","You fall {@dice 4d4 × 5} feet and strike an outcropping, flagpole, or projecting statue. If you survive, you're still precariously perched on the edge of a tower or bridge."],["5","You fall past a {@creature hippogriff}—make a successful DC 15 Dexterity ({@skill Acrobatics}) check to catch its leg!"],["6","A {@creature gargoyle} or {@creature giant owl} catches you—then threatens to drop you if it doesn't get a reward."],["7","You can fly! Actually, a nearby wizard or artificer casts {@spell feather fall} to save you, but for a moment it felt like you can fly. And now the spellcaster wants payment."],["8","You strike a small {@creature air elemental} that was drawn to the city. Doing this cushions your fall, but now you're on top of an air elemental."]],"name":"Watch Your Step!; Falling in Sharn","page":152,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Magewright Casting Fees","colLabels":["Spell Level","Price"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["1st","25 gp"],["2nd","50 gp"],["3rd","100 gp"]],"name":"Spellcasting Services; Magewright Casting Fees","page":153,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Sharn Councilors","colLabels":["d12","Councilor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sorik Sensos} (human) represents Middle Central. An elder statesman and a brilliant orator, he is rumored to be involved in a web of bribery and graft."],["2","{@b Sava Kharisa} (human) is the outspoken councilor from Lower Central. Since taking her seat, she has fought to improve conditions for the lower classes of Sharn, and she has made many enemies on the council and beyond."],["3","{@b Thurik Davandi} (gnome) represents Upper Menthis. He is known to have ties to Zilargo and the Boromar Clan, and reportedly loves intrigues and blackmail."],["4","{@b Savia Potellas} (human) has her hand in the entertainment industry of Lower Menthis. She hopes to reduce the influence of organized crime in her district, but it's a dangerous game."],["5","{@b Maza Thadian} (elf) represents Upper Northedge. A venerable elf and owner of one of the finest restaurants in Sharn, she fights to maintain tradition but definitely puts the needs of the wealthy ahead of the poor."],["6","{@b Shassa Tarr} (shifter), from Lower Northedge, represents the interests of the merchants and shifters of her ward. She is a cunning diplomat and devoted to her constituents."],["7","{@b Bestan ir'Tonn} (halfling) has represented Upper Tavick's Landing for thirty years, and largely views his ward as a separate city within the city. He has a reputation for stirring up conflict and setting the other councilors against one another."],["8","{@b Kilk} (changeling) represents the merchants of Lower Tavick's Landing. Whispered rumors suggest that the changeling has ties to the mysterious Tyrants. Some insist that Kilk is actually an identity shared by a group of changelings."],["9","{@b Hruitt} (owl) is a {@creature giant owl} who can assume human form. A former aerial racer, he's a clever negotiator who fights for the good of the Bazaar and Middle Dura, often opposing the Boromar Clan and its allies."],["10","{@b Ilyra Boromar} (halfling) is the councilor for Lower Dura, but it's common knowledge that her true allegiance is to her family and its criminal empire. The current ongoing conflict with Daask has weakened her family and her position."],["11","{@b Evix ir'Marasha} (human) represents Skyway. Lady Marasha owns the Celestial Vista restaurant, along with several other valuable businesses. She's an eloquent speaker who supports many radical positions, including abolishing the monarchy after the death of King Boranel and recognizing Sharn as an independent province."],["12","{@b Nolan Toranak} (dwarf), the councilor for the Cogs, is largely seen as a tool of the industrialists who own the foundries there. Members of his family were killed by warforged during the Last War, and Toranak harbors a bitter grudge against House Cannith and the warforged. He has tried to have warforged reclassified as property, and seeks to suppress warforged activists in the Cogs."]],"name":"City Government; Sharn Councilors","page":156,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Highest Towers","The seat of city government, this district is also where airships arrive and depart.","Upper Central"],["Korranath","Named for the great temple of Kol Korran that lies at its center, this district is dedicated to wealth and finance. Moneychangers, banks, and grand vaults are found here, in addition to the estates of powerful merchants.","Upper Central"],["Platinum Heights","Catering to Sharn's elite, this district provides a wide range of shops and services of wealthy to aristocratic quality.","Upper Central"],["Skysedge Park","Home to three sprawling rooftop parks, this district provides a touch of wilderness in the heart of the city. A small community of immigrants from the Eldeen Reaches maintains these groves and gardens.","Upper Central"],["Ambassador Towers","This district contains the embassies to the Thronehold nations, along with Aerenal and Riedra. It's also the seat of the Citadel and home to the Brelish Museum of Fine Art.","Middle Central"],["Dragon Towers","This is the primary place to do business with representatives of the dragonmarked houses. All the houses have outposts here, and Sivis, Tharashk, Jorasco, and Cannith have their primary enclaves in Dragon Towers.","Middle Central"],["Sovereign Towers","A district filled with a vast assortment of temples and shrines. It is home to the two most important temples in Sharn: the Pavilion of the Host and the Cathedral of the Cleansing Flame.","Middle Central"],["Sword Point","This garrison district houses the forces that police and defend Central Plateau, including the Sharn Watch and a detachment of the royal army.","Middle Central"],["Tradefair","A merchant district offering legal goods and services of modest to comfortable quality.","Middle Central"],["Boldrei's Hearth","A haven for travelers, this district contains reliable inns ranging from modest to comfortable quality.","Lower Central"],["Olladra's Kitchen","Neither the best nor worst Sharn has to offer, Olladra's Kitchen is home to a wide number of taverns and restaurants of modest to comfortable quality.","Lower Central"]],"name":"Central Plateau: Important Districts","page":161,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Clifftop","This district caters to adventurers, with a wide array of businesses aimed at explorers and fortune hunters. It is the home base of the Clifftop Adventurer's Guild.","Upper Dura"],["Daggerwatch","Daggerwatch holds garrisons for both the Sharn Watch and the Brelish army, along with business and residences for those who support the garrisons.","Upper Dura"],["Highhold","A district built by dwarves for dwarves, Highhold has strong Mror influences in its architecture. It's a good place to find Mror goods and is home to talented smiths and brewers.","Upper Dura"],["Highwater","The finest residential district in Dura and the seat of House Vadalis, Highwater is largely comfortable in quality with a few wealthy estates.","Upper Dura"],["Hope's Peak","A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope's Peak includes several monasteries and a sacred grove.","Upper Dura"],["Overlook","Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan cuisine.","Upper Dura"],["The Bazaar","The largest commercial district in Sharn, an excellent place to buy or sell used—and possibly stolen—goods.","Middle Dura"],["Broken Arch","Once a proud residential district, Broken Arch has fallen into disrepair. Its housing is poor to modest in quality, though the shells of wealthy manors can still be seen.","Middle Dura"],["Hareth's Folly","A jumble of architectural styles, Hareth's Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth's Folly is where the Race of Eight Winds begins and ends.","Middle Dura"],["Rattlestone","Rattlestone is a tenement district. Its people have little but their pride, but there's a strong camaraderie between them.","Middle Dura"],["Stormhold","A comfortable residential district, Stormhold is home to the few powerful families that have remained in Dura. It's in better condition than most of Middle Dura, and Deneith mercenaries protect the streets.","Middle Dura"],["Tumbledown","A poor residential district, Tumbledown has experienced recent incursions from Daask.","Middle Dura"],["Underlook","The center of Sharn's nightlife before Menthis Plateau was built, Underlook is a collection of poor taverns and inns.","Middle Dura"],["Callestan","Home to an assortment of squalid and poor businesses, Callestan is a nexus for criminal activity and known as a stronghold of the Boromar Clan.","Lower Dura"],["Fallen","Sharn's oldest temple district, Fallen was abandoned after a floating tower crashed into the district during the Last War. Now it's a collection of wretched ruins.","Lower Dura"],["Gate of Gold","A squalid slum, providing miserable housing for desperate people.","Lower Dura"],["Malleon's Gate","A poor district originally inhabited by goblins, Malleon's Gate has become a haven for monstrous immigrants from Droaam and Darguun, along with members of Daask.","Lower Dura"],["Oldkeep","Another poor slum, largely home to dockworkers from Precarious.","Lower Dura"],["Precarious","The skydocks of Precarious pass goods between the towers and the port on the Dagger River below. The district is filled with warehouses, along with a handful of poor taverns. A small community of Sarlonans lives here.","Lower Dura"],["The Stores","A warehouse district with a large halfling population, with ties to the Boromar Clan.","Lower Dura"]],"name":"Dura Quarter: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Den'iyas","Founded by gnome immigrants from Zilargo, Den'iyas is a haven for those interested in Zil culture. It's home to many sages and artisans, and a hotbed of schemes and intrigue.","Upper Menthis"],["Ivy Towers","This residential district includes comfortable homes and modest apartments. Many of the students and faculty of Morgrave University live in Ivy Towers.","Upper Menthis"],["Seventh Tower","A shopping district, with restaurants and goods of comfortable to wealthy quality. Seventh Tower is especially noteworthy for Little Xen'drik, a collection of galleries whose owners buy and sell goods from Xen'drik.","Upper Menthis"],["University","This district is dominated by Morgrave University. It's also a nexus for sophisticated entertainment, including the Art Temple, the Grand Stage, and the Great Hall of Aureon.","Upper Menthis"],["Cassan Bridge","A mercantile district with goods of modest to comfortable quality. Home to a significant number of immigrants from the Shadow Marches, Cassan Bridge is the place to visit for exotic Marcher herbs and cuisine.","Middle Menthis"],["Everbright","This district is a source of magical goods and services. Exotic components, magewrights for hire, common or uncommon magic items—all of these and more can be found here.","Middle Menthis"],["Little Plains","Founded by Talenta halflings, this district includes a central campground for visiting halfling nomads. The permanent residents are mostly halflings as well. Talentan foods and crafts can be found here, along with displays of traditional skills and pastimes.","Middle Menthis"],["Smoky Towers","Safer than the lower wards and less expensive than Upper Menthis, Smoky Towers has plenty of entertainment options. The Classic Theater is its most popular venue, but Smoky Towers offers a wide variety of more exotic fare. Dinner theater, changeling burlesque, and other diversions can be found in Smoky Towers. Thovanic Hall has begun performing works from Darguun and Droaam featuring monstrous performers. Smoky Towers has also become a haven for Cyran refugees wealthy enough to avoid High Walls.","Middle Menthis"],["Warden Towers","This district is the primary garrison of the Sharn Watch in Menthis. It's home to a community of Lhazaar immigrants, and the Broken Anchor is a tavern catering to Lhazaar travelers.","Middle Menthis"],["Downstairs","The Downstairs district is primarily known for food and drink. Though most of its taverns and inns are only modest in quality, the Four Sails serves some of the finest seafood in Sharn. The recent success of the Diamond Theater has also drawn travelers to the district.","Lower Menthis"],["Firelight","This district is a destination for those who seek illicit forms of entertainment. Many forms of illegal gambling and paid companionship can be found in Firelight. It's also the most common location of the Burning Ring.","Lower Menthis"],["Torchfire","A district with a notorious reputation, celebrated for cheap entertainment and infamous for its dangerous alleys. Its theaters specialize in musical comedy and lowbrow entertainment, and there are lots of opportunities for hopeful amateurs to get on a stage in Torchfire.","Lower Menthis"]],"name":"Menthis Plateau: Important Districts","page":162,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystal Bridge","A peaceful residential district with many wealthy and aristocratic estates.","Upper Northedge"],["Oak Towers","A residential district where housing ranges from comfortable to aristocratic. Construction in Oak Towers uses materials and styles drawn from Aerenal, and the district is home to many of Sharn's established elf and half-elf families.","Upper Northedge"],["Shae Lias","This district is a bastion for the culture and traditions of the elves of Aerenal. It includes a variety of businesses specializing in Aereni goods, as well as a temple of the Undying Court.","Upper Northedge"],["High Hope","A center for worship for the people of Northedge, High Hope includes temples of the Silver Flame and the Sovereign Host, along with many smaller shrines. It lacks the grandeur of Sovereign Towers in Central Plateau, but has an atmosphere of solemn devotion.","Middle Northedge"],["Holdfast","Holdfast is the heart of Sharn's native dwarf population. The ancestors of the Holdfast dwarves helped build Sharn, and many of its people are stonemasons, architects, and smiths. Holdfast dwarves are proud of their Sharn roots and have little interest in Mror customs or traditions.","Middle Northedge"],["Longstairs","The population of this peaceful residential district is mostly made up of dwarves, humans, and half-elves. Neighbors here generally stand together to deal with any trouble.","Lower Northedge"],["North Market","The open market in this region largely deals in simple, locally produced goods. Due to the significant shifter population in Lower Northedge, North Market offers goods and services aimed at shifters (grooming services, claw care, and so forth) as well as those reflecting an Eldeen influence.","Lower Northedge"],["Stoneyard","This residential district is home to the majority of Sharn's shifters, including both recent immigrants from the Eldeen Reaches and long-established local families. The district includes a makeshift hrazhak court and a shrine devoted to the Wardens of the Wood. Conditions are poor to modest.","Lower Northedge"]],"name":"Northedge Quarter: Important Districts","page":163,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Copper Arch","This district is built around the Deneith garrison that polices the upper ward. It contains shops and services catering to the wealthy elite.","Upper Tavick's Landing"],["Ocean View","This residential district is home to some of the most influential citizens of Sharn. It has a mix of wealthy mansions and aristocratic estates.","Upper Tavick's Landing"],["Silvergate","This shopping district is patronized by those with gold to spare. All manner of fine jewelry and expensive clothing can be found here, along with aristocratic food and lodging.","Upper Tavick's Landing"],["Sunrise","This district provides housing for the shopkeepers and servants who keep Upper Tavick's Landing running. Housing is largely modest in quality, with a few comfortable towers.","Upper Tavick's Landing"],["Twelve Pillars","This is the civic heart of Upper Tavick's Landing. The twelve pillars it's named for surround a courthouse, the Tower of Law, where visitors can get licenses to carry weapons in the ward.","Upper Tavick's Landing"],["Cornerstone","A haven for travelers, Cornerstone has a range of comfortable inns and taverns. It's built around the vast Cornerstone arena and is a center of activity for many major sporting events.","Middle Tavick's Landing"],["Deathsgate","Named for the nearby City of the Dead, this district houses the Deathsgate Guild and businesses that cater to adventurers. House Deneith recruits mercenaries at its outpost here.","Middle Tavick's Landing"],["Graywall","This district was founded long ago by Karrnathi immigrants, and its people are proud of their heritage. It is a haven for any Karrnathi travelers passing through Sharn. Rumors say there's a temple devoted to the Blood of Vol in Graywall, but if that's the case, it's kept hidden.","Middle Tavick's Landing"],["Tavick's Market","This district specializes in produce and other goods brought in by the farmers from the surrounding countryside.","Middle Tavick's Landing"],["Black Arch","This district is filled with checkpoints and enchanted gates. These portals are generally open, but in times of trouble, Black Arch can become an impassable fortress. The Sharn Watch maintains the local garrison. House Orien and House Sivis both maintain outposts here, ensuring that messages can be swiftly delivered through the city and beyond.","Lower Tavick's Landing"],["Cogsgate","This warehouse district is the gateway to the Cogs, and shipments of ore and other goods regularly pass through here. House Kundarak has high-security storage facilities for rent, and a House Deneith outpost hires out Blademark mercenaries for venturing below.","Lower Tavick's Landing"],["Dragoneyes","Dragoneyes tends to the needs of weary travelers, providing a wide range of lodging, food, and entertainment for tourists. It's also the home of most of Sharn's changeling population, and many changelings use their gifts to entertain and amuse travelers. Some say that it's the home of the Tyrants criminal guild, but if so, that place is well hidden.","Lower Tavick's Landing"],["High Walls","This district was converted into an internment center during the Last War. Since the end of the war, it has been transformed into a refugee camp. Most of the residents are Cyrans who fled the Mourning, but High Walls also includes Brelish citizens who lost their homes in the war. It's a crowded and dangerous place, but it allows residents to maintain a squalid lifestyle at no cost. Currently the gates are open, but the Sharn Watch could seal them at any time.","Lower Tavick's Landing"],["Terminus","This district is based around Terminus Station, where the lightning rail enters and leaves Sharn. Most local businesses serve the station or travelers.","Lower Tavick's Landing"],["Wroann's Gate","Travelers who arrive on the main road enter Sharn through Wroann's Gate, passing below a huge statue of the legendary Queen Wroaan. Many of the dragonmarked houses maintain shops here so travelers can send messages, hire bodyguards, or make use of other services.","Lower Tavick's Landing"]],"name":"Tavick's Landing: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Skyway","Skyway is a district that floats above Central Plateau and Menthis, built atop an island of solidified clouds. The richest people in Sharn live here.","Above the city"],["Cliffside","Boats bring cargo and passengers to the dock at Cliffside, on the edge of the Dagger River. From there, enormous lifts carry people up to Precarious. This dangerous district contains an assortment of taverns, shabby inns, and warehouses.","On the banks of the Dagger River"],["Ashblack","The first foundries of Sharn were built here. The district is devoted to industry, and the environment here is sweltering and claustrophobic.","The Cogs"],["Blackbones","Blackbones is newer than Ashblack, and it shows. The district's corridors are wider and better lit. The foundries are well maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones.","The Cogs"]],"name":"Above and Below Sharn: Important Districts","page":164,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Central Plateau: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Aurora Gallery","The most prestigious auction house in Sharn, Aurora deals in magic items, exotic finds from Xen'drik, and other wonders.","Platinum Heights, Upper Central"],["City Archive","This enormous edifice holds the historical and legal records of Sharn and the surrounding regions.","Highest Towers, Upper Central"],["Council Hall","The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery.","Highest Towers, Upper Central"],["Gray Dragon Inn","This inn provides aristocratic and wealthy lodging for those who can afford it.","Platinum Towers, Upper Central"],["The Korranath","The temple of Kol Korran is an ostentatious display of wealth and a popular tourist attraction, since many believe praying at the Korranath ensures success in business.","Korranath, Upper Central"],["Kundarak Bank of Sharn","This is the largest bank in Sharn and the center of House Kundarak urban operations in the city.","Korranath, Upper Central"],["Lyrandar Tower","All airship travel to and from Sharn passes through the docking spires of Lyrandar Tower, the house's primary enclave in Sharn.","Highest Towers, Upper Central"],["Sannid's","One of Sharn's most celebrated restaurants, Sannid's serves Brelish cuisine of wealthy quality and has a legendary wine cellar.","Platinum Towers, Upper Central"],["The Vaults","Located below the Kundarak Bank, the Vaults are Kundarak's heavily guarded storage facility.","Korranath, Upper Central"],["Wayfinder Foundation","The guildhall for this legendary association of explorers.","Korranath Upper Central"],["Brelish Museum of Fine Art","The museum displays work produced by Brelish artists and relics recovered from Xen'drik.","Ambassador Towers, Middle Central"],["Cathedral of the Cleansing Flame","The central temple of the Church of the Silver Flame serves both as a templar garrison and the site of grand rituals and celebrations.","Sovereign Towers, Middle Central"],["The Citadel","The headquarters of the King's Citadel, Breland's elite military and intelligence service. The Citadel is also a high-security prison holding Sharn's most dangerous criminals.","Ambassador Towers, Middle Central"],["The Panaceum","The largest House Jorasco enclave in Sharn provides high-priced healing services to all who can pay for them.","Dragon Towers, Middle Central"],["Pavilion of the Host","The center for worship of the Sovereign Host is a grand open tower surrounded by nine temples, each dedicated to one of the Sovereigns.","Sovereign Towers, Middle Central"]],"name":"Central Plateau: Noteworthy Locations","page":165,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Dura Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Citadel of the Sun","A temple devoted to Dol Arrah, noteworthy for the three blessed griffons that reside there.","Hope's Peak, Upper Dura"],["The Clifftop Adventurer's Guild","An institution that provides adventurers with camaraderie and profitable work.","Clifftop, Upper Dura"],["The Drunken Dragon","A tavern frequented by members of the Clifftop Adventurer's Guild. The food is modest, but it has the widest selection of exotic alcohol in Sharn.","Clifftop, Upper Dura"],["The Esoteric Order of Aureon","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Clifftop, Upper Dura"],["The Gold & White","This tavern offers fare of comfortable quality at modest prices. It caters to members of the Sharn Watch and Brelish veterans, but others will receive a cold welcome.","Daggerwatch, Upper Dura"],["Moraggan's","A posh tavern specializing in strong Mror spirits. Food and drink are wealthy in quality and cost.","Highhold, Upper Dura"],["The Mystic Market","A collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available.","Clifftop, Upper Dura"],["Pegasus Spire","The seat of House Vadalis in Sharn is one of the few enclaves where pegasi are raised and trained. Native to Syrania, these celestial beasts can become stranded in Sharn; Vadalis heirs care for them and match them with virtuous companions.","Highwater, Upper Dura"],["Ghallanda Hall","This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It offers a range of services, with food and lodging of poor to comfortable quality.","Underlook, Middle Dura"],["The Hollow Tower","A vertically oriented arena used for aerial jousting and other unusual sporting events.","Hareth's Folly, Middle Dura"],["The King of Fire","A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower.","Hareth's Folly, Middle Dura"],["The Anvil","This fading Ghallanda inn struggles to maintain its poor to modest quality. It's known to be under the protection of the Boromar Clan, which makes it one of the safest establishments in Lower Dura.","Callestan, Lower Dura"],["The Broken Mirror","A curious tavern owned by a family of changelings, the Broken Mirror changes its appearance and theme every week. It's rumored to be connected to the Tyrants.","Callestan, Lower Dura"],["The Silvermist Theater","A remnant of Callestan's glory days, this place is a shadow of the grand establishment it once was. The current owners are known for staging bizarre events at the Silvermist. Since the Sharn Watch stays out of Callestan, anything can happen here.","Callestan, Lower Dura"]],"name":"Dura Quarter: Noteworthy Locations","page":166,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Bazaar Merchants","colLabels":["d10","Merchant"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Secondhand Strings}. A must-stop shop for the bard on a budget, with a variety of gently used instruments."],["2","{@b Korryn's Quill}. A reliable source for cartographers, calligraphers, and scribes of all stripes."],["3","{@b Seven Leagues}. Owned by the cobbler Boots, this small stall has a remarkable selection of footwear."],["4","{@b Borran's Blades}. Borran is one of the few halfling smiths in Sharn. He specializes in knives and daggers."],["5","{@b Hearty Scales}. A stall serving grilled lizard meat and other Talentan delicacies."],["6","{@b Roll and Conquer}. One of Sharn's only game stores. It does most of its business in cards and dice."],["7","{@b The Old Apothecary}. Selling supplies for herbalists and alchemists, this claims to be Bazaar's oldest shop."],["8","{@b Illumination}. This shop sells lamps, lanterns, candles, and torches. Some are magical."],["9","{@b The Magewright's Miscellany}. This little shop deals in spell components. The clerks love to discuss magic."],["10","{@b Sundry's Shop}. A gnome named Sundry runs a pawn shop filled with all manner of trinkets."]],"name":"Middle Dura; Bazaar Merchants","page":167,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Menthis Plateau: Noteworthy Locations","colLabels":["District","Description","Location"],"colStyles":["col-2","col-8","col-2"],"rows":[["Art Temple","This theater is renowned for its avant-garde techniques and subjects.","University, Upper Menthis"],["Davandi Fine Tailoring","In addition to being the city councilor representing Upper Menthis, the gnome Thurik Davandi is an accomplished tailor and magewright who produces the finest glamerweave clothing available in Sharn.","Den'iyas, Upper Menthis"],["Dezina Museum of Antiquities","Attached to Morgrave University, this building displays the relics recovered on the university's many expeditions.","University, Upper Menthis"],["Golden Horn","This wealthy inn includes a library, a few large meeting rooms, and a small concert hall. Performing at the Horn is an excellent opportunity for aspiring bards.","University, Upper Menthis"],["Grand Stage","This stage hosts grand performances of the beloved classics of Galifar, along with more modern works that follow classical traditions.","University, Upper Menthis"],["Great Hall of Aureon","Sharn's largest temple to the Sovereign Aureon, the Great Hall celebrates knowledge and learning. The clergy are sages and savants in a wide variety of fields.","University, Upper Menthis"],["Khavish Theater","Established by and for gnomes, the Khavish has ample seating for small creatures, and its shows make extensive use of illusions.","Den'iyas, Upper Menthis"],["Little Xen'drik","This area of small shops deals in antiquities and relics recovered from Xen'drik and the ruins below Sharn. Cloud Antiquities specializes in giant artifacts, while the Mekdall Gallery deals in ancient elven and drow goods. Windows on Yesterday looks for items with historical significance, and Echoes of the Past deals in magic items with practical uses.","Seventh Tower, Upper Menthis"],["Sharn Opera House","Performances at the Sharn Opera are one of the most highbrow forms of entertainment in the city.","University, Upper Menthis"],["Stargazer Theater","This open-air theater focuses on popular entertainment with family appeal.","University, Upper Menthis"],["Classic Theater","A small and inexpensive theater, the Classic performs only works written before the start of the Last War.","Smoky Towers, Middle Menthis"],["The Burning Ring","The Ring offers blood sport and gladiatorial combat. These dangerous matches aren't sanctioned by law, and the Burning Ring constantly changes locations to avoid the Sharn Watch. It's always last seen somewhere in Lower Menthis.","Lower Menthis"],["Diamond Theater","A cheap theater once known for bawdy humor, the Diamond has gained fame due to its playwright in residence and has produced several plays about the impact of the Last War.","Downstairs, Lower Menthis"],["Ten Torches","The cheapest ticket in Sharn's theater scene, Ten Torches alternates between lowbrow comedy and bizarre shows that no respectable theater would stage.","Torchfire, Lower Menthis"]],"name":"Menthis Plateau: Noteworthy Locations","page":169,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Shows in Menthis","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tira's Tears}. A speculative drama about the founder of the Church of the Silver Flame. (Grand Stage, Upper Menthis)"],["2","{@b Facade}. A comedy of errors about a family of changelings, involving a tangled web of mistaken identities. (Art Temple, Upper Menthis)"],["3","{@b Five Lives}. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater, Lower Menthis)"],["4","{@b Galifar Triumphant}. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis)"],["5","{@b The Late Count}. A comic opera by the bard Kessler, revolving around a Karrnathi count who is resurrected as a zombie. (Sharn Opera House, Upper Menthis)"],["6","{@b The Carnival of Shadows.} House Phiarlan's traveling circus, a mesmerizing blend of illusions, physical arts, and exotic beasts. The traveling troupe always visits Smoky Towers (Middle Menthis)."],["7","{@b The Brelish Symphony Orchestra.} A performance of some of the finest works of Seventh Century Brelish composers. (Kavarrah Concert Hall, Upper Menthis)"],["8","{@b Reflection}. A one-person show performed by the changeling Adi, exploring the multitudes that exist within us all. (Ten Torches, Lower Menthis)"]],"name":"What's on the Bill?; Shows in Menthis","page":170,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Northedge Quarter: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Gates of Passage","Built from Aereni densewood, this spire serves both as the embassy of Aerenal and a temple of the Undying Court. Aereni citizens who die in Sharn are interred in the temple crypts until their remains can be transported to Aerenal.","Shae Lias, Upper Northedge"],["Nightshade","An apothecary dealing in exotic herbs and salves, Nightshade is also a tavern specializing in lightly poisoned beverages.","Shae Lias, Upper Northedge"],["The Oaks","A legendary restaurant that serves Aereni and Brelish cuisine. The quality is unmatched, as are the aristocratic prices. Head chef Maza Thadian has maintained the Oaks for over three hundred years, but after her recent appointment as city councilor for Upper Northedge she is often occupied with other matters.","Shae Lias, Upper Northedge"],["The Silver Bough","This establishment deals in arms crafted in the Aereni tradition. This merchandise includes magic items, but woodshaper Tanar Mendyrian takes time to produce his wonders, and only a limited selection is available at any given time.","Shae Lias, Upper Northedge"],["The Winding Root","A marketplace and gallery that showcases the work of elven artisans, including sculptures, textiles, and fine clothing.","Shae Lias, Upper Northedge"],["The Veil of Flesh","This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation.","Shae Lias, Upper Northedge"],["Coldflame Keep","A garrison temple of the Silver Flame, this place once housed a hundred templars dedicated to protecting Sharn from supernatural threats. It has largely been abandoned; only a dozen devoted templars and adepts remain in residence.","High Hope, Middle Northedge"],["Daca's Watch","A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesn't claim to be a priest, many believe that Daca is blessed and guided by Boldrei.","High Hope, Middle Northedge"],["The Bear's Rest","A modest inn maintained by a beasthide shifter named Leara, who usually gives a discount to traveling shifters. The decor features various exotic hides.","North Market, Lower Northedge"],["Fathen's Shrine","This marker in North Market commemorates a miracle that exposed a network of wererats in Sharn, along with the priest of the Silver Flame who died while fighting them. Pilgrims devoted to the Silver Flame often visit the shrine.","North Market, Lower Northedge"],["The Horse and Hearth","Though not as colorful as the Bear's Rest, this large inn is maintained by House Ghallanda and offers rooms of modest and comfortable quality.","North Market, Lower Northedge"],["The Rat's Nest","A modest tavern catering to the shifters of Lower Northedge, the Rat's Nest is a haven for gossip and serves food and drink in the Eldeen style.","North Market, Lower Northedge"]],"name":"Northedge Quarter: Noteworthy Locations","page":171,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tavick's Landing: Noteworthy Locations","colLabels":["Location","Description","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["Crystals of Denion","This gallery deals in rare and expensive magic items. The selection is limited, and Denion looks for items that are both beautiful and powerful.","Silvergate, Upper Tavick's Landing"],["The Three Towers","A fortress enclave of House Deneith. One tower is a garrison for the Blademark mercenary forces that police Upper Tavick's Landing. The second is dedicated to house business and training. The third is a private mansion for Deneith heirs.","Copper Arch, Upper Tavick's Landing"],["Transmutation","A beauty salon that employs both magical and mundane cosmetic techniques.","Copper Arch, Upper Tavick's Landing"],["Wyredd's Spirits","Wyredd deals in fine wines and exotic spirits. Wyredd's has the finest selection in Sharn, but his prices are high.","Copper Arch, Upper Tavick's Landing"],["The Bloody Mug","A comfortable tavern catering to Sharn's Karrnathi immigrants. Travelers from Karrnath always receive a warm welcome and a tankard of nightwood ale in exchange for stories from the old country.","Graywall, Middle Tavick's Landing"],["The Cornerstone","A massive arena that hosts a wide array of sporting events. These include jousts and races, both on foot and through the air. The Stone Trees is an offshoot of the Cornerstone that serves as the playing field for hrazhak competitions.","Cornerstone, Middle Tavick's Landing"],["The Deathsgate Guild","A society where adventurers can hone their skills and seek profitable work. The Deathsgate Guild has a sinister reputation, earned because its members will do anything in pursuit of success.","Deathsgate, Middle Tavick's Landing"],["The Guild of Starlight and Shadows","The guildhall of one of Sharn's most prestigious arcane orders. A reliable source for arcane spellcasting services.","Deathsgate, Middle Tavick's Landing"],["Maynard's Menagerie","This Vadalis storefront deals in exotic pets and animal companions, along with barding and other useful gear.","Deathsgate, Middle Tavick's Landing"],["Redblade's","A comfortable tavern catering to the adventurers of the Deathsgate Guild. Redblade is rumored to have a side business selling poison and venoms.","Deathsgate, Middle Tavick's Landing"],["Slogar's","This modest restaurant serves traditional Karrnathi cuisine. The ambience is a bit gloomy, but the prices are reasonable, and the food is very filling.","Graywall, Middle Tavick's Landing"],["Tooth and Nail","A comfortable tavern devoted to the sport of hrazhak. Most of the clientele are shifters, but anyone willing to talk hrazhak will find friends here.","Cornerstone, Middle Tavick's Landing"],["Chance","A legendary gambling hall. In addition to standard games, it's said that the host can cover a wide range of unusual wagers.","Dragoneyes, Lower Tavick's Landing"],["Terminus Station","An enclave of House Orien, this site contains the lightning rail station. The administrators coordinate the many Orien caravans that come and go from Sharn. Many of the other dragonmarked houses have small outposts in or around Terminus Station, allowing travelers to immediately access the services of House Sivis, House Deneith, and others.","Terminus, Lower Tavick's Landing"],["Velvet's","Staffed by changelings, this comfortable inn specializes in fulfilling fantasies; both the staff and the rooms can be adapted to fit any scenario. Though some clients have romance in mind, others come to Velvet's to relive triumphs, to prepare for debates or trials, or for help in developing a new identity.","Dragoneyes, Lower Tavick's Landing"]],"name":"Tavick's Landing: Noteworthy Locations","page":172,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Above and Below Sharn: Noteworthy Locations","colLabels":["Location","Deascription","District"],"colStyles":["col-2","col-8","col-2"],"rows":[["The Azure Gateway","This luxurious hotel and restaurant recently replaced an old Ghallanda inn. The menu is a \"Galifar fusion,\" combining styles from across the Five Nations.","Skyway"],["The Celestial Vista","This legendary restaurant is owned by Skyway's city councilor, Lady Evix ir'Marasha. The floor is studded with crystal windows, allowing diners to look down into the city below. The food isn't incredible, but tourist crowds keep the Vista filled with customers.","Skyway"],["The Cloud Dragon","This restaurant serves traditional Brelish cuisine, and it does so exceptionally well. It's rarely as crowded as the other venues in Skyway, but locals know its value.","Skyway"],["The Dragon's Hoard","This resort, maintained by House Ghallanda, offers every luxury for those who can afford its high prices.","Skyway"],["Tain Manor","Sharn's social life revolves around the ir'Tain family. The monthly Tain Gala is the hottest ticket in town, and it's held at the family estate in Skyway.","Skyway"],["Mud Caves","This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the cliff walls. It's a wretched existence, but most of the inhabitants have no other options. It also makes an excellent hiding place for fugitives.","Cliffside"],["Sharn's Welcome","Also known as the docks of Cliffside, this area is rough and dirty. Its taverns frequently host brawls, while the inns offer travelers a wide variety of ways to be cheated or robbed.","Cliffside"],["Ship's Towers","Drifting alongside the Cliffside docks is a collection of rafts, ships, and houseboats lashed together to form a floating community.","Cliffside"],["Keldoran Forge","Though most of the foundries in the Cogs are devoted to large-scale industry, the dwarf Antos Keldoran maintains a small forge and produces bespoke arms and armor.","Ashblack"],["The Pool of Onatar's Tears","A small temple in the Blackbones district holds a pool said to be blessed by the god Onatar. Smiths come from across Khorvaire to dip their tools in the pool.","Blackbones"],["The Red Hammer","The Red Hammer is Sharn's only inn maintained by and for warforged. It offers those who work in the Cogs opportunities to socialize, along with repair and cosmetic services.","Blackbones"]],"name":"Above and Below Sharn: Noteworthy Locations","page":175,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Boromar Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Sundry} (gnome) is a fence who runs a pawn shop in the Bazaar of Dura and has ties to many smugglers, sailors, and burglars."],["2","{@b Canon} (halfling) is a pickpocket who works across Sharn and is at home throughout the lower districts."],["3","{@b The Rake} (dwarf) runs a handful of gambling dens and sets odds on the sporting events of Sharn."],["4","{@b Myri Olar} (halfling) is a burglar and socialite, familiar with many of the mansions of the upper districts."],["5","{@b Hass Faldren} (half-elf) is a smuggler and the captain of the elemental sloop {@i Ice Storm}. Hass is also well connected on the docks and in the warehouse districts."],["6","{@b Cala Boromar} (halfling) is a lawyer by trade but with specialties in blackmail and intimidation. Cala loves engaging in the art of negotiation and is always interested in acquiring secrets."]],"name":"The Boromar Clan; Boromar Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Daask Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Whyhyr} (gnoll), a talented tracker, loves a good hunt and finding people who don't want to be found."],["2","{@b Ralscar Shal} (goblin) is a fence and information broker, who is happy to be paid in gold or secrets."],["3","{@b Kar Bloodhorn} (minotaur) is an enforcer who leads raiding parties in Callestan. Kal is rough and loud but well liked in the organization."],["4","{@b Ash} (kobold) is a sorcerer with talent in fire magic, who specializes in arson and assault."],["5","{@b Cask} (changeling), an artificer and alchemist, supplies Daask with drugs and explosives and likes devising new concoctions and finding people to test them on."],["6","{@b Teller} (human) is one of the few humans with a position of influence in Daask. A grifter, Teller serves as a spy in the upper levels of the city where monsters aren't able to move around freely."]],"name":"Daask Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tarkanan Contacts","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rotting Bal} (human) is an assassin, an expert in unarmed combat, and a founding member of the house."],["2","{@b Fileon} (halfling) is a healer with a deadly touch, who evaluates and trains potential recruits."],["3","{@b Nightshade} (gnome) is an assassin and alchemist specializing in exotic poisons, who's always interested in acquiring new toxins or unusual herbs."],["4","{@b Whisper} (elf) is a thief whose aberrant dragonmark absorbs sound. Whisper appreciates fine things and has a vast collection of unusual trinkets."],["5","{@b Zae} (halfling) can influence vermin and see through rats' eyes—an ability often used to spy on people."],["6","{@b Mala Shol} (half-elf) is an expert pickpocket and a master of disguise, with a talent for illusion."]],"name":"House Tarkanan; Tarkanan Contacts","page":179,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Tyrants Contacts","colLabels":["d4","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Korryn} (elf) maintains Korryn's Quill, a shop in the Bazaar of Dura that sells supplies for artists and scribes. In addition to being a remarkable calligrapher, Korryn is an expert forger."],["2","{@b Gray} (changeling) is a bartender at the Crooked Mirror in Callestan and is an information broker, with access to a wide array of rumors."],["3","{@b Chaela Tas} (half-elf) is a grifter with dozens of plots afoot at any given time. Though this identity is the face they wear with you, they maintain many different personas tied to their schemes."],["4","{@b Weave} (changeling) is a body artist who runs a salon in the Dragoneyes district."]],"name":"The Tyrants; Tyrants Contacts","page":180,"source":"ERLW","chapter":{"name":"Sharn, City of Towers","ordinal":{"type":"chapter","identifier":3},"index":8}},{"caption":"Morally Ambiguous Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain is targeting people with aberrant dragonmarks in the desperate hope of preventing another War of the Mark."],["2","The villain is suffering under a terrible curse, and their increasingly serious crimes are an effort to fight off the curse."],["3","The villain is rising to power through entirely legal means, winning popular support (through generous campaign promises) and working within the system."],["4","The villain's schemes are directed at preventing the release of a demonic overlord."]],"name":"Shades of Evil; Morally Ambiguous Villains","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Know","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A con artist takes advantage of people who fall for their scams, but leaves behind no proof of any crime."],["2","A cowardly politician fleeces the poor of their last few coins without technically doing anything wrong."],["3","A righteous zealot is continually poking into the characters' business, judging their actions and methods while doing even worse things in the shadows."],["4","A powerful figure in a dragonmarked house is using the house's resources for criminal deeds, but there's no trail of evidence leading back to the villain."],["5","A crime lord has the local authorities on the payroll, so no official action will ever be taken to stop their criminal activities."],["6","A villainous mastermind cooperates with local law enforcement to track down and eliminate rival villains, without ever giving the authorities a peek into their own evil deeds."]],"name":"The Villain You Know; Villain You Know","page":184,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Villain You Don't Understand","colLabels":["d6","Driving Force"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book The Chamber|ERLW|9|The Chamber}"],["2","{@book The Cults of the Dragon Below|ERLW|9|Cults of the Dragon Below}"],["3","{@book The Daughters of Sora Kell|ERLW|9|Daughters of Sora Kell}"],["4","{@book The Dreaming Dark|ERLW|9|The Dreaming Dark}"],["5","{@book The Lords of Dust|ERLW|10|The Lords of Dust}"],["6","{@book The Order of the Emerald Claw|ERLW|10|Order of the Emerald Claw}"]],"name":"Driving Forces; Villain You Don't Understand","page":185,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Kickoff","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","On a quiet night, the tavern door bursts open and a group of soldiers calls for one of the party members by name."],["2","An explosion rocks a market, sending things flying."],["3","A vehicle crashes near the party: people are hurt and need help, and whatever caused the crash is still around somewhere."],["4","Two groups of people start fighting each other, blood is drawn, and bystanders are getting hurt."],["5","Chanting words of the Draconic Prophecy, a dragon appears and starts causing mayhem."],["6","A tavern patron suddenly leaps up and attacks one of the adventurers, scratching and biting in blind fury."]],"name":"Kicking Off the Action; Story Kickoff","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"New Development","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or more minions of the adventure's primary villain arrive to put a stop to the party's meddling."],["2","Someone else with the same goal as the party shows up to get them out of the way."],["3","Someone is out for revenge against the party for a past wrong (perhaps something that happened in a previous adventure)."],["4","Someone has a violent argument with an NPC in the same room as the adventurers."],["5","Someone wants a special item carried by one of the characters."],["6","A jealous person thinks one of the adventurers is meddling with the person's romantic partner."],["7","A person in love with the villain tries to stop the party from interfering with the villain's business."],["8","A monster bursts in looking for food."]],"name":"Keeping the Action Going; New Development","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Story Opening","colLabels":["d6","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure."],["2","A courier escorts the party to an elemental airship, where a wealthy patron outlines their mission."],["3","At an extravagant costume ball, a masked guest asks for the party's help."],["4","In a seedy section of town, the disguised heir of a dragonmarked house approaches the characters with an offer."],["5","A {@creature homunculus} delivers an anonymous letter that contains an offer of employment, but no clue to the author's identity."],["6","A professor from Morgrave University reaches out to one of the party members, a former student, to ask an important favor."]],"name":"Setting the Stage; Story Opening","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"The Plot Thickens","colLabels":["d8","Plot Twist"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The apparent victim in the situation is actually the villain."],["2","A supposedly valuable object is actually worthless (or vice versa)."],["3","A valuable object doesn't belong to the person who claims to own it."],["4","What's actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on)."],["5","Someone is in love with one of the party members, or with the villain."],["6","Someone is a relative of one of the party members."],["7","A friend or former ally is working with the villain."],["8","The initial plot is a distraction from the actual plot."]],"name":"The Plot Thickens","page":186,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An aging dwarf—a retired general and an Aurum Concordian—collects unusual constructs, hoping to find a way to transfer his mind into a superior body."],["2","An Aurum Concordian is renowned for having the finest arcane library in Khorvaire. Adventurers might help them collect more tome, but when a number of prominent wizards are murdered and their research goes missing, is the Concordian to blame?"],["3","A member of the Gold Concord is on the run from the Aurum after learning a terrible secret."],["4","An imprisoned Concordian mobilizes a network of contacts and well-placed Aurum members in order to secure their own release."]],"name":"Aurum NPCs","page":187,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Aurum Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve a journal from a ship that sailed to Xen'drik and never returned."],["2","Locate the grave of a certain dragonmarked scion, and retrieve the signet buried with them."],["3","Make friends with a scholar at the local university and learn their vices."],["4","Recover a trove of art, artifacts, or recorded knowledge that was thought lost in a battle during the Last War."],["5","Capture an officer from a rival nation's army, or convince the officer to defect, to gain access to their specialized knowledge."],["6","Sabotage the negotiations between a dragonmarked house and the local government on a plan that will undermine the Aurum's status."]],"name":"Aurum Missions","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cults of the Dragon Below","colLabels":["d8","Cult"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cult of {@creature Belashyrra|ERLW} murders innocents and steals their eyes, magically preserving the image of the last thing the eyes beheld. The cultists collect the eyes in a deep vault, while new eyes grow in strange places on their own bodies."],["2","A cult of {@creature Dyrrn|ERLW|Dyrrn the Corrupter} seeks to transcend humanity by bonding with aberrations and symbionts."],["3","A cult of Kyrzin, the daelkyr Prince of Slime, keeps a {@creature gibbering mouther} in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast."],["4","A cult of {@creature Rak Tulkhesh|ERLW} believes that this life is only a stepping stone, and members earn a path to paradise by spilling blood and spreading strife."],["5","A cult of {@creature Belashyrra|ERLW} serves a {@creature beholder} messiah, believing that only the eye tyrant has the vision to lead them to a golden age."],["6","A cult of {@creature Dyrrn|ERLW} led by a {@creature mind flayer} kidnaps people with dragonmarks, seeking to decipher the marks and transfer them to others."],["7","An arcane think tank has become a cult of {@creature Sul Khatesh|ERLW}; the members believe they can heal the damage of the Mourning, but the eldritch machine they are building will surely cause more horror."],["8","A cult of {@creature Rak Tulkhesh|ERLW} has sprung up among a local militia. Its members are convinced that refugees from the war are secretly inhuman monsters, and must be destroyed."]],"name":"Cults of the Dragon Below","page":188,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A monstrous aberration (such as a {@creature beholder}, a {@creature mind flayer}, or a {@creature gibbering mouther}) lairs beneath a popular inn, from where it twists the thoughts and dreams of those sleeping above."],["2","The headmaster of an exclusive magic academy is actually a cult leader who is indoctrinating the students into a cult of {@creature Sul Khatesh|ERLW}."],["3","A wizard found mad scrawlings hidden in a library book, used the writing to make contact with a daelkyr, and began creating aberration servants."],["4","A {@creature mind flayer} serving {@creature Dyrrn|ERLW} dominates a magistrate and takes control of the city watch using {@creature Intellect Devourer||intellect devourers}."],["5","An assassin mixes mind-altering poisons laced with the whispers of a dark entity."],["6","A dragonmarked heir whose fortunes were ruined in the Last War founds a cult within their house."],["7","The local thieves' guild turns from mundane organized crime activities to bizarre murders and acts of chaos."],["8","A respected noble behaves more erratically as time goes on, treating their servants and family with random and escalating cruelty."]],"name":"Cults of the Dragon Below NPCs; Cult NPCs","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Cult Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Children throughout town begin reciting the same nursery rhyme, adding increasingly disturbing descriptions as the verses progress. No one knows where they learned the rhyme."],["2","Shadows around the old asylum take on a deep, inky cast, and things move just outside the light. Then the whispered laughs begin."],["3","A seemingly healthy noble dies of heart failure brought on by extreme terror, but with no clear source. The noble recently had an exquisite portrait painted. Every other person portrayed by the same artist has also died in a similar fashion."],["4","In a remote village, the local herbalist is condemned for practicing dark magic against the villagers. They swear their innocence to the characters and beg to be exonerated before their scheduled execution."],["5","Magic items begin exhibiting strange side effects, causing minor warping of their users' flesh, or fraying their users' sanity."],["6","Strange bounty hunters stalk the characters, seemingly aware of all their secrets and loved ones. Odd lumps writhe beneath the hunters' cloaks."],["7","A crazed hermit wanders into town and commits suicide in a grisly fashion. All the food in the village spoils instantly, and aberrant creatures attack every midnight thereafter."],["8","Several caravans have gone missing over the course of months. The authorities hire mercenary help after an aberration attacks while wearing the signet ring of a missing caravan master."]],"name":"Cult Adventures; Cult Adventure Hooks","page":189,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Arcane Workshop Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a pattern for creating a magic item, before the workshop's artificers finish making the item."],["2","Petition the ranking artificer for access to the workshop's specialized library."],["3","Use the workshop to create a crucial magic item."],["4","Locate a stolen construct that has been modified for use as a servant in the workshop."],["5","Storm the workshop before the artificers complete a doomsday weapon."],["6","Investigate the workshop for signs of the illegal creation of warforged."],["7","Defend the workshop against an invasion while the artificers try to repair a magic item."],["8","Bring an unknown artifact to the workshop so the artificers can identify it."],["9","Convince the owners of the workshop to give up one of their subordinates, who is wanted for crimes in another nation."],["10","Escort a newly discovered bearer of the Mark of Making to the closest Cannith workshop."],["11","Seek assistance from the workshop's masters to determine why a young artificer's magic is producing unpredictable, often dangerous results."],["12","Request assistance from the artificers in recovering crucial memories from a destroyed construct or warforged."]],"name":"Arcane Workshop Adventures","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked NPCs","colLabels":["d12","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A renegade from House Cannith arms a group of bandits with fearsome elemental-bound weapons to prey on caravans as well as facilities belonging to other houses."],["2","A gang from the League of the Bitter Blade in House Deneith squeezes tribute from local towns in exchange for \"protection.\""],["3","An heir of House Ghallanda poisons members of other dragonmarked houses who stay in non-Ghallanda inns, discrediting rival businesses while attacking the houses."],["4","During a plague, a House Jorasco healer chooses which victims to cure and which to let die—and worse, which ones live to spread the plague to the house's enemies."],["5","A House Kundarak thief from the Warding Guild breaks into non-Kundarak vaults and banks to discredit them."],["6","A House Lyrandar airship captain uses the vessel to terrorize the countryside."],["7","A rogue heir of House Medani starts selling secrets, effectively establishing a new espionage guild within the house."],["8","A disgraced caravan leader turns to banditry, hoping to win back House Orien's favor by disrupting non-Orien trade along a busy route."],["9","Two elf assassins, one from House Phiarlan and the other from House Thuranni, are each working to discredit or slay the other while spying on local nobility."],["10","An heir of House Sivis starts blackmailing people based on the content of intercepted messages."],["11","A bounty hunter of House Tharashk hunts one of the characters or an associate of theirs."],["12","A rogue heir of House Vadalis is breeding monstrous animals and setting them loose in the countryside."]],"name":"Dragonmarked NPCs","page":190,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dragonmarked House Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith artificer hires adventurers to steal secrets from a forge associated with a rival branch of the house."],["2","House Deneith is recruiting adventurers to oppose a sudden rise in bandit or monster activity in a nearby forest."],["3","A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous."],["4","People healed at a local Jorasco enclave suddenly manifest strange abilities they never could before—and soon thereafter, a strange curse as well."],["5","The Kundarak Bank needs brave adventurers to test their new wards by trying to break into their vault."],["6","A Lyrandar sky captain lost much of their crew in a recent attack by flying monsters, and hires hands to defend the ship on its return voyage."],["7","A Medani bodyguard is killed defending their charge from assassins, but manages to force the attackers to drop a clue to the identity of their employer."],["8","The characters are hired to protect a crucial shipment aboard an Orien lightning rail."],["9","At a carnival run by House Phiarlan, customers begin acting strangely. They all hum the same song, which spreads like a virus as more people hear it."],["10","A Sivis translator has gone missing after being hired to decipher a trove of scrolls thought destroyed during the Last War."],["11","A House Tharaskh mine collapses, and time is running out for the trapped miners."],["12","House Vadalis needs help recovering a herd of magebred horses stolen from a local ranch."]],"name":"Dragonmarked House Adventure Hooks","page":192,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Planar Observatory Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised dragon requests assistance repairing a damaged orrery within the observatory."],["2","One of the character's contacts is secretly the servant of a Chamber dragon observer. When the contact goes missing, their notes point toward a hidden \"library\" in the mountains."],["3","The planar observatory might offer a way to prevent or at least predict what seems to be an epidemic of destructive manifest zones."],["4","An observatory has been taken over by demonic cultists, and the characters must reclaim the facility or destroy it before the cult makes use of it."],["5","A dragonmarked character has recurring nightmares that lead them to the observatory."],["6","A thief or assassin has been using a derelict observatory as a hideout, occasionally selling bits of the observatory's dragonshards and equipment."],["7","A scholar hires the characters to assist with studying and restoring a rediscovered observatory."],["8","Several observatories across the region will produce a powerful effect if each is brought into a specific, simultaneous alignment."]],"name":"Planar Observatory Adventures","page":193,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber's secrecy."],["2","The Prophecy requires the eventual destruction of a humanoid city. A disguised silver dragon, cunning and subtle, works to destabilize the city and bring about its ruin."],["3","A local librarian is a disguised gold dragon in the service of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy."],["4","A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might specifically target dragonmarked heirs, or start a popular movement that seeks to destroy the houses."],["5","A royal advisor or prominent noble, secretly a servant of the Chamber, guides the leader in a direction vital to the Prophecy but disastrous to the region."],["6","A disguised dragon is convinced that an adventurer has a critical role to play in the Prophecy, but an agent of the Lords of Dust is determined to drive them down a different path."]],"name":"Chamber NPCs","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Chamber Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gather pristine dragonshards to expand or repair an observatory."],["2","Seek out a group of people who must be eliminated in order to bring about the fulfillment of a stanza of Prophecy."],["3","Discover who killed another minion of the characters' dragon patron."],["4","Defend a Chamber safe house against a rival draconic attack."],["5","Steal a local sage's research to prevent them from discovering the Chamber's activities."],["6","Recreate an ancient ritual that will bring a new piece of the Prophecy to light."]],"name":"Chamber Missions","page":195,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dream Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Break a psychic lock that is preventing a House Thuranni spy from remembering what they learned about a sinister Dreaming Dark plot."],["2","Escape into Dal Quor to find an artifact that can be brought back to the Material Plane when the characters awaken."],["3","Rescue a character who is suffering from debilitating recurring nightmares by defeating the quori inhabiting the character's mind."],["4","Stop the construction of an eldritch machine in Dal Quor that will give the quori physical access to the Material Plane again."]],"name":"The Role of Dreams; Dream Adventures","page":196,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A servant in a manor house overhears everything the visiting nobles whisper about in their private rooms."],["2","The captain of a successful mercenary company suddenly changes the kinds of contracts they'll accept."],["3","A local druid searches out monsters in the wilderness and drives them into murderous rampages."],["4","A charismatic Cyran stirs up anger and discontent among the frightened refugees."]],"name":"Dreaming Dark NPCs","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dreaming Dark Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The high priest of a temple falls into a deep sleep from which nothing can awaken them."],["2","The characters notice a pattern after defeating several foes: each enemy exhibited a particular quirk of speech or gesture. They now recognize that quirk in an ally or mentor."],["3","A mad wizard encoded the remedy to a destructive spell in their own dreams. The characters must enter the dreamscape and recover the remedy."],["4","A war criminal imprisoned during the Last War reaches out, claiming to have evidence of their innocence and warning that a destructive force is influencing the government."]],"name":"Dreaming Dark Adventure Hooks","page":197,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Ruined Fort Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Gnoll||Gnolls} lairing in the fort have been attacking caravans and travelers near the Darguun border. But the gnolls are mercenaries. Who are they working for?"],["2","The ruins are said to hold a powerful magic item that was used by the ancient Dhakaani goblins against the daelkyr."],["3","The party is hired to recruit several {@creature Hill Giant||hill giants} for a building project in western Breland. Step one is making sure the giants lairing in the fort don't kill the party; step two is persuading them to work for humans."],["4","The characters must rescue prisoners being held by the monsters in the ruins."],["5","A group of Brelish humans determined to \"take Brelish lands back from the monsters\" have settled and started rebuilding the ruined fort. The party is asked to help them defend the fort—or to protect them as they flee back to Breland, pursued by angry Droaamites."],["6","A Brelish noble hires the party to retrieve a family heirloom lost in the fort's ruins."]],"name":"Ruined Dhakaani Fort Adventures; Ruined Fort Adventures","page":199,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Droaam Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature medusa} sends authorities a broken stone finger bearing a distinctive signet ring, and invites emissaries to bring gold, a magic item, or some other ransom for the {@condition petrified} individual's release."],["2","A House Lyrandar airship has gone down just beyond the Graywall Mountains. The characters must move immediately to rescue any survivors and secure a secret message the ship was carrying."],["3","Sora Teraza appears in a character's dreams every few nights, urging the character to explore a particular ruin."],["4","The characters must entreat the Daughters of Sora Kell for knowledge of how to remove a seemingly unbreakable curse."],["5","The characters must purchase or steal a daelkyr tome or artifact from the tower of Mordain the Fleshweaver, a powerful wizard banished from the Twelve who now makes his home in western Droaam."],["6","An {@creature ogre} warlord is accused of destroying a village just outside the borders of Droaam. The characters must bring the warlord to justice or work with the ogre to find the real culprit."]],"name":"Droaam Adventure Hooks","page":201,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Seal Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Deliver a specially treated Khyber dragonshard to the Gatekeepers to repair a widening crack in the seal."],["2","Petition the keepers of a seal for information on an aberration that has been terrorizing the countryside."],["3","Assist the Gatekeepers in an annual ritual that will reenergize the seal and keep it shut for another year."],["4","Escort a new Gatekeeper guardian safely to the seal after its previous guardians were corrupted."]],"name":"Gatekeeper Seal Adventures","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper NPCs","colLabels":["d4","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The spirit of a long-dead Gatekeeper lives on in the body of an ancient toad. It speaks in a deep, croaking voice."],["2","A half-orc Gatekeeper works in House Tharashk as an investigator, searching for signs of planar disturbances."],["3","A human Gatekeeper is on a pilgrimage, carrying an amulet that serves as a seal on a journey to a number of sacred sites to restore its power."],["4","An old orc ranger is murdering people in Sharn, claiming that they've been corrupted by the daelkyr."]],"name":"Gatekeeper NPCs","page":202,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Gatekeeper Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While pursuing rumors of lycanthrope activity, the characters discover a good-aligned werebear that is working with the Gatekeepers to stop an incursion from Khyber."],["2","A Gatekeeper seal in the form of a stone tablet falls into the characters' hands. They must return the seal to the Gatekeepers before its magic fades."],["3","A logging operation is moving close to the area protected by a seal, and the party must convince the loggers to relocate before their work touches off a conflict with the Gatekeepers."],["4","Working with an agent of the Chamber, the Gatekeepers are convinced the actions of the characters will bring a daelkyr one step closer to freedom."],["5","The characters discover evidence suggesting that the rituals performed by the local Gatekeepers are weakening their seal, not empowering it."],["6","Pilgrims traveling through a forest draw the attention of Gatekeepers, who think they are spies sent to sabotage the nearby seal."],["7","One of the kidnapped victims who was rescued from a marauding band of aberrations turns out to be a Gatekeeper initiate."],["8","The adventurers are sent to the Mror Holds to investigate the activity of {@creature Dyrrn|ERLW} the Corruptor and uncover a daelkyr cult among the dwarves."]],"name":"Gatekeeper Adventure Hooks","page":204,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Dhakaani Fort Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an ancient magic weapon from the fort's commander."],["2","Bring a treaty proposal to the fort, in hopes of having it conveyed to the leader of the occupying kech."],["3","Gather intelligence about the force occupying the fort in preparation for a raid."],["4","Rescue prospectors who were taken prisoner and held in the fort's dungeons."],["5","Steal the fort commander's notes on troop movements in the surrounding areas."],["6","Lead a strike force against the fort to drive out or destroy the occupying Dhakaani."],["7","Rush to support a small squad besieging the fort before Dhakaani reinforcements arrive and break the siege."],["8","Assassinate or kidnap the advisor to the fort's commander."],["9","Work with the occupying commander to discover the spy from another kech in their ranks."],["10","Break a siege by Darguun goblinoids that has trapped the characters' Dhakaani allies within the fort."]],"name":"Dhakaani Fort Adventures","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Goblinoid NPCs","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hobgoblin bard of the Kech Volaar leads an elite team of dungeon delvers to recover Dhakaani artifacts from ancient ruins."],["2","A remarkably intelligent goblin studying at Arcanix or Morgrave is actually a Khesh'dar spy identifying tomes of arcane knowledge worth stealing."],["3","A Dhakaani strike force assaults a museum or a noble's private holdings, reclaiming goblin artifacts \"pillaged\" from ruins. These relics could be part of an eldritch machine, or could simply have important ceremonial value."],["4","A goblin spy stirs up trouble among the city goblins in a major city, using tales of their former glory to incite them to violence."],["5","A string of mysterious bombings are actually the work of Dhakaani sappers testing the strength of modern fortifications."],["6","A Dhakaani strike force attacks a Deneith outpost built atop a goblin ruin. Are the goblins just angry about the desecration, or is something hidden beneath the outpost?"],["7","A bugbear of the Kech Sharaat, to test the mettle of the adventurers, engages them in a series of guerrilla attacks as they are traveling through the wilderness."],["8","A hobgoblin warlock seeks to harness the power of the daelkyr or the fiendish overlords to win the imperial crown for her kech."]],"name":"Goblinoid NPCs","page":205,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Heirs of Dhakaan Adventure Hooks","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A scout patrol has gone missing near the border of Darguun."],["2","A mining tunnel has collapsed, revealing a network of caverns leading into Khyber. The Heirs of Dhakaan are waiting in the darkness and decide to strike first."],["3","A squad of goblins attempts to steal back spoils of a recent adventure, cursing the characters for being grave robbers."],["4","A lone hobgoblin warrior stands at the gates of a town, intent on dueling the mercenary captain who slew their brother. The warrior has already killed ten soldiers that tried to remove them."],["5","Race against a Dhakaani force to recover an ancient artifact from a ruin."],["6","Defend a series of temples against Dhakaani raiders targeting these \"houses of false gods.\""],["7","Explorers discover a fragment of an ancient Dhakaani song that seems to tell of the true heir of Dhakaan. The complete lyrics might settle the question of succession."],["8","The Dhakaani begin kidnapping warforged so that their artificers can learn how to make their own construct soldiers."],["9","In a sacked human settlement, a battle between two opposing forces of goblinoids breaks out. Which side was the cause of the destruction?"],["10","The Kech Sharaat send emissaries to a nearby city with a simple message: abandon the town within one week, or die."],["11","Goblin scouts have been spotted far from Darguun, moving with uncharacteristic coordination and precision."],["12","A representative of the Kech Volaar approaches the characters to request their help in confronting their rivals to maintain the balance of power among the Dhakaani."]],"name":"Heirs of Dhakaan Adventure Hooks","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":9}},{"caption":"Personal Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A former comrade-in-arms asks a player character for help."],["2","One of the adventurers is from a place destroyed during the war; refugees from that location ask for their help."],["3","One of the characters served with the villain during the war, and the villain betrayed them or their nation."],["4","The villain was the cruel commander of a camp where one of the characters was held as a prisoner of war."],["5","One of the adventurers made a promise to a comrade during the war, and achieving the goal of the adventure will fulfill that promise."],["6","The adventure revolves around something one of the characters saw during the war: a powerful weapon, an unusual battlefield, or a unique warforged."]],"name":"Personal Impact","page":206,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Everyday Impact","colLabels":["d6","Impact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supply shortage is causing tension in the community. This shortage could be of a basic commodity (such as bread), a luxury item (such as wine), or an important service."],["2","Demonstrators in the streets are protesting against refugees or warforged, urging a return to war, complaining about shortages or neglect, or drawing attention to the needs of veterans, refugees, or others."],["3","A disabled veteran shares war stories while begging for copper."],["4","A crowd has gathered around two people engaged in a heated discussion about the war."],["5","A street vendor is selling unusual souvenirs from the war—pieces of a warforged titan, shards of an airship, and other curiosities."],["6","A memorial has been raised to commemorate members of the community lost in the war."]],"name":"Everyday Impact","page":208,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"War-Torn Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The villain doesn't know (or refuses to believe) that the war has ended."],["2","The villain experienced horrors during the war and targets the people they believe to be responsible."],["3","The villain is using the skills they learned during the war to target war profiteers or national leaders."],["4","The villain is a former military commander who commands soldiers who served under them in the war."],["5","The villain is an ex-soldier with a grudge against citizens of a former enemy nation."],["6","The villain wants the power to restart, and \"properly\" finish, the war."]],"name":"War-Torn Survivor; War-Torn Villains","page":209,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fortified Outpost Adventures","colLabels":["d8","Adventure Premise"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Order of the Emerald Claw has seized the outpost and is raising a legion of undead soldiers."],["2","The outpost is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops."],["3","A tunnel beneath the outpost leads to a sealed portal to Xoriat."],["4","The outpost borders the Mournland, where mutant monstrosities emerge from the mists."],["5","When a force of aberrations arises from Khyber, this abandoned outpost is the adventurers' only chance to stop their advance."],["6","The outpost is in a critical location, but it was damaged during the war. It needs to be protected while it is being restored."],["7","The outpost is located on a manifest zone linked to Thelanis. It has been seized by a group of fey, and the locals want it reclaimed."],["8","The outpost was built on the foundations of an ancient goblin fortress, and treasures are rumored to lie buried beneath it."]],"name":"Fortified Outpost Adventures","page":211,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Warforged Ossuary Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rescue an artificer who is being forced to graft warforged components onto {@creature the Lord of Blades|ERLW}' warriors."],["2","Locate a {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) carried by a warforged wizard who has joined up with {@creature the Lord of Blades|ERLW}."],["3","Capture a warforged artificer thought to be an advisor to {@creature the Lord of Blades|ERLW}, who is touring a series of ossuaries and inspecting the remains."],["4","Steal a House Cannith spellbook and workshop log from before the Day of Mourning that is being held in the ossuary's vault."],["5","Extract a warforged spy from within {@creature the Lord of Blades|ERLW}' followers who is close to being discovered."],["6","Retrieve a Cannith schema supposedly held within the ossuary that tells of a process for transferring a warforged consciousness from one body to another."]],"name":"Warforged Ossuary Adventures","page":212,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A House Cannith apprentice warforged becomes obsessed with {@creature the Lord of Blades|ERLW}' message, disrupting house operations in the hope of becoming a warrior in the Mournland."],["2","A warforged druid devises diseases and poisons that have no effect on warforged, and starts to unleash them on the general populace."],["3","A warforged ranger relentlessly hunts creatures of flesh in the wilderness near the Mournland."],["4","A warforged assassin poses as a simple workshop assistant while exterminating those who speak out against the rights of the warforged."],["5","A mad artificer is trying to reactivate a destroyed warforged colossus."],["6","A band of warforged attacks a lightning rail, intent on stealing something in one of the cargo carriages."]],"name":"Lord of Blades NPCs","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lord of Blades Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A newly awakened {@item docent|ERLW} (see {@book chapter 5|ERLW|12}) tells its new owner that {@creature the Lord of Blades|ERLW} is the only hope for averting a coming catastrophe."],["2","A military officer hires the characters to retrace the steps of a lost scouting party into the Mournland and rescue the commander, who is the officer's son."],["3","Warforged go missing over the course of several weeks; then one resurfaces, badly damaged and raving about {@creature the Lord of Blades|ERLW}."],["4","Characters strike out into a ruin held by {@creature the Lord of Blades|ERLW} and recover a lost relic that has resurfaced in the possession of warforged soldiers."],["5","A warforged accused of murdering several members of their mercenary company claims to have no memory of the night in question."],["6","The characters are met by a warforged who delivers a written summons from {@creature the Lord of Blades|ERLW} himself."]],"name":"Lord of Blades Adventure Hooks","page":214,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Demon Ruin Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Make a desperate request for aid from a Lord of Dust who is, by all accounts, an enemy of the characters' adversary."],["2","Escort an innocent who is prophesied to destroy the Lord of Dust to the ruin, and there confront the fiend."],["3","Carry an artifact to the river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed."],["4","Gather obsidian shards from the ruin as components for a rare spell."]],"name":"Demon Ruin Adventures","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A virtuous paladin is hunting and destroying those who might one day thwart the Lords of Dust."],["2","A possessed lord or lady spreads corruption throughout the noble house."],["3","A wizard who sought to accelerate their own power by making a dark bargain must now pay the price demanded by their sinister patron."],["4","A powerful demon has corrupted the local ruler in the name of its overlord."],["5","A {@creature succubus} or {@creature incubus} tempts a mercenary warlord to engage in greater and greater battles."],["6","One of the characters' most trusted allies or servants turns out to be a {@creature rakshasa} in disguise."]],"name":"Lords of Dust NPCs","page":215,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lords of Dust Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A retainer who died recently shows up again, as if nothing happened and with no memory of having \"died,\" or of the events immediately preceding their supposed demise."],["2","Agents of the Chamber show up intent on murdering the characters, because their recent actions have unwittingly been at the behest of a Lord of Dust and have twisted a portion of the Prophecy."],["3","A trusted mentor changes their tune abruptly and begins sending the characters on unusual tasks."],["4","Everyone the characters used to deal with in town suddenly acts as if they've never seen the characters before."],["5","Increasingly vicious fiends attack the camp every few nights."],["6","Agents of a Lord of Dust apologetically kidnap a character's loved one, politely requesting that the character perform a series of favors to secure the hostage's release."]],"name":"Lords of Dust Adventure Hooks","page":217,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Unusual Locations","colLabels":["d6","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pool of glowing water sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy."],["2","In the middle of the wreckage of a carnival stands a perfectly preserved carousel. If the carousel is ridden, the characters doing so see visions of Cyre as it was before the Last War."],["3","All the trees and plants in a forest have been turned to objects of glossy white stone with blood-red flecks."],["4","The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers."],["5","The broken bodies of soldiers lie scattered across a battlefield, refusing to decompose."],["6","The characters find a fallen warforged colossus (described later in this section)."]],"name":"Unusual Locations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Monstrous Mutations","colLabels":["d6","Mutation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the {@book Dungeon Master's Guide|DMG}, or apply the enlarge effect of the {@spell enlarge/reduce} spell to it."],["2","The creature has developed magical camouflage. It gains proficiency in the {@skill Stealth} skill, and it has the Chameleon Skin trait: it has advantage on Dexterity ({@skill Stealth}) checks made to hide."],["3","The creature's body has been infused with one kind of energy: acid, cold, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra {@dice 1d6} damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a melee attack while within 5 feet of it takes 5 ({@dice 1d10}) damage of that type. You can adjust these damage numbers to suit the creature's challenge rating."],["4","The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects."],["5","The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn't function at the start of the creature's next turn. (A particular creature might be susceptible to different damage types.) The creature dies only if it starts its turn with 0 hit points and doesn't regenerate."],["6","The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multiattack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom ({@skill Perception}) checks and on saving throws against being {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition frightened}, {@condition stunned}, and knocked {@condition unconscious}."]],"name":"Creatures of the Mournland; Monstrous Mutations","page":219,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Environmental Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points."],["2","A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of {@condition exhaustion}."],["3","Any Medium humanoid that dies in the area reanimates as a {@creature zombie} at the start of its next turn. The zombie is under the DM's control."],["4","The area is affected by a {@spell silence} spell."],["5","Each creature that enters the area is affected by an {@spell enlarge/reduce} spell, with an equal chance for each effect. The effect lasts until the creature leaves the area."],["6","The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight."],["7","All creatures are linked to every other creature in the area as if by the {@spell telepathy} spell."],["8","A creature that casts a spell of 1st level or higher in the area rolls on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."]],"name":"Magical Effects; Environmental Effects","page":220,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature The Lord of Blades|ERLW} maintains a detention center where experiments are performed on adventurers and scavengers that his forces capture in the Mournland."],["2","The leader of a cult devoted to {@creature Belashyrra|ERLW}, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult."],["3","A powerful member of House Cannith hopes to find something in the Mournland that will guarantee the ascendancy of her branch of the house."],["4","A Karrnathi {@creature bone knight|ERLW} (see {@book chapter 6|ERLW|13}) wants to raise up an undead army from the corpses in the Mournland."],["5","A {@creature rakshasa} works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland."],["6","A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains."]],"name":"Mournland Villains","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Gatekeeper druid wants a rock sample from the Glass Plateau."],["2","A magewright from House Cannith wants the party to escort him to a {@book warforged colossus|ERLW|10|Warforged Colossus}. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so."],["3","On her deathbed, the visionary artist who designed the lightning rail station at Metrol reveals that she hid a treasure map within a lamp in her old office."],["4","A wealthy eccentric asks the party to go into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpillar, or anything else you devise) from his mansion."],["5","A young Cyran paladin is morose because she was away from Cyre on a mission when the Day of Mourning occurred and never got to say goodbye to her family. She longs to retrieve her father's sword."],["6","An elderly knight is strapping on his armor one last time so he can ride into the Mournland and die on the battlefield where his companions perished and \"where I should have been.\""]],"name":"Adventures and Encounters; Mournland Adventure Hooks","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party meets flickering images of their future selves who are trying desperately to communicate, but their message is garbled."],["2","The party encounters a {@creature revenant} who was murdered by House Cannith assassins after she learned too much about the house's secret research. The characters can appease her by promising to help her get revenge."],["3","A tiny kitten mews from inside a hollow log. Within a few hours after being freed, it grows into an adult {@creature displacer beast}."],["4","The apparition of a parent searches for their lost child. As soon as the two are reunited, parent and spirit child both vanish."],["5","The mist congeals into the form of a long-lost love of one of the adventurers. The mist apparition (use the {@creature ghost} stat block) wants the character to stay here forever."],["6","The characters come across the skull of a buried warforged colossus."]],"name":"Encounters and Trinkets; Mournland Encounters","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mournland Trinkets","colLabels":["d10","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The favorite childhood toy of one of the adventurers, floating in midair"],["2","A tin whistle that makes beautiful colors and patterns magically appear when it's played"],["3","A toy lightning rail car"],["4","A glass eye"],["5","A silver lapel pin of a finely detailed gorgon's head with ruby eyes"],["6","A monocle that can be used as a telescope"],["7","A six-inch-tall mechanical marmoset in need of minor repairs"],["8","A small medallion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides"],["9","A cloak pin made of iron in the shape of two hammers joined by a semicircular haft"],["10","A wooden dinosaur toy that has movable legs"]],"name":"Encounters and Trinkets; Mournland Trinkets","page":222,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Library Vault Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy a scroll containing an incantation that allows even non-spellcasters to animate the dead."],["2","Steal the journal of a powerful necromancer that's being held in the vault's collection."],["3","Trade a powerful dark magic weapon in return for the rescue of important hostages taken by the order."],["4","Steal a suit of armor that contains the soul of a hero slain during the Last War."],["5","Search the collection for information on the Queen of the Dead, or \"{@creature Lady Illmarrow|ERLW},\" as she is known."],["6","Infiltrate the vault to get close to a new Emerald Claw recruit, then convince them to come to their senses and return to their family."]],"name":"Library Vault Adventures","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw NPCs","colLabels":["d6","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Though mortal, this fanatical warrior drinks the blood of those he slays in battle."],["2","A cleric tries to convince her enemies to embrace the order, promising eternal life through undeath."],["3","A noble with sympathies toward the order hides a cell's library vault within the grounds of their estate."],["4","A suave vampire would rather charm its enemies than crush them in battle."],["5","An artificer is obsessed with infusing necromantic curses into their construct creations."],["6","A changeling necromancer often poses as a vampire or a mummy, even though it's still alive."]],"name":"Order of the Emerald Claw NPCs; Emerald Claw NPCs","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Emerald Claw Adventure Hooks","colLabels":["d8","NPC"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","What at first appears to be a renegade group of Aundairian soldiers turn out to be undead under the order's control."],["2","The order strikes at a small keep, demanding the inhabitants surrender a particular volume from their library."],["3","Investigating strange lights and sounds emanating from a crypt in the dead of night reveals the Emerald Claw experimenting on the corpses within."],["4","The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine."],["5","The Emerald Claw claims a village's town hall for its own use, and any who come near are attacked. The sounds of torture ring out from within the building."],["6","Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies."],["7","While searching for a magic item in Dhakaani ruins across southern Khorvaire, the characters discover that Emerald Claw agents are looking for the same thing and seem to have access to information the adventurers lack."],["8","A large force of Emerald Claw knights offers the characters a choice: join the order, or submit themselves to death and an eternity of servitude from beyond the grave."]],"name":"Emerald Claw Adventure Hooks","page":226,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Daanvi Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People who live in the manifest zone are inclined to follow duly enacted regulations without question, regardless of moral implications."],["2","Creatures can't tell deliberate lies while in the area."],["3","Flora and fauna are preternaturally orderly and homogeneous. Trees here grow in neat rows without needing to be tended, rocks are situated in geometric patterns, and identical cattle graze in unison."],["4","A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants."]],"name":"Daanvi, the Perfect Order; Daanvi Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Dolurrh Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bodies buried here reanimate in {@dice 1d4} days, possessed by restless spirits. These spirits might be malevolent or benign."],["2","Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","Spells and abilities that raise the dead have a {@chance 50|50 percent} chance to bring back {@dice 1d4} angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead."],["4","In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost."]],"name":"Dolurrh, the Realm of the Dead; Dolurrh Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Fernia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable."],["3","The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity."],["4","Motes of {@spell continual flame} are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region."]],"name":"Fernia, the Sea of Fire; Fernia Manifest Zone Features","page":229,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Irian Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The waters of a spring hold curative powers—curing disease, healing wounds, even restoring lost senses."],["2","Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended."],["3","A maple tree with translucent, violet-hued bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly."],["4","Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws."]],"name":"Irian, the Eternal Dawn; Irian Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Kythri Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom ({@skill Nature}) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects."],["2","Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days."],["3","Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers."],["4","Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random."]],"name":"Kythri, the Churning Chaos; Kythri Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Lamannia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that summon elementals are empowered here. Such a spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended."],["2","The forces of nature work to tear down anything built within the zone. Weather, vegetation, and a rapid rate of decay combine to quickly destroy structures built in the region and overgrow the ruins."],["3","The zone is dominated by towering trees and thick undergrowth. Animals come from the surrounding area to live in the zone, where they grow larger and stronger than usual for their species."],["4","What appears to be a circle of stones is in truth a group of slumbering earth elementals that came from Lamannia during its most recent coterminous period."]],"name":"Lamannia, the Twilight Forest; Lamannia Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mabar Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or {@condition frightened} with advantage."],["2","Vegetation here is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air."],["3","On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk the area, prompting residents to leave offerings outside their doors to ward off the evil."],["4","The radius of any light source in the zone is halved, and saving throws against necromancy spells are made with disadvantage in the zone."]],"name":"Mabar, the Endless Night; Mabar Manifest Zone Features","page":230,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Risia Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended."],["2","Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn't melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice."],["3","Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains."],["4","Any spell that deals fire damage deals just half the normal damage."]],"name":"Risia, the Plain of Ice; Risia Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Shavarath Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack deals one additional die of damage."],["2","Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage violence are always successful."],["3","Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the {@spell cloud of daggers} spell, but the area and the damage might both increase."],["4","Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath."]],"name":"Shavarath, the Battleground; Shavarath Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Syrania Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","This zone suppresses all aggressive thought. Any creature that wants to make an attack or cast a damaging spell must succeed on a DC 13 Wisdom saving throw or it doesn't make the attack or cast the spell, but loses its action."],["2","Those with great will and fortitude who ascend a mountain peak in this area can try to bend the weather for miles around to their will, as if they had cast the {@spell control weather} spell."],["3","In this sun-dappled field, children—as well as free-spirited, childlike folk—find themselves able to fly for 1 hour."],["4","A village is built into the side of a cliff face here. Windmills protruding from the cliff collect energy from the power of the wind, which is used to operate elevators throughout the community."]],"name":"Syrania, the Azure Sky; Syrania Manifest Zone Features","page":231,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Thelanis Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian {@creature Treant||treants} and awakened flora."],["2","A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center."],["3","An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of {@creature Pixie||pixies}."],["4","The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage."]],"name":"Thelanis, the Faerie Court; Thelanis Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Xoriat Manifest Zone Features","colLabels":["d4","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the {@table Wild Magic Surge|PHB} table in chapter 3 of the {@book Player's Handbook|PHB}."],["2","A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see {@book chapter 8|DMG|8|Madness} of the {@book Dungeon Master's Guide|DMG})."],["3","Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well."],["4","A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing."]],"name":"Xoriat, the Realm of Madness; Xoriat Manifest Zone Features","page":232,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Mysterious Passengers","colLabels":["d100","Passenger"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A human merchant of obvious means seems to be deliberately drawing attention, loudly calling out their name and the time of day."],["03–04","Two shifters drinking and spoiling for a fight."],["05–06","A warforged quietly reads a book called {@i The Machine Manifesto}."],["07–08","A half-elf sits down, says, \"Beware—the wolf howls at midnight,\" and leaves without further comment."],["09–10","A gnome watches everyone carefully, writing down observations in a tiny orange book."],["11–12","A one-armed Brelish veteran verbally assaults any warforged he sees, blaming them for his injury."],["13–14","A well-dressed human sits awkwardly next to the wall, seemingly trying to avoid touching or being touched by anyone else."],["15–16","A cloaked figure moves slowly past, pausing briefly upon catching sight of the party."],["17–18","An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive audience."],["19–20","A destitute bard plays the harp with mediocre skill while asking for donations."],["21–22","A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are being watched."],["23–24","A frail human with a small strongbox shackled to one of her wrists is in the company of two heavily armed half-orc bodyguards."],["25–26","Three hobgoblin mercenaries from House Deneith discuss their plans in their native tongue."],["27–28","A harried dwarf tries to keep three children corralled, but the oldest one keeps sneaking away."],["29–30","A bored changeling practices duplicating the faces of the guests. Not all of them are amused."],["31–32","A shifter glowers in a corner booth, looking angry at the world."],["33–34","A warforged bard uses its body as a percussion instrument to entertain the patrons."],["35–36","A dog with no apparent owner wanders around."],["37–38","Two Karrnathi soldiers seem extremely nervous and speak to no one."],["39–40","A halfling leads a tiny pet dinosaur on a leash, tugging at it whenever it tries to examine something."],["41–42","A half-orc sits with a small potted plant, whispering to it in Orc."],["43–44","A well-dressed dwarf wearing eight copper rings paces restlessly."],["45–46","A halfling from House Ghallanda offers food and drink to all passengers except elves or half-elves."],["47–48","An elf bard from House Phiarlan whispers conspiratorially with a member of the vehicle's crew."],["49–50","A kalashtar is trying too hard to pass as human, conspicuously and awkwardly using human slang."],["51–52","A young half-elf in adventuring garb weeps openly."],["53–54","A silver dragon in human form observes the interactions of the clientele, paying close attention to any dragonmarked characters."],["55–56","A House Cannith tinker examines the structure of the vehicle closely, looking concerned and asking questions about possible escape procedures."],["57–58","A one-eyed human (actually an Inspired agent of the Dreaming Dark) watches everyone carefully."],["59–60","A disheveled human magewright offers meager magical skills in return for food or spare coins."],["61–62","A warforged leaning on a wooden staff carries on a conversation with the docent attached to its chest."],["63–64","A human pickpocket circulates among the passengers, looking for another victim."],["65–66","A human from Aundair obsessively checks and rechecks their traveling papers."],["67–68","An artificer tinkers with a new invention."],["69–70","An attractive half-elf makes advances toward a number of other passengers."],["71–72","An apprentice wizard draws arcane symbols on the window, glaring at anyone who interrupts."],["73–74","A dwarf with a bandaged wound checks it repeatedly, occasionally pouring whiskey on it and wincing."],["75–76","A young, red-haired human flirtatiously tries to get other passengers to buy drinks."],["77–78","An Aerenal elf sits silently, trying to ignore the stares of other passengers."],["79–80","A disheveled old human loudly proclaims that the end of the world is nigh, according to the dragons."],["81–82","A human child is apparently traveling with no parent or guardian."],["83–84","A nervous goblin holds traveling papers out to anyone passing by, as if expecting to be challenged at any moment."],["85–86","Four kalashtar monks meditate, burning incense and chanting quietly."],["87–88","A rogue tries to swindle other passengers by using marked cards."],["89–90","A House Tharashk inquisitive examines the floor of the vessel very carefully, offering no explanation."],["91–92","A group of unremarkable farmers are transporting a strange device that bears Draconic runes."],["93–94","A cleric of the Sovereign Host seems annoyed and is rude to several pious passengers who ask for blessings."],["95–96","An older human reads the {@i Korranberg Chronicle}, loudly proclaiming outrage at every story."],["97–98","Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates."],["99–00","Roll twice more; the two travelers indicated are about to come to a very obvious conflict of some kind (verbal or physical)."]],"name":"Mysterious Passengers","page":238,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Inn Attractions","colLabels":["d6","Attraction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bartender is a changeling who is always mimicking the patrons for a laugh."],["2","The innkeeper is 7 feet tall, claiming to have grown 2 feet after venturing into the mist of the Mournland."],["3","Rumor has it that the innkeeper here is a gold dragon cloaked in a humanoid guise."],["4","This inn is haunted by a ghost who loves to sit by the fireplace and tell stories—but it has been accused of more sinister activities once the fire burns down to embers and the guests are in their beds."],["5","The inn has a {@creature blink dog} that wanders around with her five pups, all of them eager for attention and treats."],["6","This inn offers \"the true Talenta experience\"—the halfling family that runs it keeps pet dinosaurs."]],"name":"Inn Attractions","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures","ordinal":{"type":"chapter","identifier":4},"index":10}},{"caption":"Life in the City","colLabels":["d6","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A homicidal changeling has killed two members of different dragonmarked houses, and doesn't plan to stop until one heir from each of the dragonmarked houses is dead."],["2","A jeweled statuette has fallen into the hands of House Tarkanan, and a powerful member of the Aurum will stop at nothing to obtain it. The statuette's real worth lies in the secret plans hidden inside it."],["3","A Karrnathi undead soldier troubled by sporadic memories of his former life is trying to locate his wife and family, who have fled Karrnath and now live somewhere in the lower districts of Sharn."],["4","A shifter shopkeeper in Lower Northedge is being harassed by ruffians who believe that she and her family are lycanthropes."],["5","A dragonmarked baron is found dead in her Upper Central mansion, seemingly a victim of some sort of ritual slaying. Outside help is needed to solve this delicate matter."],["6","A {@creature radiant idol|ERLW} (see {@book chapter 6|ERLW|13}) has formed a cult that attracts professors and staff of Morgrave University, promising them knowledge beyond imagining in exchange for their worship."]],"name":"Adventures in Sharn; Life in the City","page":239,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Home Base","colLabels":["d12","Location"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Drunken Dragon (Clifftop, Upper Dura) is a tavern frequented by members of the Clifftop Adventurer's Guild. It has a wide selection of spirits, and its walls are covered with adventuring trophies. The owner, a middle-aged halfling named Hascal d'Ghallanda, is a former adventurer who lost an eye and a leg in Xen'drik; he always has a story to share."],["2","The Anvil (Callestan, Lower Dura) was one of the first Ghallanda halls in Sharn. Its glory days are long past, but the young innkeeper, Eranna d'Ghallanda, is determined to keep it alive. The Anvil is frequented by members of the Boromar Clan and is a good choice if one of the player characters has ties to this group."],["3","The Dezina Museum of Antiquities (University, Upper Menthis) is attached to the library of Morgrave University. The museum has a remarkable collection of relics, but it's always looking for more. The curator is an elf named Emeron Sennared. He might be a personal friend or former teacher of one of the adventurers, or simply one who indulges their enthusiasm for antiquities and exotic locations."],["4","Coldflame Keep (High Hope, Middle Northedge) is a garrison church dedicated to the Silver Flame. Once it supported a troop of templars, but it was largely abandoned during the war and now maintains a minimal staff. The priest, Mazin Tana, is a faithful servant of the Silver Flame and will provide modest food and lodging to adventurers who are trying to make the city a better place."],["5","The Red Hammer (Blackbones, the Cogs) caters to warforged. It is run by two warforged, the envoy Blue and a juggernaut named Crucible. Although this place is a haven for warforged, other humanoids are allowed inside if their warforged allies vouch for them."],["6","A Gold Dragon Inn (described earlier in this chapter) operated by House Ghallanda and located in almost any part of Sharn."],["7","The district of Fallen (Lower Dura) was abandoned after a floating tower fell on it. The adventurers might have taken over an old temple or tavern on the edge of the district."],["8","An abandoned bell tower, which could be anywhere in the city. The spells that drove the massive mechanism failed long ago."],["9","An abandoned library, damaged during the war or thought to be cursed or haunted."],["10","A shuttered tavern, which is a failed business tied to the family of one of the adventurers."],["11","If one of the adventurers is a noble, the characters' base of operations is in the basement of the family estate or a tower apartment owned (but not currently used) by a dotty old aunt."],["12","A ramshackle skycoach tethered to a condemned tower on the edge of the city."]],"name":"What Happens Next?; Home Base","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Lower Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","A {@creature minotaur} holding a large piece of wood that could serve as a maul approaches you and politely asks if you have any copper to spare."],["03–04","Down a nearby alleyway, a dwarf punches a {@creature goblin} in the stomach, then walks away laughing."],["05–08","A thin human child has been following you, but never gets too close. She keeps coughing, and you can see red marks on her neck that might be an aberrant dragonmark."],["09–10","A human {@creature priest} of Boldrei wheels a cart of bread loaves through the city, giving food to the homeless."],["11–15","A {@creature goblin} pushing a cart of rusty weapons and broken clay pots calls out, \"Real artifacts of ancient Dhakaan for sale! Recovered from the ruins below!\""],["16–18","A man dressed in the livery of House Vadalis descends a tower wall mounted on the back of a {@creature giant spider}. He shouts, \"Need a ride? No faster way to get to the middle and upper wards! Reasonable rates!\""],["19–22","An {@creature ogre} eating several rats on a skewer spits out a rodent skull at your feet."],["23–26","A playful stray {@creature mastiff} wags its tail as it approaches, drops a very large egg at your feet, and looks up expectantly."],["27–30","A small, jovial crowd gathers around a {@creature goblin} and a {@creature kobold} that are getting ready to have an arm wrestling match. A dwarf calls for the crowd to place their bets."],["31–34","Three {@creature Harpy||harpies} fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one."],["35–38","A human woman and a warforged with a silvered body are walking down the street together. They're too well dressed for this district, and are looking around as if lost."],["39–42","A Khoravar half-elf in the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns."],["43–44","A human and an elf kiss passionately in an alley near your path. They notice you and quickly move apart."],["45–46","Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building."],["47–48","\"Stop her! She stole my necklace!\" a priest of the Sovereign Host cries, pointing to a grimy halfling clutching a silver chain and climbing up the side of a tower."],["49–50","A young woman using a crutch and missing a leg approaches, asking if you can spare any coin to help a Brelish veteran of the Last War."],["51–52","Cries of alarm fill the street as a wooden crate from somewhere above crashes down into the lower city."],["53–56","A splash of unidentified, putrid liquid falls from above, soaking you."],["57–60","The generally unpleasant smell of the lower wards is pierced by the scent of something delicious being baked nearby."],["61–62","A gnome sits at a table with a sign attached to it that reads, \"I say Breland would have won the Last War. Change my mind.\""],["63–64","Two {@creature changeling|ERLW|changelings} sit on a bench in front of a tavern, sharing a flask. They take turns changing their forms into the people who enter and exit the building."],["65–66","A human woman shouts at a group of Cyran refugees, \"Go home! Stop taking our jobs. Let the Mournland have you!\""],["67–68","A group of students from Morgrave University moves through the street, asking for directions to Dragoneyes."],["69–72","You turn down an empty street. A door suddenly materializes on a nearby building that previously showed no entrances."],["73–74","Faded graffiti on a wall reads, \"Need someone knifed? Tarkanan's got you covered!\""],["75–76","A crowd gathers around a {@creature kobold} playing a pan flute and leading a group of rats in a merry dance."],["77–80","Four {@creature Orc||orcs} jab at an {@creature ochre jelly} with long staffs, trying to herd the ooze into the sewers."],["81–82","Several Cyran refugees are gathered in a circle, singing a haunting song."],["83–84","An old {@creature goblin} offers to pierce your ears or nose for 5 copper crowns. She claims, \"It will be painless. I know magic!\""],["85–86","A figure in red robes preaches, \"The Last War was not the last! As long as the monarchy rules in Breland, another war is inevitable. Rise up!\""],["87–90","A member of the Sharn Watch looks uncomfortable as she wanders the street. It's clear she doesn't come down here often."],["91–92","Two humans run into an alley, drawing daggers as they go."],["93–94","Two drunken humans exit a tavern singing a Karrnathi battle hymn. Another human shouts at them to \"shut up or get shut up.\" The drunken pair sings louder in response."],["95–96","Two children reeking of sewage argue over who gets to wear a shiny helmet that sits on the ground between them."],["97–00","You find a pamphlet on the ground advertising the Silvermist Theater. Someone has scrawled on it, \"The real party is in the basement.\""]],"name":"What Happens Next?; Lower Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Upper Sharn Street Events","colLabels":["d100","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–03","A group of adventurers approaches, telling you to move along and stop trying to steal their business. (If the characters belong to the Deathsgate Guild or the Clifftop Adventurer's Guild, these could be members of the rival guild.)"],["04–06","Outside a House Kundarak bank, a human noble screams at a dragonmarked dwarf, \"What do you mean it's lost?\""],["07–09","A {@creature priest} of Kol Korran preaches to a crowd, saying, \"The best way to invest in yourself is to invest in your gods.\""],["10–12","An elf riding a {@creature pegasus} with bulging saddlebags asks you for directions to the Aurora Gallery."],["13–15","Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song. Passersby are mortified."],["16–18","Two {@creature kalashtar|ERLW} play dragonchess at an outdoor table. They move pieces without touching them."],["19–21","A halfling chef stands in a large skycoach that is equipped with a stove, oven, and washbasin. Several spectral hands prepare and plate food as the chef serves a party of smiling customers."],["22–25","A {@creature harpy} decked out in colorful ribbons flies overhead, calling, \"Get the best deals on adventuring gear at Old Claggin's in Clifftop.\""],["26–29","Some Morgrave students follow their dwarf professor onto a lift as she says, \"Next stop: the Cogs!\""],["30–32","An out-of-breath gnome carrying bagpipes asks you for directions to Kavarrah Concert Hall."],["33–35","A flustered gnome carries a stack of papers taller than he is—unaware of the plume of smoke coming from inside a scroll case slung on his back."],["36–38","You walk by a shirtless elf tattooed from head to waist with images of dragons battling each other."],["39–40","A groomed {@creature hobgoblin} wearing a jeweled vest approaches you and says, \"Ah! Adventurers. Any interest in securing some Dhakaani relics for me?\""],["41–42","Someone has painted, \"The crown dies with Boranel!\" across the gates of a noble's mansion. A member of the Sharn Watch is talking to the household staff."],["43–44","A {@creature magewright|ERLW} offers to shine your shoes instantly with magic for 2 gold galifars, saying, \"You can't be seen with those dirty things up here.\""],["45–46","A human wearing the livery of House Vadalis struggles to carry a 3-foot-tall speckled blue egg down the street."],["47–48","An aasimar oracle approaches and promises to give you the answer to all the problems that ever existed for 42 gold galifars."],["49–51","A {@creature shifter|ERLW} with flowers in her hair and a wand in her hand offers to magically gild any item of clothing you wear for 20 gold galifars."],["52–54","Four warforged work together to operate an enormous tarrasque puppet as publicity for a new play at the Art Temple."],["55–57","A horrified crowd is gathered around a burning effigy of King Boranel. No one claims responsibility for the act."],["58–60","A human {@creature noble} is berating a warforged servant for losing her invitation to the next Tain Gala."],["61–63","A young {@creature noble} proposes to his boyfriend in a beautiful garden on a tower balcony. Nearby, a {@creature changeling|ERLW} looks on in tears."],["64–66","You walk down a path lined with trees on which are growing candy-coated apples."],["67–70","Three children sparring with wooden swords play dangerously close to the edge of a bridge."],["71–73","A {@creature kalashtar|ERLW} on the street approaches you, saying, \"I can help you talk with the dead. Is there anyone you miss?\""],["74–76","An artist offers to draw caricatures of everyone in your group at the same time by using several magically animated quills."],["77–80","You approach a fresco painted on the ground that depicts King Boranel ir'Wynarn. As you get closer, the fresco speaks, delivering an inspiring line taken from one of the king's speeches."],["81–82","A dragonborn standing near several soarsleds offers you a tour of upper Sharn's most impressive mansions."],["83–84","Two {@creature Noble||nobles}, one Aundairian and one Brelish, heatedly debate which of their countries would have won the war had it been fought to a conclusion."],["85–86","A gilded warforged plays a sad song on a trumpet, honoring those who fell during the Last War."],["87–88","A group of well-outfitted adventurers snicker and whisper to each other as you pass."],["89–90","You turn a corner and notice a shifter who immediately puts her hands in her pockets and starts whistling, obviously trying to act inconspicuous."],["91–92","A {@creature pseudodragon} flies out of a nearby bush. As the playful creature licks your faces, you notice it wears a collar engraved with the letter M."],["93–94","You walk past a placid pond in a small park filled with colorful fish. An attendant removes dead fish from the water with a net."],["95–96","You come near a mansion, and an illusion of an old man dressed in noble finery appears. \"Get off my lawn!\" the figure gripes."],["97–98","An elf child with a {@creature faerie dragon (red)||faerie dragon} on a leash walks toward you and asks if you'd like to touch the exotic pet."],["99–00","You find a small brass key on the ground that glows blue whenever it is touched."]],"name":"What Happens Next?; Upper Sharn Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Skyway Street Events","colLabels":["d12","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A few {@creature Gargoyle||gargoyles} perch on a mansion's walls. They're seemingly there for security, but they offer lively commentary about everyone who passes by."],["2","A {@creature noble} with auburn hair held in a silver diadem holds a darkwood staff encrusted with dragonshards, and taps it impatiently while waiting for a skycoach."],["3","You pass by a hope well. Supposedly, any coins you throw in the well are gathered and transported down to help the troubled people of the lower wards."],["4","\"Make way! Make way!\" A boy clears a path for a jewel-encrusted warforged wearing a lavish fur cloak."],["5","You come upon a fountain of cold fire. In the center, a brass dragon spits brilliant flames into the air, and they spill down and out into the surrounding pool."],["6","A team of handlers from House Vadalis walk alongside a small {@creature gelatinous cube}. \"We're trying it out, seeing if it can help keep things clean,\" they say."],["7","A {@creature magewright|ERLW} offers to use a simple charm to polish the coins in your purse for just 3 copper crowns. \"We wouldn't want anyone here to get grime on their gloves from handling those filthy coins of yours from the lower wards.\""],["8","A tour group pauses to marvel at a mansion."],["9","A large statue commemorates Lord Dalian ir'Tain, a noble philanthropist lost at sea at the end of the Last War. He holds a spyglass in one hand and a miniature dragon turtle in the other."],["10","A warforged with roses twined around her limbs offers to sell you a bouquet for five silver sovereigns."],["11","It starts to drizzle. A well-dressed half-elf glares at the sky and snaps his fingers. The rain immediately stops."],["12","A member of the Sharn Watch stops you. \"Can I help you? Are you sure you're in the right ward?\""]],"name":"What Happens Next?; Skyway Street Events","page":240,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Heights Adventures","colLabels":["d4","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pose as House Tarkanan operatives to capture a wanted criminal with an aberrant dragonmark. The criminal is waiting on a bridge for his House Tarkanan escort to arrive."],["2","Obtain a satchel of evidence obtained by a goblin who has infiltrated Daask. The goblin, who is working with the Boromar Clan or the Sharn Watch to take down key Daask operatives, is waiting on a bridge."],["3","Break into a building connected to Sharn heights to steal something valuable."],["4","Stop a crooked Sharn Watch official who is trying to reach a skycoach and flee the city to escape arrest."]],"name":"Sharn Heights Adventures","page":244,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Criminal Organizations in Sharn","colLabels":["Organization","Description"],"colStyles":["col-2","col-10"],"rows":[["The Boromar Clan","Influential criminal syndicate founded by Talenta halflings, with blood ties to House Jorasco"],["Daask","Violent monsters and thugs loyal to Droaam and answerable to Sora Katra"],["House Tarkanan","Enemies of the dragonmarked houses dedicated to protecting and training individuals with aberrant dragonmarks"],["The Tyrants","Evil-minded changelings interested in gathering secrets and using them for all sorts of nefarious purposes"]],"name":"Crime in Sharn; Criminal Organizations in Sharn","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Street Gangs","colLabels":["Gang","Description"],"colStyles":["col-2","col-10"],"rows":[["The Broken Mirror","Khoravar half-elves who often target elves with acts of violence, frequently disfiguring their victims"],["The Brokenbridge Brawlers","Brelish veterans who antagonize Cyrans and former soldiers from other nations"],["The Eyes","Collection of odd individuals who paint symbolic eyes on their clothing and armor and claim to see things others cannot (in fact, they are a cult dedicated to the daelkyr {@creature Belashyrra|ERLW} and serve a hidden beholder)"],["The Five Faces","Changeling pickpockets who work Middle Menthis"],["The Gremlins","Gnomes and halflings who specialize in illusion magic"],["The Little Fingers","Child pickpockets active in Middle Dura (their leaders are adult halflings loosely allied with the Boromar Clan)"],["The Mourners","Cyran veterans who present themselves as a vigilante militia that protects Cyran refugees, but some say they're just pursuing selfish interests"],["Muut","Bugbears in Lower Dura who have been \"protecting\" Malleon's Gate for decades (recently they've aligned with Daask, but their focus is their home district)"],["The Quiet Folk","Goblins who live in the sewers below Tavick's Landing and avoid violence, using stealth and knowledge of the sewers to pull off their thievery"],["The Red Jackals","Primarily shifters and half-orcs who live in the sewers below Menthis and clash with anyone who invades their territory"]],"name":"Crime in Sharn; Street Gangs","page":245,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Shady Nightclub Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get accepted into a private high-stakes card game, and try to win the grand prize."],["2","Find out which Sharn Watch captain has a private meeting with a Boromar fence, and steal whatever the captain is buying."],["3","Track down a missing noble hunted by assassins."],["4","Steal a hidden stash of dreamlily."],["5","Broker a deal with the Boromars on behalf of a city councilor who's too scared to face the family in person."],["6","Find evidence that could be used to blackmail a member of a dragonmarked house."]],"name":"Shady Nightclub Adventures","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A halfling dreamlily dealer (an excoriate of House Ghallanda) smooth-talks new customers into sampling her wares. If pressed, she can call in favors from a number of dangerous clients."],["2","A judge known as \"the Turnkey\" always rules in favor of Boromar Clan members."],["3","A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to frame."],["4","A Boromar rogue has kidnapped the child of a strongly anti-Boromar city councilor."],["5","A kalashtar psychic serves the clan by detecting thoughts that suggest possibilities for blackmail. What stray thought might they pick up from an adventurer?"],["6","A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt."]],"name":"Boromar Villains","page":247,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find evidence of an affair between two members of different dragonmarked houses."],["2","Collect from a fence who is late with a payment."],["3","Steal the bank records of a city councilor."],["4","Convince a Sharn Watch captain to aggressively root out Daask operatives."],["5","Retrieve a package of dreamlily that has gone astray."],["6","Discover the location of a Daask safe house."]],"name":"Boromar Clan Campaign Themes; Boromar Clan Assignments","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Boromar Clan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask forces capture Boromar family members who are visiting Sharn from the Talenta Plains. The Boromars offer a reward for the safe return of their family and a larger reward for the kidnappers' heads, leading to gang violence in the streets."],["2","A beloved Sharn Watch captain who openly spoke out against the Boromar Clan disappears. The Boromars claim they had nothing to do with it, but some Sharn Watch members use the incident as an excuse to go after the organization."],["3","A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people all over Sharn to find it, and clan leaders consider going to war with the Tyrants."],["4","The Boromars stage a festival in Callestan for Saidan's birthday. All of the family's allies will be there, creating opportunities for espionage and assassination."]],"name":"Boromar Clan Adventure Hooks","page":249,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Cog Hub Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Obtain samples of dragon's blood hidden in the Cog hub."],["2","Infiltrate a Daask meeting to discover the next Boromar Clan holding they plan to target."],["3","Capture a Daask worg and replace it with a worg loyal to the Boromar Clan."],["4","Sniff out a traitor among Daask lieutenants."],["5","Escape the Cog hub after being captured by Daask forces."],["6","Kick out squatters to get the Cog hub ready to serve as a Daask safe house."],["7","Assault Daask members meeting in the Cog hub to disrupt the organization."],["8","Defend a Daask Cog hub from a Boromar Clan attack."],["9","Rescue an injured Daask soldier hidden inside a Cog hub that has been taken over by the Boromar Clan."],["10","Place a lethal trap in a Cog hub, to be triggered the next time Daask forces enter the place."]],"name":"Cog Hub Adventures","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Harpy||harpies} travel to the upper wards and use their luring songs to make rich people fall to their deaths. The harpies pick the corpses for valuables."],["2","A pack of {@creature Gnoll||gnolls} rampages through the lower wards, killing any halflings they come across. The gnolls take the halflings' ears as trophies."],["3","A shifter priest of the Devourer wants to crash Skyway by performing a ritual to create a cataclysmic storm. Sacrifices to the Devourer fuels the ritual."],["4","A changeling agent of Daask seeks to frame the Tyrants for attacks on the Boromar Clan, driving a wedge between the two organizations."],["5","A wererat priest of the Mockery starts a cult in Lower Dura, teaching its followers the arts of assassination."],["6","A gargoyle sharpshooter continually finds new vantage points in the upper wards from where it can assassinate targets in the middle and lower wards."]],"name":"Daask Villains","page":250,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convince several new businesses in the lower wards to pay protection fees to Daask."],["2","Cause as much death and destruction as possible inside a Boromar-owned establishment."],["3","Guard a priest of the Dark Six as he preaches the word of the Mockery on the street."],["4","Assassinate a member of the Boromar Clan."],["5","Convince a dragonmarked noble to offer the house's services to Daask for free."],["6","Mug someone to steal a magic item in their possession."]],"name":"Daask Assignments","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Daask Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Daask {@creature harpy||harpies} raid a Skyway mansion and tear the place apart looking for a Boromar Clan member."],["2","People who take dragon's blood begin turning to stone, and no one can figure out why."],["3","Cavallah announces a contest within the organization, promising a valuable magic item to whichever Daask soldier kills the most members of the Boromar Clan."],["4","Ash challenges Cavallah for control of Daask, creating a schism that erupts into a violent gang war."]],"name":"Daask Adventure Hooks","page":252,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Villains","colLabels":["d4","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A member of House Tarkanan murders members of dragonmarked houses, reducing her victims to smoldering piles of ash."],["2","Driven mad by his aberrant dragonmark, a dwarf becomes obsessed with destroying Sharn in the same manner that Halas Tarkanan collapsed Old Sharn."],["3","A House Tarkanan half-elf kidnaps children with aberrant marks, believing the organization is better suited to bring up the children than their parents."],["4","A House Tarkanan mage starts drinking the blood of dragonmarked nobles, believing it will increase the strength of his aberrant mark."]],"name":"House Tarkanan Villains","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Assignments","colLabels":["d4","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a satchel full of research on the War of the Mark, carried by a wizard who works at Morgrave University."],["2","Kill a Karrnathi warlord who is visiting Sharn, and make it look like an accident."],["3","Kill a target before she signs her last will and testament to assign her property to a new heir."],["4","Rescue a dreamlily dealer with an aberrant mark who has been captured by the Sharn Watch."]],"name":"House Tarkanan Assignments","page":253,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"House Tarkanan Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Tarkanan disturbed the dead during an expedition to Old Sharn, causing undead to terrorize the city above."],["2","House Tarkanan declares war on the dragonmarked houses in Sharn and begins killing nobles in the streets. Many of the houses' businesses in the city are shut down as fear spreads."],["3","A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark."],["4","House Tarkanan steals a key that can disable a ticking time bomb created by an artificer."]],"name":"House Tarkanan Adventure Hooks","page":254,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A changeling rogue infiltrates adventuring parties to steal their magic items."],["2","A cabal of changelings shares an identity as a Sharn Watch captain. They use the disguise to free criminals from prison."],["3","A changeling assassin murders members of the Boromar Clan, Daask, and House Tarkanan, then takes on the identities of its victims."],["4","A changeling bard gathers incriminating information about members of the King's Dark Lanterns, then blackmails them."],["5","A Brelish changeling veteran of the Last War was distrusted by fellow soldiers because of the shapechanger's heritage. The veteran now exposes those soldiers' darkest secrets to their friends, families, and employers."],["6","A changeling mage masquerades as a priest of the Silver Flame and uses spells to send the religion's faithful \"signs\" from Tira Miron that encourage them to spy, steal, and kill for the Tyrants."]],"name":"Tyrants Villains","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target."],["2","Steal a formal badge of office or uniform for a member of the Tyrants to use as part of an assumed identity."],["3","Act as bodyguards for a member of the Tyrants who is pretending to be an important figure."],["4","Assume new identities to infiltrate the Sharn Watch and steal criminal records."],["5","Use incriminating information to blackmail a member of the city council."],["6","Find evidence that can be used to blackmail a member of a dragonmarked house."]],"name":"Tyrants Campaign Themes; Tyrants Assignments","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Tyrants Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A friendly NPC dies in combat. The corpse reveals its true form to be that of a changeling."],["2","A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to find it."],["3","The {@i Sharn Inquisitive} publishes an anonymous article accusing several members of the Sharn Watch, the city council, and the dragonmarked houses of being changeling members of the Tyrants. The accused individuals vehemently deny the claims."],["4","A shamed Brelish general of the Last War goes on a killing spree against changelings, claiming the Tyrants ruined his life by exposing his extramarital affair."],["5","A Sharn Watch captain being blackmailed by the Tyrants has had enough. He publicly exposes his incriminating secrets, then offers a reward for information concerning the organization."],["6","Roll on another organization's Adventure Hooks table; the Tyrants are secretly involved in the situation."]],"name":"Tyrants Adventure Hooks","page":255,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Races","colLabels":["d20","Race"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Changeling"],["2-4","Dwarf"],["5-6","Elf"],["7","Gnome"],["8-9","Half-elf"],["10-11","Half-orc"],["12-13","Halfling"],["14-16","Human"],["17","Kalashtar"],["18","Shifter"],["19-20","Warforged"]],"name":"Sharn Watch Races","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Personalities","colLabels":["d10","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disgruntled veteran of the Last War who has seen everything"],["2","Lifelong Sharn resident who loves discussing rumors and debating the city's best haunts"],["3","Layabout who tries to do as little work as possible"],["4","Eternal optimist who encourages victims of crime to have hope and look on the bright side"],["5","Investigator who loves to get to the bottom of a mystery"],["6","Rookie with no experience in facing danger who is a bundle of nerves"],["7","Brawny meathead who believes all problems can be solved with force"],["8","Greedy opportunist who's always angling for a bribe"],["9","Uptight perfectionist who appears to do everything by the book"],["10","Unfriendly interrogator who assumes everyone spills their secrets to the Tyrants."]],"name":"Sharn Watch Personalities","page":257,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Watch Station Adventures","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Destroy evidence of a crime that's being stored in a Watch station, or plant evidence in a Watch station to frame someone for a crime."],["2","Learn which members of a station's crew are on the payroll of a criminal organization."],["3","Ensure the station's Watch officers are indisposed during an upcoming crime spree."],["4","Help defend a Watch station from a siege."],["5","Free someone being held at a Watch station."],["6","Steal uniforms from a Watch station."]],"name":"Watch Station Adventures","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf arrests random halflings on the streets in the lower wards and allows Daask agents to interrogate and torture them."],["2","A Brelish veteran of the Last War arrests and murders innocent Cyran refugees, claiming each time that the victim tried to attack him."],["3","A changeling investigator works for the Tyrants and pins unsolved crimes on other Sharn Watch members who interfere with the Tyrants' business."],["4","A half-elf works her way through the ranks of the Sharn Watch by assassinating her superiors but making it look like they died in the line of duty."],["5","An elf in the lower wards comes to the aid of only those who pay a monthly protection fee."],["6","A Blackened Book mage confiscates magic items from others to auction off to criminals."]],"name":"Sharn Watch Villains","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Assignments","colLabels":["d8","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solve a murder that occurred in Skyway."],["2","Find a dreamlily den and arrest the place's owner and its supplier."],["3","Protect an ambassador from Sarlona who is joining a Morgrave University expedition to the Cogs."],["4","Monitor the Lyrandar Tower airship dock for a specific criminal reportedly trying to leave the city."],["5","Apprehend a war criminal rumored to be arriving in Sharn by lightning rail, and deliver the criminal to the nearest Watch station."],["6","Take a visiting dignitary on a tour of the city and keep them happy."],["7","Venture into the bowels of the city to find a wanted terrorist who has kidnapped a magewright and stolen the parts needed to build an explosive device."],["8","Handle a prisoner exchange—one captured criminal for one captured Sharn Watch officer."]],"name":"Sharn Watch Assignments","page":258,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Sharn Watch Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Sharn Watch cracks down on Daask, which leads to violent confrontations in the city's lower wards."],["2","The Sharn Inquisitive publishes an article claiming that changelings of the Tyrants have stolen the identities of many Watch officers, leading to citywide distrust of the organization."],["3","After a Thrane immigrant opens a sealed entrance to Old Sharn's ruins, the Guardians of the Gate do not allow anyone in or out of Sharn until the immigrant is found and the entrance is resealed."],["4","Agents of the Blackened Book find scrying sensors in Sharn Watch stations throughout the city."]],"name":"Sharn Watch Adventure Hooks","page":259,"source":"ERLW","chapter":{"name":"Building Eberron Adventures - Sharn","ordinal":{"type":"chapter","identifier":4},"index":11}},{"caption":"Creating Common Magic Items","colLabels":["Common Magic Item","Time","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Spell scroll} (cantrip)","8 hours","15 gp"],["{@item Potion of healing}","8 hours","25 gp"],["Any other common magic item","32 hours*","50 gp*"]],"footnotes":["*Halved for a consumable item like a potion or scroll"],"name":"Creating Common Magic Items","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Eberron Crafting Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","House Cannith or another dragonmarked house takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques?"],["2","A mishap creates a temporary manifest zone (see \"{@book The Planes of Existence|ERLW|10|Planes of Existence}\" in {@book chapter 4|ERLW|10} for information on manifest zones)."],["3","You need to acquire an additional rare component to complete your work. Time for adventure!"],["4","The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change. This delays your work by {@dice 2d6} days."],["5","Your efforts draw the attention of the Aurum, the Chamber, the Emerald Claw, or the Lords of Dust."],["6","Your item becomes sentient (see chapter 7 of the {@book Dungeon Master's Guide|DMG} for rules on sentient items)."]],"name":"Eberron Crafting Complications","page":281,"source":"ERLW","chapter":{"name":"Treasures","index":12}},{"caption":"Daelkyr Modifications","colLabels":["d10","Modification"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature is fused with another creature or object."],["2","The creature has additional eyes, or its existing eyes are replaced with the eyes of a different creature."],["3","The creature produces eerie music instead of speech."],["4","The creature's skin has an unusual texture or color."],["5","The creature's hair is replaced by spines or tentacles."],["6","The creature's flesh is transparent."],["7","The creature has extra limbs."],["8","The creature is bioluminescent."],["9","The creature has an additional head."],["10","The creature sheds its skin every 60 days."]],"name":"Daelkyr Modifications","page":284,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"caption":"Living Spell Customization","colLabels":["Spell Level","Stat Block to Customize"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Living burning hands"],["3–4","Living lightning bolt"],["5","Living cloudkill"]],"name":"Customizing a Living Spell; Living Spell Customization","page":283,"source":"ERLW","chapter":{"name":"Friends and Foes","index":13}},{"colLabels":["Month","Days","Holidays"],"caption":"Exandrian Calendar","colStyles":["col-2","col-2 text-center","col-8"],"rows":[["Horisal","29","New Dawn (1st), Hillsgold (27th)"],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30","Renewal Festival (13th), Wild's Grandeur (20th)"],["Thunsheer","31","Harvest's Rise (11th), Merryfrond's Day (31st)"],["Unndilar","28","Deep Solace (8th), Zenith (26th)"],["Brussendar","31","Artisan's Faire (15th), Elvendawn (20th)"],["Sydenstar","32","Highsummer (15th), Morn of Largesse (14th)"],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27","Hazel Festival (10th), Civilization's Dawn (22nd)"],["Cuersaar","29","Night of Ascension (13th)"],["Duscar","32","Barren Eve (2nd), Embertide (5th)"]],"name":"Calendar and Time; Exandrian Calendar","page":8,"source":"EGW","chapter":{"name":"Welcome to Wildemount","index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Avandra|Exandria|EGW}","CG","Change, freedom, luck","Nature, Trickery","Woman's profile embossed on a gold coin or pendant"],["{@deity Bahamut|Exandria|EGW}","LG","Honor, justice","Life, Order,* War","Silver dragon's head in profile"],["{@deity Corellon|Exandria|EGW}","CG","Art, beauty, elves","Arcana,** Light","Two crescent moons facing each other atop a four-pointed star"],["{@deity Erathis|Exandria|EGW}","LN","Civilization, law, peace","Knowledge, Order*","Double-headed axe inset with a pattern of scales"],["{@deity Ioun|Exandria|EGW}","N","Knowledge, learning, teaching","Arcana,** Knowledge","Pair of open eyes crowned with a third open eye"],["{@deity Kord|Exandria|EGW}","CN","Battle, competition, storms","Tempest, War","Four bolts of lightning radiating from the center of a shield"],["{@deity Melora|Exandria|EGW}","N","Seas, wilderness","Life, Nature, Tempest","Wreath of grass and grain affixed to a crook"],["{@deity Moradin|Exandria|EGW}","LG","Craft, creation","Forge,*** Knowledge, War","Hammer with ends carved in the likeness of dwarven heads"],["{@deity Pelor|Exandria|EGW}","NG","Healing, sun","Life, Light, Nature","Bright, eight-pointed star"],["{@deity Raei|Exandria|EGW}","NG","Atonement, compassion","Life, Light","Humanoid, feminine phoenix"],["{@deity The Raven Queen|Exandria|EGW}","LN","Death, fate, winter","Death, Grave***","White, humanoid mask framed in black feathers"],["{@deity Sehanine|Exandria|EGW}","CG","Illusion, moonlight, night","Arcana,** Nature, Trickery","Crescent moon turned upward, strung like a bow"]],"footnotes":["* The {@class Cleric||Order domain|Order|TCE} appears in {@book Guildmaster's Guide to Ravnica|GGR}.","** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}.","*** The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}."],"name":"Prime Deities","page":20,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Asmodeus|Exandria|EGW}","LE","God of the Nine Hells","Trickery, War","Crown of spiked onyx and curved horns"],["{@deity Bane|Exandria|EGW}","LE","Conquest, tyranny","Forge,* Order,** War","Flail of chains, each ending in shackles"],["{@deity Gruumsh|Exandria|EGW}","CE","Slaughter, warfare","Death, Tempest, War","Single, unblinking eye that bleeds"],["{@deity Lolth|Exandria|EGW}","CE","Deceit, spiders","Knowledge, Trickery","Jeweled spider"],["{@deity Tharizdun|Exandria|EGW}","CE","Darkness, destruction","Death, Grave,* Trickery","Crooked, seven-pointed star made of chains"],["{@deity Tiamat|Exandria|EGW}","LE","Dragon god of evil","Order,** Trickery, War","Taloned dragon claw"],["{@deity Torog|Exandria|EGW}","NE","Enslavement, torture","Death, Trickery","Three pale arms clawing from a dark void"],["{@deity Vecna|Exandria|EGW}","NE","Necromancy, secrets","Arcana,*** Death, Grave,* Knowledge","Desiccated hand with an eye in the palm"],["{@deity Zehir|Exandria|EGW}","CE","Assassins, poison, snakes","Nature, Trickery","Coiled serpent"]],"footnotes":["* The {@class Cleric||Forge|Forge|XGE} and {@class Cleric||Grave|Grave|XGE} domains appear in {@book Xanathar's Guide to Everything|XGE}.","** The {@class Cleric||Order|Order|TCE} domain appears in {@book Guildmaster's Guide to Ravnica|GGR}.","*** The {@class Cleric||Arcana domain|Arcana|SCAG} appears in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Betrayer Gods","page":26,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province","Suggested Domains","Common Symbol"],"colStyles":["col-2","col-1 text-center","col-2","col-2","col-5"],"rows":[["{@deity Arms of the Betrayers|Exandria|EGW}","NE","The Fiend, the Hexblade*","Death, War","Blade thrust downward through an eight-eyed skull"],["{@deity Ceratos|Exandria|EGW}","CN","The Great Old One","Knowledge, Tempest","Three mismatched eyes surrounded by teeth"],["{@deity Desirat|Exandria|EGW}","LE","The Fiend, the Undying**","Light, Trickery","Burning purple feather"],["{@deity Naviask|Exandria|EGW}","NG","The Archfey","Life, Nature","Wreath of flowers shaped into demon horns"],["{@deity Quajath|Exandria|EGW}","CN","The Fiend, the Great Old One","Nature, War","Ring of teeth"],["{@deity The Hag Mother|Exandria|EGW}","NE","The Fiend","Knowledge, Trickery","Single red horn"],["{@deity The Luxon|Exandria|EGW}","N","—","Arcana,** Light","Hollow dodecahedron"],["{@deity The Traveler|Exandria|EGW}","CN","The Archfey","Nature, Trickery","Arched doorway over a road that vanishes into the distance"],["{@deity Uk'otoa|Exandria|EGW}","NE","The Great Old One, the Hexblade*","Knowledge, Tempest","Yellow, slitted eye"],["{@deity Vesh|Exandria|EGW}","NE","The Archfey, the Undying**","Death, Life","Crimson ring hanging from a chain"],["{@deity Xalicas|Exandria|EGW}","LG","The Archfey, the Celestial*","Life, Light","Single blackened wing"]],"footnotes":["* The {@class Warlock||Celestial|Celestial|XGE} and {@class Warlock||Hexblade|Hexblade|XGE} warlock patrons appear in {@book Xanathar's Guide to Everything|XGE}.","** {@class Warlock||The Undying|Undying|SCAG} warlock patron and the {@class Cleric||Arcana domain|Arcana|SCAG} appear in {@book Sword Coast Adventurer's Guide|SCAG}."],"name":"Lesser Idols","page":30,"source":"EGW","chapter":{"name":"Story of Wildemount","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Eiselcross Encounters: Levels 1–4","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4} wildfolk {@creature Scout||scouts} hunting a {@creature saber-toothed tiger}. The scouts are out of arrows and willing to trade equipment and information to replenish their ammunition."],["2","The characters encounter a lost Cerberus Assembly {@creature mage} trying to return to Balenpost. The rest of the mage's team died in the ruins of Aeor, and there is a {@chance 50|50 percent} chance the mage carries a recently recovered Aeorian item."],["3","The characters find a {@creature griffon} with an arrow in its wing that prevents it from flying. A character who succeeds on a DC 15 Wisdom ({@skill Animal Handling}) check can approach the griffon without being attacked. Such a character can remove the arrow, restoring the griffon's ability to fly, after which the griffon allows the character to ride it as a mount for the next {@dice 1d10} days."],["4","The characters encounter the {@creature revenant} of a dead explorer from Balenpost who was murdered by one of its team and is looking for vengeance."],["5","The characters find a 3-foot-tall, 50-pound egg. If they keep the egg in a cold environment for {@dice 1d10} weeks, a {@creature white dragon wyrmling} hatches from it."],["6","A {@creature young remorhaz} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 1–4","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 5–10","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters encounter {@dice 1d4 + 1} {@creature Mammoth||mammoths} being hunted by {@dice 2d6} wildfolk {@creature Scout||scouts}."],["2","An {@creature abominable yeti} and {@dice 1d4} {@creature Yeti||yetis} stalk the characters."],["3","The characters encounter {@dice 2d4} {@creature Allowak Yeti|EGW|yetis from Allowak's Sanctuary} (see \"{@book Allowak's Sanctuary Yeti Statistics|EGW|4|Allowak's Sanctuary Yeti Statistics}\" later in this chapter). The yetis attempt to scare the characters away but do not wish to do harm."],["4","The characters pass an Aeorian building that crashed nearby. The building contains {@dice 1d4 + 4} {@creature Wight||wights}."],["5","An {@creature Aeorian absorber|EGW} (see {@book chapter 7|EGW|8|Aeorian Absorber}) ambushes the characters."],["6","The characters encounter a large herd of elk. If the characters scare the elk, {@dice 1d6} {@creature elk} attack while the rest of the herd flees. During the combat, a {@creature remorhaz} bursts out of the snow and attacks indiscriminately."]],"name":"Eiselcross Encounters: Levels 5–10","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 11–16","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult white dragon} confronts the characters, demanding treasure for passage through its territory. The dragon accepts 1,000 gp worth of treasure or a rare magic item as acceptable tribute."],["2","The characters encounter an {@creature iron golem} that keeps walking in circles. The golem attacks any creatures within 10 feet of it but otherwise continues walking in circles."],["3","The characters find a camp of {@dice 2d4} {@creature Minotaur||minotaurs} and {@dice 4d6} {@creature Orc||orcs} looking for wildfolk to recruit for the Kryn. These explorers want to keep their operation covert. If they aren't convinced the characters can keep their secret, the Xhorhasians attack."],["4","A {@creature roc} flies overhead and attempts to scoop up a character of your choice as its next meal."],["5","The characters encounter a coven of three {@creature Night Hag||night hags} searching for Aeorian items. In their humanoid guises, these hags pretend to be lost explorers and request the characters' escort. When the characters are in a vulnerable spot, the hags reveal their true nature and attack."],["6","The characters are ambushed by {@dice 1d8 + 1} {@creature Frost Giant||frost giants}."]],"name":"Eiselcross Encounters: Levels 11–16","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Eiselcross Encounters: Levels 17–20","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find the buried top of an Aeorian tower that crashed into the ice. Ice fills the lower levels of the tower, and {@dice 1d4 + 1} {@creature Aeorian Nullifier|EGW|Aeorian nullifiers} (see {@book chapter 7|EGW|8|Aeorian Nullifier}) are frozen in the ice."],["2","The characters encounter {@dice 2d6} gladiator wormkin (see \"{@book Tomb of the Worm|EGW|4|Tomb of the Worm}\" later in this chapter) attempting to force-feed a group of {@dice 3d6} wildfolk {@creature Commoner||commoners} the meat of the Undermaw."],["3","The characters find a humanoid skull frozen in the ice. If they free the skull, it comes alive, revealing its true form as a {@creature demilich}."],["4","The characters encounter two {@creature Mage||mages} from Balenpost planning to steal an Aeorian item from a camp of {@dice 3d6} {@creature Frost Giant||frost giants} and their tamed {@creature frost worm|EGW} (see {@book chapter 7|EGW|8|Frost Worm}) The mages ask for the characters' help with the heist."],["5","The characters encounter the {@creature ghost} of an Aeorian citizen. If the characters are kind to the ghost, the undead might be able to share the history of the crashed city with the characters."],["6","The characters encounter {@dice 2d6} {@creature Frost Giant Zombie|EGW|frost giant zombies} (see {@book chapter 7|EGW|8|Frost Giant Zombie}). These zombies did not come from the Fortress of the Dead Jarl. Their origin is up to you."],["7","The characters cross over an area of thin ice. A {@creature kraken} obsessed with Aeor floats beneath the ice and orders the characters to share any knowledge they have of the place or face its wrath."],["8","An {@creature ancient white dragon} ambushes the characters."]],"name":"Eiselcross Encounters: Levels 17–20","page":122,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d8","Habitat"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Arctic"],["2","Desert"],["3","Forest"],["4","Grassland"],["5","Hill"],["6","Mountain"],["7","Ocean"],["8","Swamp"]],"name":"Mutalos Habitats","page":128,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"colLabels":["d10","Phenomenon"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","It smells of death here. This area is permanently ridden with the stench of rot and decay."],["2","Incorporeal phantoms move in and out of reality here. These apparitions ignore any interaction with creatures."],["3","Everything is a single color here. All physical matter in this area adopts the pigmentation of one of the seven colors of the rainbow or the color black."],["4","Nonmagical fire can't burn here."],["5","Sources of light here appear kaleidoscopic. Empty air refracts light in this area, creating dazzling displays of prismatic colors."],["6","Any character who sleeps here dreams of a different life on a different world in a different body."],["7","There is no sound here. This area is permanently under the effects of the {@spell silence} spell."],["8","This place is supernaturally unlucky. Attack rolls, ability checks, and saving throws cannot be rerolled in this area."],["9","Water turns to acid here. Water introduced to this area becomes acid in {@dice 1d4} days."],["10","This place is haunted by fragments of the Far Realm. Whenever the target of a Wisdom saving throw fails its save, that creature has a {@chance 5|5 percent} chance of becoming afflicted by a random form of long-term madness (see \"{@book Madness|DMG|8|Madness}\" in chapter 8 of the {@book Dungeon Master's Guide|DMG})."]],"name":"Uncanny Phenomena","page":151,"source":"EGW","chapter":{"name":"Wildemount Gazetteer","ordinal":{"type":"chapter","identifier":3},"index":4}},{"caption":"Social Status Relationships","colLabels":["d20","Background","Clovis Concord","Dwendalian Empire","Greying Wildlands","Kryn Dynasty"],"colStyles":["col-2 text-center","col-2","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["1","{@background Acolyte}","1 ally","1 ally (legal faith) or 1 rival (illegal faith)","1 rival","1 ally"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","—","1 rival","—","1 ally"],["3","{@background Charlatan}","1 ally","1 rival","1 ally","1 rival"],["4","{@background Variant Criminal (Spy)||Criminal}","1 rival","1 rival","1 ally","1 rival"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","1 rival","1 ally","1 rival","—"],["6","{@background Entertainer}","1 ally","1 ally","1 rival","1 ally"],["7","{@background Folk Hero}","1 ally","1 rival","1 rival","1 ally"],["8","{@background Grinner|EGW}","1 ally","1 rival","—","—"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","1 rival","1 ally","—","1 ally"],["10","{@background Hermit}","—","1 rival","1 ally","1 ally"],["11","{@background Noble}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["12","{@background Outlander}","—","—","1 ally","—"],["13","{@background Sage}","1 rival","1 rival","—","1 ally"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","1 ally","1 ally and 1 rival","1 ally","1 rival"],["15","{@background Sailor}","1 ally and 1 rival","—","1 rival","1 ally"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","1 ally and 1 rival","—","1 ally","—"],["17","{@background Soldier}","1 ally","1 ally and 1 rival","1 rival","1 ally and 1 rival"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","—","1 ally","—","1 rival"],["19","{@background Urchin}","1 ally","1 rival","1 rival","1 rival"],["20","{@background Volstrucker Agent|EGW}","—","1 ally","—","1 rival"]],"name":"Heroic Chronicle; Social Status Relationships","page":190,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Homelands","colLabels":["d100","Region (Government)"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–21","Menagerie Coast (choose either the Clovis Concord or Revelry pirates)"],["22–40","Marrow Valley in Western Wynandir (Dwendalian Empire)"],["41–72","Zemni Fields in Western Wynandir (Dwendalian Empire)"],["73–77","Greying Wildlands (choose either the Tribes of Shadycreek Run or Uthodurn)"],["78–00","Xhorhas in Eastern Wynandir (choose either the Kryn Dynasty or Xarzith Kitril)"]],"name":"Backstory; Homelands","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Backgrounds","colLabels":["d20","Background","Reference"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","{@background Acolyte}","PH"],["2","{@background Luxonborn (Acolyte)|EGW|Acolyte (Luxonborn)}","EGW"],["3","{@background Charlatan}","PH"],["4","{@background Variant Criminal (Spy)||Criminal}","PH"],["5","{@background Myriad Operative (Criminal)|EGW|Criminal (Myriad operative)}","EGW"],["6","{@background Entertainer}","PH"],["7","{@background Folk Hero}","PH"],["8","{@background Grinner|EGW}","EGW"],["9","{@background Variant Guild Artisan (Guild Merchant)||Guild Artisan}","PH"],["10","{@background Hermit}","PH"],["11","{@background Noble}","PH"],["12","{@background Outlander}","PH"],["13","{@background Sage}","PH"],["14","{@background Cobalt Scholar (Sage)|EGW|Sage (Cobalt Scholar)}","EGW"],["15","{@background Sailor}","PH"],["16","{@background Revelry Pirate (Sailor)|EGW|Sailor (Revelry pirate)}","EGW"],["17","{@background Soldier}","PH"],["18","{@background Augen Trust (Spy)|EGW|Spy (Augen Trust)}","EGW"],["19","{@background Urchin}","PH"],["20","{@background Volstrucker Agent|EGW}","EGW"]],"name":"Backstory; Backgrounds","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Menagerie Coast Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Brokenbank","Town"],["02","Darktow","Town"],["03–09","Feolinn","City"],["10–19","Gwardan","City"],["20–36","Nicodranas","City"],["37–40","Othe","City"],["41","Palma Flora","Town"],["42–84","Port Damali","City"],["85–93","Port Zoon","City"],["94–00","Tussoa","City"]],"name":"Backstory; Menagerie Coast Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Marrow Valley Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–02","Alfield","Town"],["03–05","Ashguard Garrison","Military outpost"],["06–07","Berleben","Town"],["08–12","Bladegarden","City"],["13–18","Deastok","City"],["19–22","Felderwin","City"],["23–32","Grimgolir","City"],["33–40","Hupperdook","City"],["41–44","Kamordah","City"],["45","Talonstadt","Town"],["46–50","Trostenwald","City"],["51–52","Vol'antim","Town"],["53–00","Zadash","City"]],"name":"Backstory; Marrow Valley Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Zemni Fields Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01","Blumenthal","Town"],["02–07","Bysaes Tyl","City"],["08–11","Druvenlode","City"],["12–13","Icehaven","Town"],["14–18","Nogvurot","City"],["19–20","Odessloe","City"],["21–26","Pride's Call","City"],["27–96","Rexxentrum","City"],["97–98","Rockguard Garrison","Military outpost"],["99","Velvin Thicket","Nomadic diaspora"],["00","Yrrosa","Town"]],"name":"Backstory; Zemni Fields Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Greying Wildlands Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–03","Boroftkrah","Town"],["04–06","Palebank Village","Village"],["07–30","Shadycreek Run","City"],["31–00","Uthodurn","City"]],"name":"Backstory; Greying Wildlands Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Eastern Wynandir Settlements","colLabels":["d100","Settlement Name","Type"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–20","Asarius","City"],["21","Bazzoxan","Town"],["22","Charis","Village"],["23–30","Igrathad","Seven villages"],["31–36","Jigow","City"],["37","New Haxon","Military outpost"],["38–89","Rosohna (Ghor Dranas)","City"],["90–93","Rotthold","City"],["94–96","Urzin","Town"],["97–00","Xarzith Kitril","City"]],"name":"Backstory; Eastern Wynandir Settlements","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (Village)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–10","3 or more","{@dice 2d4 + 2}"],["11–50","2","{@dice 2d4}"],["51–89","1","{@dice 1d4}"],["90–00","0","0"]],"name":"Backstory; Family Size (Village)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Size (City)","colLabels":["d100","Number of Parents","Number of Siblings"],"colStyles":["col-2 text-center","col-8","col-2"],"rows":[["01–05","3 or more","{@dice 2d4 + 2}"],["06–60","2","{@dice 2d4}"],["61–80","1","{@dice 1d4}"],["81–00","0","0"]],"name":"Backstory; Family Size (City)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Family Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","You thought you killed this family member, whether by accident or otherwise. You never expected to see them again—but now they're out for your blood. You gain one rival."],["11–20","You insulted this family member so gravely that they left your life forever. If they ever return, it will be to settle the score. You gain one rival."],["21–30","You have always been better than this family member at a particular activity. They grew jealous and abandoned you, so that they could return and best you one day. You gain one rival."],["31–40","You uncovered a secret about this family member, whether a tiny embarrassment or a life-changing scandal. They now seek to unveil your darkest secret. You gain one rival."],["41–50","You and this family member have a friendly rivalry, and are constantly trying to best each other in an activity, craft, or other pursuit. You visit occasionally to test each other's skills. You gain one rival."],["51–60","This family member owes you a debt, and they don't like it. They'll help you out when you need it, but only to clear the slate. You gain one ally."],["61–70","This family member loves you, but you were never that close. They'll do anything to help you—as long as they won't be at risk of injury or death. You gain one ally."],["71–80","This family member caused you to have a horrible accident when you were a child. They still feel incredible guilt, which they would do anything to assuage. You gain one ally."],["81–90","This family member left long ago for reasons you don't understand or won't talk about. Before they left, they promised you that they would return in your hour of greatest need. You gain one ally."],["91–00","This family member has always loved you with all their heart, and would do anything for you. You gain one ally."]],"name":"Backstory; Family Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This ally is a loyal pet. Rather than rolling on the Ally and Rival Identities table, choose one beast of CR 1/8 or lower as your pet."],["11–20","This person once lost a bet to you and is still trying to scrounge up the cash to pay you back. They've decided you'd both be better off if they put you in their debt instead."],["21–30","This person was once a beggar to whom you gave a large sum of money. They have transformed their life thanks to you, and now want to repay your generosity."],["31–40","You were this person's favorite drinking buddy, and their home is always open to you and your friends."],["41–50","This person was once your mentor, but you left before you could complete your training. You are welcome to return and finish what you started, but only when you are ready."],["51–60","You bonded with this person over a traumatic event such as a battle or an armed robbery. If you ever tell them that you are in danger, they will try to aid you."],["61–70","You and this person share a terrible secret, and you have sworn to never reveal it to anyone. They will help you keep this secret if it is ever in danger of being revealed."],["71–80","This person fell in love with you. If you reciprocated, they always stand at your side. If you didn't, they took it well, and still consider you their closest friend."],["81–90","You and this person were affected by powerful magic, and now you both share a telepathic connection that functions while you are within 1 mile of each other."],["91–00","This person owes you their life. Even if they can't follow you everywhere you go, they will do anything they can to protect you."]],"name":"Backstory; Ally Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Rival Relationships","colLabels":["d100","Relationship"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–10","This person believes that you murdered their sibling. Regardless of your guilt or innocence, they are out for your blood."],["11–20","You bested this person in combat, but they believe you cheated to defeat them. They long to prove that they are the superior warrior."],["21–30","You broke a promise to this person, and it caused them to suffer greatly. Now they conspire to make someone else break a valuable promise to you."],["31–40","You once loved this person, but broke their heart. They are now obsessed with making you feel the same pain they felt."],["41–50","This person was ordered to arrest you, and doggedly hunts you wherever you go."],["51–60","This person thinks that you were replaced by a doppelganger or possessed by a spirit or monster. They are now trying to defeat you, so as to find or free the original you."],["61–70","You fled from your home under mysterious circumstances. This person is obsessed with finding out the truth of what caused you to leave."],["71–80","You and this person tried to harness power beyond your control, and it left them disfigured and in constant pain. Having since mastered the power that nearly destroyed them, they now seek to turn it upon you."],["81–90","You helped this person out once when they were down on their luck, and now they go to you whenever they need help."],["91–00","This person wants to be your friend, but their help has always made your life harder."]],"name":"Backstory; Rival Relationships","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Ally and Rival Identities","colLabels":["d100","Stat Block"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","{@creature Commoner} (MM)"],["06–10","{@creature Acolyte} (MM)"],["11–15","{@creature Bandit} (MM)"],["16–20","{@creature Bandit captain} (MM)"],["21–25","{@creature Berserker} (MM)"],["26–30","{@creature Cultist} (MM)"],["31–35","{@creature Cult fanatic} (MM); gain one fateful moment"],["36–40","{@creature Druid} (MM)"],["41–45","{@creature Gladiator} (MM); gain one fateful moment"],["46–50","{@creature Guard} (MM)"],["51–55","{@creature Knight} (MM)"],["56–60","{@creature Priest} (MM)"],["61–65","{@creature Scout} (MM)"],["66–70","{@creature Spy} (MM)"],["71–75","{@creature Tribal warrior} (MM)"],["76–80","{@creature Veteran} (MM)"],["81–84","{@creature Mage} (MM); gain one fateful moment"],["85–88","{@creature Noble} (MM); gain one fateful moment"],["89–92","{@creature Assassin} (MM); gain one fateful moment"],["93–94","{@creature Blood hunter|EGW} (EGW); gain one fateful moment"],["95–96","Good or neutral {@creature werebear} or {@creature weretiger} (DM's choice; MM); gain one fateful moment"],["97–98","Evil {@creature wereboar}, {@creature wererat}, or {@creature werewolf} (DM's choice; MM); gain one fateful moment"],["99","{@creature Archmage} (MM); gain one fateful moment"],["00","{@creature Adult gold dragon} or {@creature adult red dragon} (DM's choice; MM); gain one fateful moment"]],"name":"Backstory; Ally and Rival Identities","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Fateful Moments","colLabels":["d20","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your parents were murdered in front of you. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the type of creature that killed them. You have proficiency in the {@skill Stealth} and {@skill Survival} skills."],["2","You met a dark elf dying in the wilderness. Around their neck was a silver talisman containing a cameo of their child and the name \"Il'viranya.\" It is an {@item amulet of proof against detection and location}."],["3","A mysterious stranger gave you a gift that saved your life while you were lost in the wilderness. Roll on the {@book Ally and Rival Identities table|EGW|5|Ally and Rival Identities} to determine the identity of the stranger. Then roll on {@table Magic Item Table B} in the {@book Dungeon Master's Guide|DMG} to determine the item. If you roll a consumable item from the table, roll again."],["4","You were caught in a terrible storm but miraculously survived. Now your dreams contain visions sent by a mysterious god or demigod. You have proficiency in the {@skill Arcana} or {@skill Religion} skill (your choice)."],["5","A famous warrior trained you with what has become your signature weapon. You have proficiency with a martial weapon of your choice, and you own one such weapon. It has special features as detailed in {@book chapter 7|DMG|7|Types of Treasure} of the {@book Dungeon Master's Guide|DMG}. You also have the {@feat Martial Adept} feat from the {@book Player's Handbook|PHB}."],["6","You were the sole survivor when a horde of rampaging monsters raided your village or your neighborhood. You have proficiency in the {@skill Stealth} skill or proficiency with martial weapons (your choice)."],["7","A famous mage saw potential in you and tutored you in the arcane arts. You have a spellbook and the {@feat Magic Initiate} feat from the {@book Player's Handbook|PHB}."],["8","While on a long journey, you were picked up by a traveling circus, spending a year with them before returning to your home. You have proficiency in the {@skill Acrobatics} or {@skill Performance} skill (your choice) and proficiency with the disguise kit."],["9","You were transformed into a bear by mysterious magic, and lived for a year as an animal before you were saved by a druid. Magic still lingers within you, though, and you can cast {@spell speak with animals} at will."],["10","You were press-ganged into military service, and were left shaken by what you saw on the battlefield. You have proficiency with medium armor, shields, and martial weapons. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["11","You were kidnapped by bandits while traveling between towns. While captured, you met an old thief who helped you escape. You have proficiency with thieves' tools and proficiency in the {@skill Stealth} skill."],["12","You were visited by a demon lord in a dream. You awakened knowing the {@spell find familiar} spell and are now able to cast it as a ritual, but your familiar always takes the form of a {@creature quasit}. You also have a random form of indefinite madness, determined by rolling on the {@table indefinite madness||Indefinite Madness table} in chapter 8 of the {@book Dungeon Master's Guide|DMG}."],["13","While exploring a remote forest, you were attacked by evil lycanthropes but escaped before being killed. You are cursed with {@creature wereboar}, {@creature wererat}, or {@creature werewolf} lycanthropy (DM's choice)."],["14","While lost in a remote forest or jungle, you were saved by a {@creature werebear} or {@creature weretiger} (DM's choice). The lycanthrope believed you were destined for greatness and granted you the gift of lycanthropy with your consent."],["15","You saved a pseudodragon from being eaten by a giant spider in a dark forest. The {@creature pseudodragon} now loyally follows you wherever you go, even if you'd rather it stay hidden. It is controlled by the DM but obeys your commands if treated well."],["16","You nearly died from a virulent disease (the DM's choice of cackle fever, sewer plague, or sight rot; see {@book chapter 8|DMG|8|Diseases} of the {@book Dungeon Master's Guide|DMG}). Your life was saved by an agent of the Cobalt Soul, who could not cure the disease, but who gave you a {@item periapt of health} that suppresses it."],["17","You were accused of a crime and were exiled or imprisoned, regardless of whether or not you were guilty. Having spent time among criminals, you have proficiency in the {@skill Intimidation} skill and you know thieves' cant."],["18","You saved a riderless horse wearing full tack and harness from wolves. You own a {@creature riding horse} and a saddle, and you have proficiency in the {@skill Animal Handling} skill."],["19","While reading through a mysterious tome once owned by your parent, you found a treasure map that points toward a place in Wildemount of the DM's choice."],["20","You received a letter revealing that you were the secret child of a wealthy noble family living in Rexxentrum within the Dwendalian Empire. They enclosed 100 gp to ensure your safe passage to the imperial capital, and a signet ring bearing your true family's seal."]],"name":"Backstory; Fateful Moments","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Menagerie Coast)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Paella—a working-class dish made with rice, white beans, and seafood"],["2","Plantain cups—a sweet and savory dish of fried plantains stuffed with meat and rice"],["3","Gazpacho—a cold soup served on hot days, made from pounded vegetables and fruit"],["4","Honeyflame bread—a fried dessert soaked in honey and coated in Marquesian spices"],["5","Fusaka fish—seafood cutlets smothered in Marquesian fusaka spice and fried in oil"],["6","Snakelocks noodles—sea anemone tendrils coated in honey batter and delicately fried"],["7","Queen's water—a soft drink made from syrup, honey, guava, and tamarind"],["8","Blacksand coffee—a tiny shot of coffee, brewed atop red-hot sand, Marquet-style"]],"name":"Backstory; Favorite Foods (Menagerie Coast)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Western Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dumplings—a steamed potato bread that can be served with any meal"],["2","Sauerbraten—a Zemnian peasant dish of pickled horse meat served with cabbage"],["3","Brawn, also known as head cheese—a meat jelly made from boiled calf's head"],["4","Schweinshaxe—a Zemnian peasant dish of long-marinated roasted pork knuckle"],["5","Dampfnudel—a regal steamed roll served in sweet custard or with savory potatoes"],["6","Spanferkel—an expensive dish of suckling pig, roasted and served at royal parties"],["7","Trost—a sweet, dark ale brewed in Trostenwald"],["8","Radler—a sweet, expensive drink made from imported lemonade mixed with beer"]],"name":"Backstory; Favorite Foods (Western Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Greying Wildlands)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Imperial pickled plums, smuggled from the Dwendalian Empire by Myriad agents"],["2","Charred venison and roasted potatoes, prepared with local game and local tubers"],["3","Raw venison still dripping with blood"],["4","Elf-mash—a creamy dish made from overripe cloudberries"],["5","Dwarven rootbake—a hearty casserole of roots and tubers wrapped in seaweed"],["6","Jam porridge—made from Xhorhasian rice and topped with salmonberry jam"],["7","Blazing tea—a beverage blended from fermented fireroot and mouth-scalding spices"],["8","Sbiten—a drink made from honey and spices, best enjoyed hot on snowy days"]],"name":"Backstory; Favorite Foods (Greying Wildlands)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Favorite Foods (Eastern Wynandir)","colLabels":["d8","Food"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rzukaal—a dish made from sautéed rice noodles, hearty mushrooms, and giant spider legs"],["2","Yuyandl—grilled yuyo (a zucchini-like vegetable that grows in Rosohna's sunless gardens) spiced and served with rice"],["3","Mastodon kor'rundl—grilled mastodon served with sunless kor'run (a squash-like vegetable that grows in Rosohna's sunless gardens) and rice"],["4","Kinespaji spaaldl—soup made from mushrooms or vegetables and the boiled spit of a horizonback turtle"],["5","Umarindaly—a dessert akin to rice pudding, topped with spiced gooseberry jam"],["6","Keltaly—heavy cream mixed with pulverized black currants and frozen into a fluffy, sweet, creamy dessert"],["7","Erzfaalyu—a potent spirit made from fermented rice"],["8","Yunfaalyu—a fragrant plum liquor served at frigid temperatures and garnished with currants"]],"name":"Backstory; Favorite Foods (Eastern Wynandir)","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Mysterious Secrets","colLabels":["d20","Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Years ago, my best friend came to me in the middle of the night and gave me a key that glowed with an icy blue light. I never saw that friend again."],["2","I was the only witness to a cold-blooded murder. In the aftermath, I saw the killer take a gold coin with a ruby inlaid at its center from the victim's body."],["3","I once had a dream where an old stranger looked me dead in the eye, screamed \"Scourger!\" at the top of their lungs, and then exploded into a column of flame."],["4","While exploring near my home, I found a cliff with a bunch of caverns dug out of it, all of them large enough for people to hide within."],["5","I once saw a cat that seemed to be moving with a strange sense of purpose. I followed it to the dwelling of an important local elder, where it gazed through the window for an hour. Then it suddenly shook itself and raced away, as though a spell had been broken."],["6","One of my parents left home in the middle of a storm, in the middle of the night. They had their sword and shield. They came back a week later, with the shield practically in pieces. They never talked about that night."],["7","I had a friend who was a farmer. Every week, their crops doubled in size until they had pumpkins as big as houses. Then the next week, the friend was gone and their fields were torched. I never heard from them again."],["8","I once saw an enormous figure walking through the clouds on a stormy night. At one point, they looked at me, and then kept walking."],["9","I woke up one night to find one of my siblings perched on my chest, staring into my eyes. They said, \"The time is soon,\" and then giggled and ran off. When I asked them, they had no memory of the event."],["10","I once saw a giant bird soar past overhead. It croaked out a cry that sounded like my name, then disappeared beyond the clouds."],["11","I ate a fruit whose seeds spelled out a magic word where I'd cast them onto the ground. Years later, I saw the same word spelled out within a slice of bread."],["12","A warrior friend of mine died. But every so often, I swear I see that friend in their old armor, at the corner of my vision."],["13","An old seer once touched my forehead and gave me a vision of a flaming bird chained beneath a mountain, squirming and wailing in the darkness."],["14","Once while on a boat, I heard a voice rumbling around me. I looked down below the water, and I swear I saw golden eyes looking up at me."],["15","While I was eating, a whole potato exploded into worms, and I suffered a vision of a gigantic worm eating the world like a giant apple."],["16","While picking flowers, I saw a tall figure with red skin and horns wandering the meadow. The flowers grew taller where they walked, but I fled in fear and never saw the figure again."],["17","I was attacked by wolves in the woods one day, and was saved by a stranger with a bandage over their eyes. This person shone with silver light and was covered with scars—and I think I might have seen black wings tucked in at their back."],["18","While trying to forge a sword, I accidentally burned myself with the red-hot blade. A strange vision then came to me, of powerful weapons calling out for me to wield them."],["19","I once met someone fleeing through the woods who said they had escaped from some evil place. I asked what that meant, but the stranger fell dead on the spot. When I returned with help to collect the body, it was gone."],["20","I once caught a falling star. It looked up from my hands and smiled, then told me to look for it on the day when fire erupts from the earth."]],"name":"Backstory; Mysterious Secrets","page":191,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Prophecy Inspirations","colLabels":["d20","Prophecy"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will defeat the creature that killed my parents. Its defeat might make me question my purpose in life."],["2","I will uncover the reason that the Cerberus Assembly took my sibling away. Finding my sibling will set political events beyond my control into motion."],["3","I will save my village from the gnoll tribe that has raided us for the past year. Their defeat will inspire me to perform even greater feats of heroism."],["4","I will unlock the secrets of consecution that the Kryn are hiding. This knowledge will open my mind to a terrifying truth."],["5","I will join a blood hunter order. My new comrades-in-arms will make me powerful, but I must pay a steep price for that power."],["6","I will steal a king's ransom from a Revelry pirate. That wealth will make me happy, but it will also draw unsavory characters to me."],["7","I will become a hero of the war between the Dwendalian Empire and the Kryn. I will be haunted by the atrocities I witness on the battlefield."],["8","I will cleanse the Savalirwood of its corruption while welcoming that corruption into my own body."],["9","I will infiltrate the Myriad, but doing so will compel me to commit evil acts."],["10","I will uncover a relic from Eiselcross and become famous, but the relic will exact a terrible cost."],["11","I will speak to a dragon, live to tell the tale, and provoke the dragon's everlasting wrath."],["12","I will steal a holy relic of the Kryn Dynasty, making me a target for anyone who desires its power."],["13","I will hesitate at an important moment. Another person will suffer for it."],["14","I will stumble by accident into the arms of the Golden Grin. Though I will reject their call at first, something will draw me back."],["15","I will befriend a flying beast and ride it through the skies. Others will envy me for the bond I have with this creature."],["16","I will kneel before Bright Queen Leylas Kryn without knowing who she is. This moment of uncertainty will lead to danger."],["17","I will stand before Princess Suria Dwendal and briefly hold the fate of the empire in my hand. I won't realize the gravity of my decision until it is too late."],["18","My actions will lead to the death of a marquis of the Clovis Concord. I will know exactly who killed them, but no one in power will believe me."],["19","I will anger one of the Tribes of Shadycreek Run. As its members hunt me in retribution, others will suffer and I will pay the price."],["20","I will meet my birth parents. Doing so reveals a secret about my birth that will change the way I look at the world."]],"name":"Prophecy Inspirations","page":199,"source":"EGW","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":4},"index":5}},{"caption":"Arms of the Betrayers Destruction","colLabels":["d8","Destruction Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weapon must be bathed in the ichor of an archdevil or demon lord."],["2","A coven of twelve night hags must perform an eight-hour ritual known only to them on the plane of Gehenna to destroy the weapon."],["3","The weapon must be brought back to a forgotten forge in Xhorhas and melted down by the furnace that made it."],["4","The fiery breath of an {@creature ancient red dragon} is the only thing that can destroy the weapon."],["5","The weapon is destroyed if devoured by Uk'otoa."],["6","Thrusting the weapon into a {@item Luxon beacon|EGW} destroys the weapon and the beacon alike."],["7","The weapon can be broken only by a blow from another of the Arms of the Betrayers."],["8","Burning the remains of the first champion to wield the weapon destroys the item."]],"name":"Arms of the Betrayers Destruction","page":274,"source":"EGW","chapter":{"name":"Wildemount Treasures","ordinal":{"type":"chapter","identifier":6},"index":7}},{"caption":"Standard Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Common|MOT}","Humans","Common"],["{@language Giant|MOT}","Cyclopes, giants","Minotaur"],["{@language Leonin|MOT}","Leonin","Common"],["{@language Primordial|MOT}","Tritons","Common"],["{@language Minotaur|MOT}","Minotaurs","Minotaur"],["{@language Sylvan|MOT}","Centaurs, satyrs","Elvish"]],"name":"Standard Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Exotic Languages","colLabels":["Language","Typical Speakers","Script"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@language Celestial|MOT}","Gods","Celestial"],["{@language Draconic|MOT}","Dragons","Draconic"],["{@language Sphinx|MOT}","Sphinxes","—"]],"name":"Exotic Languages","page":9,"source":"MOT","chapter":{"name":"Welcome to Theros","index":0}},{"caption":"Gods of Theros","colLabels":["Deity","Alignment","Suggested Cleric Domains","Common Symbol"],"colStyles":["col-4","col-1 text-center","col-3","col-3"],"rows":[["Athreos, god of passage","LE","Death, Grave*","Crescent moon"],["Ephara, god of the polis","LN","Knowledge, Light","Urn pouring water"],["Erebos, god of the dead","NE","Death, Trickery","Serene face"],["Heliod, god of the sun","LG","Light","Laurel crown"],["Iroas, god of victory","CG","War","Four-winged helmet"],["Karametra, god of harvests","NG","Life, Nature","Cornucopia"],["Keranos, god of storms","CN","Knowledge, Tempest","Blue eye"],["Klothys, god of destiny","N","Knowledge, War","Drop spindle"],["Kruphix, god of horizons","N","Knowledge, Trickery","Eight-pointed star"],["Mogis, god of slaughter","CE","War","Four-horned bull's head"],["Nylea, god of the hunt","NG","Nature","Four arrows"],["Pharika, god of affliction","NE","Death, Knowledge, Life","Snakes"],["Phenax, god of deception","CN","Trickery","Winged golden mask"],["Purphoros, god of the forge","CN","Forge,* Knowledge","Double crest"],["Thassa, god of the sea","N","Knowledge, Tempest","Waves"]],"footnotes":["* The Forge and Grave domains appear in {@book Xanathar's Guide to Everything|XGE}"],"name":"Gods of Theros","page":35,"source":"MOT","chapter":{"name":"Gods of Theros","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Meletian Calendar","colLabels":["Month","Name","Length","God"],"colStyles":["col-2 text-center","col-4 text-center","col-2 text-center","col-3 text-center"],"rows":[["1","Lyokymion","30 days","Thassa"],["2","Protokynion","29 days","Nylea"],["3","Astrapion","30 days","Keranos"],["4","Polidrysion","29 days","Ephara"],["5","Thriambion","30 days","Iroas"],["6","Megasphagion","29 days","Mogis"],["7","Chalcanapsion","30 days","Purphoros"],["8","Necrologion","29 days","Athreos"],["9","Therimakarion","30 days","Karametra"],["10","Katabasion","29 days","Erebos"],["11","Cheimazion","30 days","Pharika"],["12","Agrypnion","29 days","Kruphix"],["13*","Anagrypnion","30 days","Kruphix"]],"footnotes":["* This month occurs only once every three years."],"name":"The Meletian Calendar; Meletian Calendar","page":85,"source":"MOT","chapter":{"name":"Realms of Gods and Mortals","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Omens of Athreos","colLabels":["d6","d100","Omen of Athreos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","01","Faintly glowing wisps of fog or mist coalesce into shapes in the air."],["2","02","Ghostly whispers come from nowhere."],["3","03","The ground beneath a character's feet flows like water in a river."],["4","04","A veiled figure observes the character from a distance, then vanishes."],["5","05","Silent mourners carry a body past."],["6","06","Echoes produce words different from the ones originally spoken."]],"name":"Omens of Athreos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Ephara","colLabels":["d6","d100","Omen of Ephara"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","07","A carved image or face-like pattern on a wall animates and speaks."],["2","08","The streets of a city seem to alter course to lead to a specific destination."],["3","09","Birds fly in parallel rows, like a marching army."],["4","10","Eddies in a stream subside, and the water flows in a straight line."],["5","11","A grove of trees has a perfectly symmetrical configuration."],["6","12","A clay vessel overflows with water."]],"name":"Omens of Ephara","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Erebos","colLabels":["d8","d100","Omen of Erebos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","13","Small animals drop dead within an area."],["2","14","A gold coin hangs like a piece of fruit from the branch of a dead tree."],["3","15","The sun's light does not penetrate an area."],["4","16","A character is stung as if struck by a whip."],["5","17","Words can be heard in the sounds made by clinking coins."],["6","18","An eclipse suddenly occurs."],["7","19","Crows or vultures drop bones in an ominous pattern."],["8","20","Swirling smoke forms macabre shapes."]],"name":"Omens of Erebos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Heliod","colLabels":["d8","d100","Omen of Heliod"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","21","A brilliant pattern appears around the sun."],["2","22","A shaft of sunlight breaks through cloud cover or foliage to shine on a specific spot."],["3","23","A pegasus appears and invites a character to touch it."],["4","24","The sun remains in the same place in the sky for far too long."],["5","25","The sun blinks."],["6","26","No shadows are cast."],["7","27","A specific area can't be made dark."],["8","28","The sky turns blood-red at sunrise or sunset."]],"name":"Omens of Heliod","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Iroas","colLabels":["d6","d100","Omen of Iroas"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","29","The rousing blare of distant trumpets drowns out other sounds."],["2","30","Clouds limned by sunlight take a form that resembles Iroas."],["3","31","A character's weapon or shield shatters dramatically, then repairs itself."],["4","32","A four-winged bird circles overhead."],["5","33","The sun or moon appears to have four glowing wings."],["6","34","Water or wind sounds like cheering."]],"name":"Omens of Iroas","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Karametra","colLabels":["d6","d100","Omen of Karametra"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","35","Patterns form in fallen leaves or in the scattered leavings of grain in a field."],["2","36","Rustling plants produce sounds that resemble words."],["3","37","Fruit begins mewling and giggling like delighted infants."],["4","38","Hearth fires blaze or small fires start up, attracting small creatures to curl up in front of them."],["5","39","Wild animals act domesticated."],["6","40","Food multiplies or heals when bitten."]],"name":"Omens of Karametra","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Keranos","colLabels":["d6","d100","Omen of Keranos"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","41","Lightning strikes, thunder rumbles, or rain falls in a clear sky."],["2","42","A powerful thought springs unbidden to mind, like a shout in one's head."],["3","43","Rain produces a melody that sounds like a familiar song."],["4","44","A lightning-scarred tree stands alone in a forest clearing."],["5","45","A fierce wind blows in a particular direction."],["6","46","A character sees distinct figures or patterns in the sky when lightning flashes."]],"name":"Omens of Keranos","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Klothys","colLabels":["d6","d100","Omen of Klothys"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","47","A character experiences an extended episode of déjà vu."],["2","48","Spider webs gleam as if they were made of silver threads."],["3","49","The sky turns a rich gold color."],["4","50","A character's hair grows several inches and braids itself."],["5","51","Glowing green threads create a pattern or follow a path in the air."],["6","52","A character experiences a powerful episode of déjà vu."]],"name":"Omens of Klothys","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Kruphix","colLabels":["d6","d100","Omen of Kruphix"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","53","The natural world falls utterly silent."],["2","54","An aurora shimmers on the horizon."],["3","55","The attention of every celestial figure in the night sky is suddenly focused on one character or place."],["4","56","Nyx appears in the shadows of all things."],["5","57","Two extra ethereal arms sprout from a character's body."],["6","58","The night sky appears to wheel overhead as though years are streaming by."]],"name":"Omens of Kruphix","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Mogis","colLabels":["d6","d100","Omen of Mogis"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","59","A creature spontaneously starts bleeding, their blood pooling in a bull shape."],["2","60","Normally harmless animals turn aggressive—the smaller, the angrier."],["3","61","Water (a stream, pool, rain, or a liquid in a container) turns to boiling blood."],["4","62","A bestial roar erupts from over the horizon or deep within the earth."],["5","63","The stars turn red."],["6","64","A character develops a ravenous hunger for raw meat."]],"name":"Omens of Mogis","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Nylea","colLabels":["d8","d100","Omen of Nylea"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","65","Butterflies land on a character or fly together in a particular direction."],["2","66","Fallen leaves blow perpendicular to the wind."],["3","67","The weather suddenly changes radically."],["4","68","A colored arrow strikes nearby, arching from an impossible direction."],["5","69","Plants sprout and grow to maturity instantly."],["6","70","Trees and vines coil to hinder movement."],["7","71","Animal tracks appear where nothing walks."],["8","72","A celestial lynx paces back and forth across the night sky."]],"name":"Omens of Nylea","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Pharika","colLabels":["d6","d100","Omen of Pharika"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","73","Hundreds of snakes, spiders, or centipedes crawl from the ground."],["2","74","A strong chemical smell follows a character."],["3","75","A character exhibits a disease's symptoms."],["4","76","Leaves shrivel and turn black, while flowers pour acidic nectar."],["5","77","A snakeskin wraps around a way marker or personal possession."],["6","78","Patterns of clouds or stars slither away, moving with an audible susurrus."]],"name":"Omens of Pharika","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Phenax","colLabels":["d6","d100","Omen of Phenax"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","79","Shadows move independently of whatever casts them, appearing to run away."],["2","80","A gold mask momentarily appears over the face of every living creature in sight."],["3","81","Objects, landmarks, even stars momentarily vanish, as if pilfered in plain sight."],["4","82","Everything turns shades of gray."],["5","83","Creatures' mouths momentarily vanish and they can't make sounds or speak."],["6","84","The sun momentarily melts, raining gold coins that vanish soon after landing."]],"name":"Omens of Phenax","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Purphoros","colLabels":["d8","d100","Omen of Purphoros"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","85","The sound of a hammer rings in the air."],["2","86","Noxious gas suddenly vents from underground."],["3","87","The ground or a metal object becomes uncomfortably hot."],["4","88","An animal moves in a mechanical manner."],["5","89","Huge plumes of smoke rise from the horizon."],["6","90","The earth shakes in a deliberate rhythm."],["7","91","Something that was broken is reshaped into something new."],["8","92","A statue or metal object comes to life."]],"name":"Omens of Purphoros","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Omens of Thassa","colLabels":["d8","d100","Omen of Thassa"],"colStyles":["col-2 text-center","col-1 text-right","col-9"],"rows":[["1","93","A lustrous seashell or small fish appears in someone's drink."],["2","94","The tide goes out (or in) at the wrong time."],["3","95","The sound of crashing waves fills the air."],["4","96","Ripples in water form patterns of ships and sea creatures."],["5","97","A beautiful coral pillar rises from the earth."],["6","98","A flock of dozens of noisy seabirds land."],["7","99","A school of sea creatures swim in the air."],["8","00","Someone starts drowning on dry land."]],"name":"Omens of Thassa","page":111,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seal a secret path that the Returned use to escape the Underworld."],["2","Strike against one of the necropoleis, either Asphodel or Odunos, curtailing its growth or bringing it to ruin."],["3","Seek out a {@creature lampad|MOT} nymph who has fallen in love with a soul he was supposed to lead to the Underworld."],["4","Hunt down a rampaging cerberus and return it to its place guarding the Underworld."],["5","Reconsecrate a grand but neglected mausoleum, putting the unquiet spirits there to rest."],["6","Defeat an agent of a god who seeks to free a loved one, a mentor, or a champion from the Underworld."]],"name":"Athreos's Quests","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) follows omens to find those who have been resurrected, claiming they owe Athreos a debt."],["2","A mercenary ({@creature gladiator}) accuses a community of harboring Returned and threatens to claim their leader's life to restore the balance."],["3","A warmongering {@creature noble} rallies the public against a necropolis, encouraging a war between the living and the dead."],["4","A group of {@creature Cult Fanatic||cult fanatics} charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they're shown proper respect."],["5","A {@creature priest} of Athreos speaks out against healers and Pharika's followers during a plague, offering death as the only alternative to suffering."],["6","A {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) hunts the offspring of an ancient hero who escaped death, claiming they shouldn't exist."]],"name":"Athreos's Villains","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Giant vulture}"],["2","{@creature Two-headed cerberus|MOT}"],["3","{@creature Hell hound}"],["3","{@creature Lampad|MOT}"],["6","{@creature Invisible stalker}"],["6","{@creature Underworld cerberus|MOT}"],["8","{@creature Spirit naga}"],["9","{@creature Phylaskia|MOT}"]],"name":"Athreos's Monsters","page":116,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Athreos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn again and again, allowing it to see all of life and death so it might one day take his place. When this apprentice disappears, Athreos refuses to ferry any more souls until his student is returned."],["2","The wealth Athreos collects in payment for his work has gone missing, stolen from his sanctuary at the end of the Tartyx River. The River Guide needs the treasure returned swiftly, not out of greed, but as it is payment for something beyond the gods."],["3","The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends agents to the headwaters of the Tartyx River, seeking the cause of the problem before whatever the river had kept drowned emerges."],["4","War between Heliod and Erebos is inevitable. Rather than letting it explode unpredictably, Athreos puts a plan into Motion to mitigate the damage. Ultimately, all it takes to end the war is Heliod's death or Erebos joining the Returned."]],"name":"Athreos's Divine Schemes","page":117,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossing Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enter the Underworld without alerting Athreos to your presence."],["2","Escape the Underworld."],["3","Force someone to lose their identity in the waters of the Tartyx River."],["4","Escort a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) escaping from the Underworld into the mortal world."],["5","Bargain with a {@creature lampad|MOT} (see {@book chapter 6|MOT|6|Lampad}) to learn where the body of a lost hero lies entombed."],["6","Get information from a soul waiting to be ferried to the Underworld."],["7","Pay for a stranded soul to cross the Tartyx River."],["8","Steal a specific valuable from the banks of the Tartyx River and escape unseen."],["9","Sail from the crossing to a nearby, haunted island in the center of the Tartyx River."],["10","Convince an innocent spirit who keeps returning to their mortal home to pass into the Underworld."],["11","Seek an audience with Athreos."],["12","Capture an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus})."]],"name":"Underworld Crossing Adventures","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Crossings Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) seeks to destroy all Underworld crossings so the dead can freely enter the mortal world."],["2","A conquering general captures a number of {@creature Underworld Cerberus|MOT|Underworld cerberi} (see {@book chapter 6|MOT|6|Underworld Cerberus}), plotting to unleash the terrifying beasts during a war."],["3","A greedy {@creature priest} of Erebos steals coins from the dead before they are buried, thereby filling a crossing with stranded souls."],["4","A {@creature nightmare shepherd|MOT} (see {@book chapter 6|MOT|6|Nightmare Shepherd}) takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become {@creature Specter||specters} that harass the living in the mortal world."],["5","A {@creature priest} of Athreos becomes annoyed with the dead returning and sends armies of clergy to secure the mortal side of the crossing."],["6","A {@creature satyr reveler|MOT} (see {@book chapter 6|MOT|6|Satyr Reveler}) seeks to throw an eternal revel! By stealing coins from the dead, the satyr traps souls at his morbid, Tartyx-side bacchanal."]],"name":"Underworld Crossings Villains","page":118,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oust the corrupt leader of a town or a city."],["2","Reclaim a city that has been overrun by creatures of the wild."],["3","Help establish a new city in a sparsely populated area."],["4","Find a treasure to adorn a major landmark of a city."],["5","Hunt down a criminal who is causing devastating damage to a city, such as by arson."],["6","Defeat a champion of an opposed deity, most likely Phenax or Nylea."]],"name":"Ephara's Quests","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A neighborhood leader enacts punitive laws, preventing people from expressing themselves."],["2","A {@creature guard} imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea."],["3","A {@creature noble} is building a new development directly in a forest, where it will displace wildlife that has lived there for millennia."],["4","A {@creature soldier|GGR} begins killing people who have committed terrible crimes but have been acquitted because of loopholes in the judicial system."],["5","A group of {@creature Mage||mages} who follow Ephara want to build a city on an island, heedless of the current residents."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) leads a cadre of scholars secretly destroying work that they deem antithetical to proper society."]],"name":"Ephara's Villains","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10","col-1 text-center"],"rows":[["1/8","{@creature Guard}"],["1/2","{@creature Anvilwrought raptor|MOT}"],["3","{@creature Meletian hoplite|MOT}"],["9","{@creature War priest|VGM}"],["11","{@creature Gynosphinx}*"],["15","{@creature Hundred-handed one|MOT}"],["17","{@creature Androsphinx}*"],["23","{@creature Empyrean}"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Ephara's Monsters","page":120,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Ephara's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ephara tries to curry Karametra's favor, hoping to persuade her to use her influence over agriculture to help the cities under Ephara's protection flourish. But Karametra, as the patron of Setessa, thinks that Ephara's focus on cities is dangerous and damaging to the lands. Nylea lashes out at both Karametra and Ephara, believing them to be working together."],["2","Ephara attempts to strip Phenax of his \"stolen\" divinity, outraged by his influence over criminals."],["3","A recent earthquake has changed the coastline, exposing a new island with a verdant and lush landscape. Ephara and Nylea are locked in a battle for control over the island, with Nylea wanting it to remain wilderness and Ephara seeking to build a city on the fertile ground."],["4","Ephara sends champions to free a city from the control of tyrants who worship Mogis, god of wrath. Mogis retaliates by sending his armies to attack a city under Ephara's protection."]],"name":"Ephara's Divine Schemes","page":121,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Apprehend the ringleader of a thieves' guild who frequently targets people in the agora."],["2","Protect a civil leader giving a speech."],["3","Perform for an audience."],["4","Humiliate someone giving a speech or performing."],["5","Make a profit running someone's market stall."],["6","Sabotage business for the entire market."],["7","Eavesdrop on a private meeting under a stoa."],["8","Incite a crowd to action with a public speech."],["9","Debate a well-loved politician or philosopher and convince the audience to take your side."],["10","Recapture an escaped beast that was up for sale."],["11","Stop a public execution."],["12","Quell a riot without violence."]],"name":"Agora Adventures","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Agora Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature assassin} murders a politician's rivals then poses the victims in grisly, public tableaus."],["2","A group of {@creature Thug||thugs} vandalizes market stalls whose owners don't pay a weekly protection fee."],["3","{@creature Cultist||Cultists} of Pharika plot to spike the wine at a party in the agora with an experimental poison."],["4","A snake charmer overreaches when he unsuccessfully attempts to control an {@creature amphisbaena|GoS} (see {@book chapter 6|MOT|6|Amphisbaena}) during a performance."],["5","A disgraced priest of Ephara releases a horde of anvilwrought creatures (see {@book chapter 6|MOT|6|Anvilwroughts}) on a crowd gathered at the agora."],["6","A {@creature mage} politician uses enchantment magic to spread rumors about rivals."]],"name":"Agora Villains","page":122,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture a hero who came back to Theros as a Returned and send them back to the Underworld."],["2","Find out why those who die in a coastal village never arrive in the Underworld, and why the village is haunted by eidolons."],["3","Protect those who attend the funeral of a village elder in the hills near Akros, where minotaurs have disrupted recent burials."],["4","Investigate an alchemist who claims to have transmuted lead into gold—but who might somehow be stealing it from the Underworld."],["5","Refute the claim of a priest of Heliod who is said to be immortal because of the sun god's blessing."],["6","Take an aging champion of Iroas who has pledged their soul to Erebos in exchange for a glorious death on one last foray into the wild lands."]],"name":"Erebos's Quests","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature veteran} bargains with Erebos to allow him to remain in the living world as a Returned in exchange for a steady stream of mortal sacrifices."],["2","A prominent {@creature knight} of another god loses their entire family, then publicly turns to Erebos in hopes of being reunited with loved ones in the Underworld."],["3","An {@creature acolyte} convinces Erebos to bring her murdered daughter back to life, but the daughter is restored as a potent Returned who now terrorizes the polis."],["4","A wealthy {@creature noble} drives tenants out of a poor part of a polis so he can build a temple to Erebos."],["5","The queen of a remote settlement prays to Erebos for endless treasure, and Erebos \"blesses\" her by turning the nearby river to liquid silver. The tyrant is delighted, but everyone else in her domain suffers."],["6","A {@creature priest} of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there."]],"name":"Erebos's Villains","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Shadow}","MM"],["2","{@creature Two-headed cerberus|MOT}","MOoT"],["3","{@creature Lampad|MOT}","MOoT"],["3","{@creature Nightmare}","MM"],["5","{@creature Night hag}*","MM"],["9","{@creature Abhorrent Overlord|MOT}","MOoT"],["11","{@creature Doomwake giant|MOT}","MOoT"],["11","{@creature Nightmare shepherd|MOT}","MOoT"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Erebos's Monsters","page":124,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Erebos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Erebos has captured Phenax's eidolon, the identity severed from Phenax's body when he became the first Returned, and uses it to force Phenax to serve his whims."],["2","Erebos unleashes a deadly plague. The cure grows only in the peaceful Underworld realm of Ilysia. Mortal champions flock to Ilysia, threatening to breach the ward's sanctity and allow Erebos's influence to creep in."],["3","Servants of Heliod find a stone that can raise the dead in both body and soul. Enraged, Erebos sends his followers to claim the stone, which Heliod's worshipers have claimed as a holy relic."],["4","With the aid of Pharika, Erebos creates a poison capable of killing a god. Learning of this, the other gods try to force Erebos to relinquish the poison, but the god of the dead has already deployed it in the form of a sapient being. Now, champions of the gods scour the world, searching for the living weapon."]],"name":"Erebos's Divine Schemes","page":125,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob a grave or the temple's vault."],["2","Protect a grave or the temple's vault from robbery."],["3","Destroy a seemingly endless wave of undead pouring forth from a graveyard."],["4","Prevent the funeral of a loathed individual from being disrupted."],["5","Find an entrance to the Underworld in the graveyard."],["6","Reunite a {@creature Returned sentry|MOT} (see {@book chapter 6|MOT|6|Returned Sentry}) and their {@creature ghostblade eidolon|MOT} (see {@book chapter 6|MOT|6|Eidolons})."],["7","Destroy {@creature Giant Spider||giant spiders} infesting a tomb."],["8","Acquire death records for a family from a temple full of angry spirits."],["9","Escape the graveyard when undead suddenly rise and overtake the complex."],["10","Use a person's remains to raise them from the dead."]],"name":"Graveyard Temple Adventures","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Graveyard Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A terrified {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) runs amok in the graveyard, having lost all sense of itself after finding its way back to the world."],["2","A {@creature cyclops} with a taste for rotting flesh digs up plots in the graveyard each night."],["3","A priest removes limbs from corpses to build an congregation of {@creature Flesh Golem||flesh golems} he can't control."],["4","A gate to the Underworld releases a bloodthirsty {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the graveyard."],["5","An {@creature archmage} works to raise a vengeful army from the remains of her war-ravaged village."],["6","A mob of paranoid, inexperienced {@creature Commoner||commoners} hunt for Returned but end up tormenting all strangers."]],"name":"Graveyard Temple Villains","page":126,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bring a shard of sunlight to a place of unending darkness."],["2","Establish law and order in a place of anarchy and lawlessness."],["3","Keep people safe from a natural disaster caused by the anger of another god (such as a volcano spawned by Purphoros or a tidal wave caused by Thassa)."],["4","Hunt down a notorious lawbreaker who has fled from a polis into the wilderness."],["5","Triumph in a contest of strength or charisma to prove Heliod's superiority over the other gods."],["6","Defeat a champion of another god (most likely Erebos, Purphoros, Phenax, or Mogis)."]],"name":"Heliod's Quests","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local {@creature noble} imposes overwhelming punishments for even minor infractions of law."],["2","A leader persecutes an entire population of people because of a crime committed by a single member."],["3","An {@creature assassin} starts killing everyone connected to a trial after which the perpetrator was exonerated."],["4","A fanatical {@creature priest} tries to undermine the priests of other gods by outlawing their holidays."],["5","A tyrant suppresses free expression, punishes protesters, and quashes any form of dissent."],["6","A nervous {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) identifies the characters as a threat to the stability of the polis."]],"name":"Heliod's Villains","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Noble}"],["2","{@creature Centaur}"],["2","{@creature Griffon}"],["2","{@creature Pegasus}"],["3","{@creature Fleecemane lion|MOT}"],["9","{@creature Cloud giant}"],["11","{@creature Roc}"],["23","{@creature Empyrean}"]],"name":"Heliod's Monsters","page":128,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Heliod's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heliod decides to confront Erebos in the Underworld. He gathers fallen heroes around him as he marches on Erebos's palace in Tizerus. Meanwhile, the sun has vanished from the sky in the mortal world, and the dead can't enter the Underworld."],["2","Heliod grows tired of the battles between Iroas and Mogis, and he decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects."],["3","Angry at the hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild."],["4","Heliod arms a champion with his weapon, Khrusor, but the hero goes wild with power and tries to slay Purphoros. The repercussions border on the cataclysmic, with the champion slain, Mount Velus erupting, and the spear shattered. Only Purphoros can repair the spear, and he's hardly in the mood to do so."]],"name":"Heliod's Divine Schemes","page":129,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an artifact used by a legendary hero."],["2","Defend a hero being honored in a ceremony from an assassination attempt."],["3","Acquire the remains of a legendary hero from the temple's crypts so the person can be resurrected."],["4","Prevent a wedding from taking place, so the couple's union doesn't fulfill an ominous prophecy."],["5","Expose a celebrated hero as a fraud."],["6","Learn the sins of a person seeking religious counsel."],["7","Find out who among a crowd of people gathered at the temple murdered a priest."],["8","Disperse a mob of people who blame Heliod and his clergy for a long drought."],["9","Defend the temple's worshipers from followers of Mogis assaulting the building."],["10","Offer Heliod a burnt sacrifice to gain his blessing."],["11","Offer Heliod a mass sacrifice to prevent him from smiting a nearby settlement."],["12","Find a hero's firsthand account of a battle with a unique monster among the temple's records before a rival group of adventurers does."]],"name":"Sun Temple Adventures","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Sun Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A once-heroic {@creature veteran} seeking to regain his youthful strength tries to burn attendees at a dawn banquet as a sacrifice to Heliod."],["2","A secret cabal of Phenax {@creature Cult Fanatic||cult fanatics} infiltrates the temple and uses details learned in private counseling sessions to blackmail worshipers."],["3","An {@creature adult blue dragon}, scarred by a champion of Heliod, seeks to destroy all sun temples in the hopes of bringing about everlasting night."],["4","A corrupt {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Heliod sells counterfeit heroic artifacts to those he can't see as being destined for greatness."],["5","A lazy {@creature priest} of Heliod risks bringing the god's wrath down upon the entire temple."],["6","An {@creature archmage} devoted to Heliod has created a second sun, one which endlessly illuminates the land and burns those she considers wicked."]],"name":"Sun Temple Villains","page":130,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat Returned bandits who are terrorizing the polis."],["2","Defend a polis against a champion of Mogis."],["3","Sail to a remote island to reclaim a lost weapon of great power."],["4","Establish law and order in a place of anarchy and lawlessness."],["5","Triumph in a contest of strength or dexterity to prove Iroas's superiority over the other gods."],["6","Defeat a champion of another god (most likely Mogis, Phenax, or Pharika)."]],"name":"Iroas's Quests","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature knight} in the polis guard regularly subjects his soldiers to extreme disciplinary techniques, leading them to start a revolt."],["2","A general ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) commands a town be put to the torch for its soldiers' crimes. Followers of Phenax are actually responsible for the crimes and are framing the community so it will be destroyed and turned into a haven for the Returned."],["3","An aging athlete ({@creature gladiator}) pursues sinister magic to aid his performance at the cost of innocent lives."],["4","The government of a polis fearful of impending war forces farmers to join a militia, precipitating a famine as crops are left untended."],["5","A {@creature priest} tries to undermine the servants of other gods by forcing them into duels and shaming them if they lose."],["6","A gifted orator ({@creature noble}) offers honest but scathing criticism of a champion of Iroas. The champion demands recompense, and the orator needs support against this threat."]],"name":"Iroas's Villains","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Guard}"],["1","{@creature Nyx-fleece ram|MOT}"],["2","{@creature Griffon}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Fleecemane lion|MOT}"],["5","{@creature Gladiator}"],["7","{@creature Stone giant}"],["11","{@creature Roc}"]],"name":"Iroas's Monsters","page":132,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Iroas's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Iroas inspires a brave Akroan general to travel forth with a handpicked army and confront the forces of a powerful and supposedly vulnerable minotaur warlord. The general loses despite Iroas's favor, and Akros is left exposed and poorly defended before a wave of Mogis-worshiping minotaurs."],["2","Heliod, weary of the constant strife between Iroas and Mogis, swears an oath to destroy Mogis with a godly coalition behind him. Erebos, disgusted with Heliod's hubris, forms a group in support of Mogis. Iroas, rather than accepting Heliod's aid, launches a grand campaign of his own against his brother."],["3","Mogis arms one of his champions with an axe capable of sundering the souls of mortal creatures. Iroas wants his champions to procure the weapon so he can lock it away in his armory and thwart his brother. Agents of Erebos also seek to recover the weapon on their master's behalf."],["4","Iroas achieves the victory he has always pursued: he kills his brother, and the world falls into chaos."]],"name":"Iroas's Divine Schemes","page":133,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Adventures","colLabels":["d8","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help an unfit participant survive an athletic competition."],["2","Convincingly lose an athletic competition so a gambler can win big."],["3","Sabotage a star athlete's chances of winning."],["4","Attend tryouts to become members of a chariot racing team."],["5","Assassinate a person watching a competition before the final match ends."],["6","Save a wrestler from a planned murder in the arena."],["7","Capture a beast that has escaped from the stadium."],["8","Recover a blessed trophy and award it to a contest's rightful victor."]],"name":"Arena Adventures","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Arena Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion pankratiast ({@creature Akroan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) has her cronies lock everyone in the arena. She allows none to leave until a challenger defeats her."],["2","A {@creature minotaur} frees all the beasts in the amphitheater during a well-attended event."],["3","A chariot racer ({@creature gladiator}) poisons members of a rival team, causing them to fall asleep during competition."],["4","A {@creature mage} uses magic to spy on athletes' conversations and then blackmails them with the information."],["5","A {@creature stone giant} interrupts a session of games and demands a chance to compete."],["6","A promoter forces athletes to overexert themselves, causing dangerous accidents during competitions."],["7","An {@creature archmage} enchants or polymorphs innocents, forcing them to participate in brutal contests."],["8","A {@creature druid} uses the {@spell awaken} spell on beasts in the arena to make them more capable competitors."]],"name":"Arena Villains","page":134,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Plant a fruit-bearing tree where one has never grown."],["2","Save a village whose crops are failing."],["3","Defend or found an orphanage."],["4","Teach a settlement to defend itself from wild beasts."],["5","Reunite an orphan with living relatives."],["6","Convince raiders to give up their ways, settle down, found a village, and devote their lives to farming."]],"name":"Karametra's Quests","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The head of an orphanage ({@creature commoner}) believes she can care for the city's children better than their parents and works to have the other adults arrested."],["2","A {@creature priest} begins imposing restrictive lifestyle rules on a nearby population in order to \"civilize\" them."],["3","A local leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) imposes harsh penalties on the poor, claiming their poverty is a sign they have invited the gods' wrath."],["4","The head of a prominent family ({@creature noble}) continues to exert abusive control over their adult children, citing their role as matriarch or patriarch to justify it."],["5","A local leader ({@creature druid}) forces marriages between widows and widowers to increase the population."],["6","A polis leader ({@creature soldier|GGR}) begins doing sweeps of the surrounding countryside to round up non-citizens and put them to work supporting the community."]],"name":"Karametra's Villains","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}"],["1","{@creature Alseid|MOT}"],["1","{@creature Dryad}"],["2","{@creature Awakened tree}"],["2","{@creature Druid}"],["4","{@creature Setessan hoplite|MOT}"],["5","{@creature Earth elemental}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Archdruid|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Unicorn} for details about these creatures in Theros."],"name":"Karametra's Monsters","page":136,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Karametra's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Karametra's statues have covered their faces as if in despair, and nothing will grow. No one seems to know what has caused the god of fertility to withdraw her blessings from the world, but the problem must be solved if life is to endure."],["2","Karametra judges that mortals have over produced and moves to cull populations. She creates new plant species that feed on mortals, while her followers act oddly, running off to join bloody revels or sacrificing each other in the fields. How many must die before balance is restored?"],["3","Karametra's civilizing influence infringes on the territory and freedom of other nature gods, and so Nylea and Pharika band together to reduce her power."],["4","Karametra bestows her gifts on a wild cultist or minotaur champion trying to encourage her older, more bloodthirsty worship. The faith takes hold, causing the god to make vicious demands of her followers."]],"name":"Karametra's Divine Schemes","page":137,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Guard a watchtower from assault."],["2","Assault a watchtower, defeating the guards defending it and claiming it for a different god."],["3","Steal military plans kept within a watchtower without alerting any of the guards inside."],["4","Free a prisoner from a cell."],["5","Infiltrate the watchtower as spies."],["6","Clear out monsters than have taken over the place."],["7","Steal a legendary weapon."],["8","Steal griffon mounts."],["9","Find a spy among the soldiers stationed at a watchtower."],["10","Train soldiers at a watchtower to face an approaching mythic monster."]],"name":"Watchtower Adventures","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Watchtower Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A disguised {@creature abhorrent overlord|MOT} (see {@book chapter 6|MOT|6|Abhorrent Overlord}) convinces the soldiers in a watchtower to rise up against the officers."],["2","A {@creature medusa} takes over a watchtower and conducts experiments on the soldiers she captures."],["3","{@creature Siren|TftYP|Sirens} (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) call soldiers to the top of the watchtower, then entice them over the edge so they can feast on the corpses."],["4","A flight of {@creature Griffon||griffons} attacks a watchtower after soldiers steal the creatures' eggs to train the hatchlings to serve as mounts."],["5","A {@creature cyclops} attacks a watchtower, eager to devour the animals within."],["6","A {@creature druid} of Nylea, angered by the construction of a watchtower in the forest, attracts a mythic beast to the area to destroy the structure."],["7","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} (see {@book chapter 6|MOT|6|Harpies}) take over a watchtower and light its beacon to bring more victims to the place."],["8","A {@creature spy} in a watchtower poisons the tower's food supply in advance of an upcoming attack."]],"name":"Watchtower Villains","page":138,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a genius artist who had their inspiration physically stolen."],["2","Break down a ruling structure that stifles ingenuity and creativity."],["3","Bring together lost icons of power to create an incredible storm with the might to halt a greater threat."],["4","Find a long-lost artifact that bestows oracular visions upon the user."],["5","Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys)."],["6","Find and restore a lost art form, arcane technique, or crafting method for the glory of Keranos."]],"name":"Keranos's Quests","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) foretells disaster for a polis unless a number of innocent citizens are sacrificed."],["2","An {@creature mage} servant of Keranos enhances storms as they form, threatening the countryside."],["3","An artist ({@creature commoner}) creates incredible works of art whose subjects come to life and wreak havoc."],["4","An {@creature archmage} who controls lightning rises to power, blasting those who oppose her to smithereens."],["5","A wild-eyed {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) points to the characters as harbingers of a coming disaster."],["6","A living storm deluges an area, taking what it believes is righteous revenge on a community."]],"name":"Keranos's Villains","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@creature Centaur}"],["3","{@creature Akroan hoplite|MOT}"],["3","{@creature Blue dragon wyrmling}*"],["5","{@creature Air elemental}"],["7","{@creature Theran chimera|MOT}"],["9","{@creature Young blue dragon}*"],["13","{@creature Storm giant}"],["16","{@creature Adult blue dragon}*"],["23","{@creature Ancient blue dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Blue Dragons} for details about these creatures in Theros."],"name":"Keranos's Monsters","page":140,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Keranos's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Bored with the temporary beauty of violent weather, Keranos creates a massive, self-perpetuating storm. Over time, the storm grows out of control. Keranos is delighted by his creation."],["2","Dared by Phenax to prove that he can, Keranos inspires eight mortals with eight ingenious ways to destroy the world. As a result, a genius actor, alchemist, inventor, diver, miner, sculptor, thief, and a duplicitous goat all set forth to enact their terrible brilliance."],["3","Keranos finds the spread of mortal knowledge inconsistent and slow. He empowers a champion to grant vast knowledge to any person or beast she touches. The advent of sagacious cattle, wolves, and children greatly disrupts (and unnerves) those who live in the areas through which Keranos's champion travels."],["4","Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey unique physical laws and strange truths. Some of the inhabitants escape the isle and begin infecting the rest of Theros with their alternate reality."]],"name":"Keranos's Divine Schemes","page":141,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Race an air elemental to an oracular conflux in order to receive a prediction of the future before the elemental's whirlwind obliterates all evidence of the reading."],["2","Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction."],["3","Convince an oracle to give a worshiper a particular false prediction."],["4","Help the addled victim of a lightning strike recover."],["5","Recover sacrificial animals from a {@creature cyclops} raider."],["6","Rig tools used to predict the future so that they produce a specific outcome."],["7","Manipulate a situation so prophesied events transpire within sight of a half-blind oracle."],["8","Evacuate a crowded shrine during a storm when lightning strike sets the temple ablaze."],["9","Infiltrate the shrine to determine the accuracy of a particular oracle or prediction method."],["10","Steal a book of recorded predictions from the shrine."],["11","Collect the materials necessary to create a revolutionary oracular device."],["12","Protect an oracle who must deliver bad news to a worshiper who is both influential and unpredictable."]],"name":"Oracular Conflux Adventures","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oracular Conflux Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bitter {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) who has foreseen her imminent death gives false predictions to worshipers so they will share her misery."],["2","A {@creature storm giant} pretends to be an avatar of Keranos and takes over the shrine, making its worshipers his subjects."],["3","A {@creature revenant} who died due to a misinterpreted prophecy comes back for revenge against the oracle who issued it."],["4","A {@creature cult fanatic} from a rival shrine gets the temple's animals drunk on fermented fruit, throwing off their predictions."],["5","An angry athlete ({@creature gladiator}) takes the conflux's oracles hostage, demanding they alter the future after predicting his defeat in an upcoming match."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) makes false predictions to convince nobles to give him money and lavish gifts."]],"name":"Oracular Conflux Villains","page":142,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Defeat a titan-spawned monster that has escaped the Underworld."],["2","Destroy an undead creature terrorizing a small community."],["3","Punish a powerful mortal for their hubris."],["4","Reestablish the balance between nature and civilization in a particular location."],["5","Repair the fabric of reality in a place where the mortal world was overlaid by Nyx during Xenagos's pretensions to godhood."],["6","Defeat a champion of another god (most likely Ephara, Heliod, or Iroas)."]],"name":"Klothys's Quests","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A single-minded Nyxborn {@creature assassin} of Klothys hunts a hero who was raised from the dead."],["2","Believing in the holiness of a terrible beast, Klothys's {@creature Acolyte||acolytes} murder heroes sent to deal with it."],["3","Certain that civilization offends fate, a {@creature priest} raises a herd of {@creature Typhon|MOT|typhons} to release on a city."],["4","Insulted {@creature Satyr Reveler|MOT|satyr revelers} (see {@book chapter 6|MOT|6|Satyr}) channel Klothys's magic to drive a polis's priests into embarrassing debauchery."],["5","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) knows it is a character's destiny to serve Klothys. The seer manufactures tragedy for the individual to provoke this revelation."],["6","A {@creature cult fanatic} of Klothys believes that the characters' deeds mark them as servants of the titans, destined to free one of those ancient terrors."]],"name":"Klothys's Villains","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Satyr reveler|MOT}"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Green hag}"],["4","{@creature Oracle|MOT}"],["6","{@creature Annis hag|VGM}"],["6","{@creature Cyclops}*"],["6","{@creature Underworld cerberus|MOT}"],["7","{@creature Woe strider|MOT}"],["9","{@creature Phylaskia|MOT}"],["15","{@creature Typhon|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6|Cyclops} for details about these creatures in Theros."],"name":"Klothys's Monsters","page":144,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Klothys's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Convinced that Heliod's boundless ambition will destroy Theros, Klothys creates an artifact that will destroy the sun god once he claims it as his own. She needs mortal heroes who can demonstrate the artifact's power by vanquishing Erebos's servants, and in the process stoke Heliod's envy."],["2","Concerned by the spread of Meletian influence, Klothys fills the dreams of the polis's people with treachery. Neighbors attack neighbors, and attempts by Ephara's followers to intervene only redirect the violence toward the polis's patron."],["3","Klothys becomes convinced that mortals giving worship to the gods distorts their proper relationship to each other, and she sets out to abolish religion."],["4","Now that she has left the Underworld, Klothys knows it's only a matter of time until the titans escape. To prepare the world for the horrors of that inevitable conflict, she unleashes Underworld beasts into the mortal realm, trusting that the mayhem will bring forth heroes who can ultimately defeat the titans."]],"name":"Klothys's Divine Schemes","page":145,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Condition","colLabels":["d8","Status"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sunken underground"],["2","Overgrown with plants"],["3","Underwater"],["4","Partially collapsed"],["5","Buried in dirt, mud, sand, or snow"],["6","Beneath a new temple"],["7","Cracked into more than one piece"],["8","Floating in an unstable parallel reality"]],"name":"Abandoned Temple Condition","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Retrieve records or a magic item left in the temple."],["2","Demolish what's left of the temple to prevent anyone from retrieving the ancient secrets hidden inside."],["3","Retrieve the remains of a dead humanoid from the temple."],["4","Kill monsters infesting the temple."],["5","Find a replacement for the temple's current guardian."],["6","Consult with a hermit who lives in the temple."],["7","Stop cultists from performing a destructive ritual in the temple."],["8","Restore the temple to receive the patron deity's blessing."],["9","Find a gate to the Underworld or Nyx."],["10","Consult a demon living in the temple."],["11","Discover why the temple was abandoned."],["12","Restore the temple to reveal the truth hidden in its architecture."]],"name":"Abandoned Temple Adventures","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Abandoned Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A depraved cult of Klothys captures victims on the road and brings them to the temple for ritual torture."],["2","A {@creature hydra} slumbers within an abandoned temple, having dug a lair out of one of the collapsed sections."],["3","A {@creature medusa} living in an abandoned temple grants curative aid to those who bring her a humanoid sacrifice."],["4","A {@creature bandit captain} hiding in a temple hopes to open its vault to find treasure, not knowing that a demon is trapped inside."],["5","{@creature Blood-Toll Harpy|MOT|Blood-toll harpies} make an abandoned temple their nest and devour any creatures that get too close."],["6","A {@creature gynosphinx} curious about human behavior creates a series of deadly traps in an abandoned temple and lures adventurers to the place to witness if and how they overcome its challenges."]],"name":"Abandoned Temple Villains","page":146,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seize a powerful magic item from those who would misuse it, study it, and then destroy it."],["2","Capture a former follower of Kruphix who used secret knowledge for personal gain and deliver them to Kruphix's temple for judgment."],["3","Suppress all knowledge of a dangerous secret, such as the location of a fountain of immortality, by any means necessary."],["4","Bring proof of a powerful conspiracy to the leaders of a human polis while evading or defeating the agents sent to stop you."],["5","Investigate rumors of an unearthed divine relic and decide whether it's safe to be in the mortal realm."],["6","End a conflict between the followers of two other gods, whether by mediating, forcing a truce, or siding with the weaker group to defeat the stronger one."]],"name":"Kruphix's Quests","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) seeks to erase the memories of an entire community, reducing them to a simpler, happier, more natural state."],["2","A {@creature gynosphinx} possesses magic that can stop a rampaging monster, but refuses to share it for fear that it might be misused."],["3","A former agent ({@creature spy}) of Kruphix knows the location of an unguarded portal to the Underworld and plans to sell it to the highest bidder."],["4","A {@creature noble} sows discord among Heliod's followers, believing that the sun god is the greatest threat to harmony among the gods."],["5","An {@creature archmage} works to destroy the Temple of Mystery to further divide Nyx from the mortal world."],["6","A {@creature cult fanatic} of Kruphix learns that the characters have discovered knowledge mortals were not meant to know and works to silence them."]],"name":"Kruphix's Villains","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","{@creature Blink dog}"],["1/2","{@creature Cockatrice}"],["2","{@creature Nothic}"],["3","{@creature Phase spider}"],["6","{@creature Invisible stalker}"],["7","{@creature Theran chimera|MOT}"],["11","{@creature Gynosphinx}*"],["12","{@creature Archmage}"],["17","{@creature Androsphinx}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Sphinx} for details about these creatures in Theros."],"name":"Kruphix's Monsters","page":148,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Kruphix's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy forces steal a holy artifact, thought to be a part of the sun, from Heliod's followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it from the mortal world before it does great harm."],["2","Kruphix sends Nyxborn to torment a community. The locals are baffled, until it's revealed that miners have impeded on a cave that underpins the nature of time. Not only are mortals not welcome there, but someone has already entered, employed the passages there, and stolen something from the past."],["3","A philosopher in Meletis argues that the gods rely on mortals for their existence, rather than the other way around. When this idea gains adherents, Kruphix curses the polis so that no one can speak or read."],["4","After a minor altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld."]],"name":"Kruphix's Divine Schemes","page":149,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find and repair one of the temple's challenges that has malfunctioned."],["2","Seek the help of the temple's priest, who's become trapped in stasis due to a malfunctioning trap."],["3","Solve the puzzles in a temple to claim a magic item hidden inside."],["4","Rescue someone trapped in the temple."],["5","Learn how a particular trap or puzzle works so it can be recreated."],["6","Solve more challenges than a rival party of adventurers who are also in the temple."],["7","Enter the temple and contend with a complex trap that, over time, has developed consciousness."],["8","Lead dangerous individuals into the temple and ensure they never leave."],["9","Question the priest to find the location of another temple of mystery."],["10","Lead dangerous creatures into the temple to trap them there."],["11","Defeat a cabal of mages that has claimed the temple."],["12","Defeat a temple's challenges to get the attention of the gods."]],"name":"Temple of Mystery Adventures","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Temple of Mystery Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A bored {@creature androsphinx} asks visitors riddles with no correct answer, then tears them apart for fun when they respond incorrectly."],["2","A mad {@creature archmage}, obsessed with a mystery she can't solve, wanders the halls of the temple and forces those she meets to confront the puzzle."],["3","A dragon disguised as a humanoid waits in the temple's entrance and demands treasure from anyone leaving."],["4","The {@creature priest} caring for the temple gets jealous whenever adventurers solve a puzzle he couldn't and tries to kill them."],["5","A hero challenges adventurers to solve the temple's mysteries faster than she can, but she has rigged each to ensure her victory."],["6","A {@creature cyclops} accidentally trapped in the temple goes on a rampage."]],"name":"Temple of Mystery Villains","page":150,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foment a war between rival poleis."],["2","Bring about anarchy and lawlessness in a formerly peaceful polis."],["3","Organize disparate groups of bandits and criminals into a cohesive fighting force."],["4","Hunt down a famous defender of the law who champions Iroas."],["5","Triumph in a contest of strength or endurance to prove Mogis's superiority over other gods."],["6","Defeat a champion of another god (most likely Iroas, Heliod, or Ephara)."]],"name":"Mogis's Quests","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A petty tyrant ({@creature gladiator}) rules his populace through threats and intimidation. His favorite pastime is forcing unwilling subjects to fight in gladiatorial blood sports."],["2","A band of {@creature Minotaur||minotaurs} directed by a champion of Mogis forges a trail of devastation through the countryside."],["3","A serial killer ({@creature assassin}) stalks the streets of the polis, taking lives seemingly at random."],["4","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) of Mogis marches into town and predicts doom on the populace within a fortnight."],["5","Priests of Iroas and Heliod are being murdered by unknown assailants and their temples desecrated."],["6","An {@creature archmage} is corrupted by Mogis and begins summoning demons to savage the population."],["7","A badly wounded caravan guard ({@creature bandit captain}) accuses the characters of murder and banditry."],["8","A cabal of Mogis's {@creature Cult Fanatic||cult fanatics} have almost succeeded in finding a way to summon Mogis's warhound to their service."]],"name":"Mogis's Villains","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Death dog}"],["2","{@creature Berserker}"],["3","{@creature Fleecemane lion|MOT}"],["3","{@creature Manticore}"],["3","{@creature Minotaur}"],["5","{@creature Catoblepas|VGM}*"],["6","{@creature Cyclops}*"],["7","{@creature Theran chimera|MOT}"],["8","{@creature Blackguard|VGM}"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Mogis's Monsters","page":152,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mogis's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A champion of Mogis unites the {@creature minotaur} bands and {@creature cyclops} tribes of Phoberos under her banner, creating a terrifying army. At Mogis's command, she leads the army in an all-out assault on Akros, hoping to draw Iroas into battle and defeat him once and for all."],["2","Mogis bargains with Pharika, convincing her to create elixirs that will turn his followers into invincible monsters. He sends his champions to fetch the necessary ingredients for her."],["3","A bitter noble makes a pact with Mogis for power in exchange for carrying out a plot to ignite a war between Meletis and Setessa. Thousands will die unless the scheme is put to rest."],["4","Mogis agrees to ally with three other gods against their rivals if they help him defeat Iroas. Mogis's brother does the same. Soon the entire pantheon divides along faction lines and prepare for the final war."]],"name":"Mogis's Divine Schemes","page":153,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Survive a journey through the canyon while escorting a caravan transporting offerings to another god."],["2","Slay a massive, blood-drunk monster that rampages through the region."],["3","Find a band of {@creature Minotaur||minotaurs} residing in the canyon and convince them to attack a gang of undead about to pass through on their way to attack a village."],["4","Consult a hermit who lives in a hidden part of the canyon."],["5","Retrieve an item buried amid the shrine's sacrifices."],["6","Destroy the shrine."],["7","Negotiate with a group of Mogis's followers."],["8","Convince a young aristocrat who was seduced into joining a cult of Mogis to return home."],["9","Infiltrate a cult of Mogis to learn of any raids they have planned."],["10","Steal an egg from a griffon nest in the canyon."]],"name":"Canyon Shrine Adventures","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Canyon Shrine Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature minotaur} captures and devours other creatures limb by limb as part of a bizarre ritual honoring Mogis."],["2","A tribe of {@creature Berserker||berserkers} ride {@creature Giant Bat||giant bats} and hunt humanoids that travel through the canyon."],["3","An {@creature adult blue dragon} enslaves the inhabitants of the caves, intent on building an army to conquer a neighboring settlement."],["4","A {@creature manticore} captures warriors and forces them to fight to the death for its amusement."],["5","A group of {@creature Cyclops||cyclopes} capture travelers and keep them as livestock in their caves."],["6","A {@creature lamia} lures young nobles into its cult with promises of hedonism and sells those who disappoint it to other canyon inhabitants."],["7","A vicious {@creature gynosphinx} captures groups of people, then forces one person to choose which of the others should be devoured first."],["8","The victims of the canyon's inhabitants rise as {@creature Wraith||wraiths} determined to end all life in the area."]],"name":"Canyon Shrine Villains","page":154,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Free a hydra that has been captured and imprisoned in a menagerie."],["2","Investigate reports of unnatural horrors infesting the Nessian Wood."],["3","Plant a golden acorn in a distant grove guarded by monsters."],["4","Find and punish an unknown perpetrator who killed a unicorn, cut off its horn, and left its body to rot, and retrieve the horn."],["5","Hunt a dangerous creature for a sacred feast."],["6","Defeat a champion of another god (most likely Karametra, Heliod, or Ephara)."]],"name":"Nylea's Quests","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Setessan hunt-leader ({@creature Setessan hoplite|MOT}; see {@book chapter 6|MOT|6|Hoplites}) swears vengeance on a poacher in the Nessian Wood who turns out to be an Akroan general."],["2","A {@creature hydra} goes on a rampage at the edge of the forest. It must be dealt with, but a {@creature druid} follower of Nylea will take vengeance on anyone who kills it outright."],["3","A {@creature mage} who lives in a secluded grove has been using a magic item to transform interlopers into boars. She claims that Nylea gave her this item."],["4","A {@creature druid} uses magic on fields near the border of the forest, creating animated plants to drive off farmers."],["5","A {@creature scout} has taken to hunting and eating sapient beings. What could have caused this gruesome turn?"],["6","Those who follow a mysterious green {@creature unicorn} inevitably turn up dead, their bodies entangled in strangling vines."]],"name":"Nylea's Villains","page":156,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Scout}"],["1","{@creature Dryad}"],["1","Nyxborn {@creature brown bear}*"],["2","Nyxborn {@creature saber-toothed tiger}*"],["2","{@creature Satyr thornbearer|MOT}"],["3","{@creature Archer|VGM}"],["5","{@creature Shambling mound}"],["5","{@creature Unicorn}*"],["9","{@creature Treant}"],["12","{@creature Ironscale hydra|MOT}"],["19","{@creature Polukranos|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Nylea's Monsters","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Nylea's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When the polis of Meletis expands, clearing new land for houses and crops, Nylea decides to punish the polis and destroy it if necessary. Animated trees topple the walls, and Nyxborn beasts invade the city."],["2","Nylea refuses to turn winter into spring unless Karametra agrees to abolish agriculture and yield all cropland back to the forest."],["3","When tensions between Akros and Setessa peak, Nylea blames Iroas for stirring up the conflict and puts Setessa under her protection, expanding the borders of the Nessian Wood to encompass all of Setessa, creating a near-impenetrable fortress filled with dangerous creatures."],["4","Nylea abruptly vanishes. Explorers deep in the Nessian Wood discover her sacred grove abandoned, and the giant chrysalis at its heart empty. What was in the chrysalis? Could it have harmed Nylea? Or did she leave with the creature—and if so, did she do that to protect the creature, or to protect Theros?"]],"name":"Nylea's Divine Schemes","page":157,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Get permission from the shrine's {@creature Druid||druids} to take part in a sacred hunt with them."],["2","Prevent game hunters from killing a {@creature unicorn}, and lead the unicorn to a shrine for shelter."],["3","Find a {@creature scout} from the shrine who has gone missing."],["4","Escape a shrine after being captured and held there for crimes against the forest."],["5","Rescue trophy hunters being tortured at a shrine."],["6","Earn a {@creature Druid||druid's} trust to learn a valuable secret about the forest."],["7","Retrieve a sacred weapon held in the grove."],["8","Recruit the help of the shrine's {@creature Druid||druids} to defeat a group of poachers."],["9","Acquire a beast companion from the shrine."],["10","Defend the shrine from a group of {@creature Harpy||harpies}."]],"name":"Forest Shrine Adventures","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Forest Shrine Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Dryad||dryads}, enraged by seeing a section of forest burned, plots to destroy the shrine in order to punish the druids for failing to protect the trees."],["2","Poachers ({@creature Scout||scouts}) kill the shrine's defenders and set their traps in the surrounding forest."],["3","The shrine stands in the path of a {@creature hydra} on a destructive rampage."],["4","A {@creature druid} who lost her spouse in a hunting accident attacks any hunters who come to the shrine."],["5","A {@creature giant boar} affected by the {@spell awaken} spell convinces the shrine's druids to cast the spell on other boars to strike back at a contingent of hunting nobles."],["6","A {@creature cult fanatic} of Erebos infiltrates the shrine in disguise and plans to kill all its plant life."]],"name":"Forest Shrine Villains","page":158,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Concoct the antidote for a powerful affliction that resists conventional treatments."],["2","Seek out a powerful beast whose blood has unique alchemical value."],["3","Infiltrate the Underworld to extract a secret someone carried with them to the grave."],["4","Track down and eliminate someone who is trying to keep a radical discovery a secret."],["5","Assassinate an important figure whose death would catalyze one of Pharika's experiments."],["6","Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore."]],"name":"Pharika's Quests","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature druid} seeds deadly herbs into a village's fields, coaxing the plants to resemble farmers' crops."],["2","The life of a tyrant ({@creature knight}) is central to one of Pharika's experiments in mortal suffering, so the god resurrects the tyrant whenever enemies kill him."],["3","Legend tells of a hydra with alchemical lore scribed upon its bones. When an alchemist ({@creature mage}) begins poisoning the beasts, Nylea sends dozens of {@creature Hydra||hydras} to seek revenge, catching innocents in the fray."],["4","A town suffering from a plague seeks a cure from a {@creature cult fanatic} of Pharika engaged in warlike research. The researcher's blessing alleviates the pox but leaves the survivors delusional and violent."],["5","After the characters witness a miracle, an apothecary ({@creature mage}) seeks their blood as a medicinal ingredient."],["6","An {@creature archmage} devotee of Pharika manages to shrink monsters to a size so small that they effectively behave as viruses."]],"name":"Pharika's Villains","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/4","Nyxborn {@creature giant poisonous snake}*"],["1/2","{@creature Amphisbaena|GoS}"],["1/2","{@creature Cockatrice}"],["2","{@creature Swarm of poisonous snakes}"],["3","{@creature Basilisk}*"],["6","{@creature Medusa}*"],["8","{@creature Assassin}"],["8","{@creature Hydra}"],["8","{@creature Spirit naga}"],["17","{@creature Hythonia|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Pharika's Monsters","page":160,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Pharika's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pharika creates a mind-controlling incense to manipulate several of Kruphix's oracles, compelling them to reveal secrets of the cosmos. Unfortunately, her mutagenic mist causes them to transform into beings they've glimpsed from beyond Theros."],["2","Seeking to understand more about the Returned, Pharika begins granting them elixirs meant to restore their lost memories. Although this works as intended for a rare few, most of the Returned instead experience traumatic visions that drive them to violence."],["3","Medusas the world over find themselves infected with a strange disease. They believe Pharika is collecting their souls to harvest the secrets they hoard. The medusas seek advocates to end Pharika's plague."],["4","After losing a bet to an ambitious physician, Pharika loans the doctor her sacred kylix for one week and invites him to cure as many patients as he pleases. In that time, he cures death itself in a small town. Not only has this emboldened some of the town's scalawags to commit crimes without fear of retribution, but the news has also infuriated disciples of Erebos, Mogis, and Klothys. Meanwhile, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions."]],"name":"Pharika's Divine Schemes","page":161,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Heal yourself or a diseased or injured party member in the pools."],["2","Escort a sick or injured person to the pools."],["3","Kill monsters taking up residence in the pools."],["4","Capture people and creatures for the priests to use in their experiments."],["5","Cure the pools of a contamination."],["6","Create a poison based on notes provided to you by one of Pharika's priests and contaminate the pools."],["7","Steal reagent-rich water from the pools."],["8","Rescue a priest's test subject and help them undo or adapt to the transformations they underwent due to the priest's experiments."],["9","Kill or capture an escaped beast monstrously transformed by the priest's experiments."],["10","Retrieve materials needed to create a cure for a disease and convince a priest to help you make it."]],"name":"Healing Pools Adventures","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Healing Pools Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of {@creature Returned Palamnite|MOT|Returned palamnites} (see {@book chapter 6|MOT|6|Returned Palamnite}) invade the pools, believing the waters' magic can restore their lost memories and mortal bodies."],["2","{@creature Naiad|MOT|Naiads} (see {@book chapter 6|MOT|6|Naiad}) guard the pools, making their own judgments about who is and isn't worthy of the pools' healing magic."],["3","The magic waters of the pools wash out to sea and attract a dying {@creature kraken} to the area."],["4","An {@creature assassin} barters captured humanoid test subjects for poison from the pools' {@creature medusa} priest."],["5","A dying {@creature veteran} who was {@condition poisoned} by the pools slaughters any person who is healed by the waters."],["6","An {@creature oracle|MOT} (see {@book chapter 6|MOT|6|Oracle}) allows the pools' poisons to seep from the caves and contaminate a community."]],"name":"Healing Pools Villains","page":162,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rob or defend a gambling parlor."],["2","Destabilize or aid the government of the local polis."],["3","Form or foil a heretical cult of Heliod to bring discord to the countryside."],["4","Assassinate or protect the local magistrate who has been cracking down on Phenax worshipers."],["5","Create a grand prank built around obfuscation and deceit to embarrass a local government or temple."],["6","Defeat a champion of another god (most likely Heliod, Erebos, or Iroas)."]],"name":"Phenax's Quests","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A charismatic crime boss ({@creature bandit captain}) unites local gangs in a bid to seize control of the polis."],["2","A {@creature Returned palamnite|MOT} (see {@book chapter 6|MOT|6|Returned Palamnite}) wreaks havoc across the countryside in Phenax's name."],["3","The lies of a government functionary ({@creature noble}) start a trade war between struggling settlements."],["4","Phenax {@creature Cultist||cultists} establish a fake cult of Ephara in a bid to start a sectarian civil war in Meletis."],["5","An information broker ({@creature spy}) holds damaging secrets about important folk and is blackmailing them."],["6","A group of vocal iconoclasts ({@creature Noble||nobles}) are fomenting social upheaval that threatens to turn to violence."],["7","A champion ({@creature veteran}) of Heliod is threatening to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker."],["8","Folk go missing then turn up with no memory of their disappearance. Phenax {@creature Cult Fanatic||cult fanatics} are brainwashing these souls for use as sleeper agents."]],"name":"Phenax's Villains","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Returned sentry|MOT}"],["3","{@creature Leucrotta|VGM}"],["3","{@creature Slithering tracker|VGM}"],["4","{@creature Returned palamnite|MOT}"],["5","{@creature Ghostblade eidolon|MOT}"],["5","{@creature Master thief|VGM}"],["8","{@creature Assassin}"],["16","{@creature Phoenix|MTF}"]],"name":"Phenax's Monsters","page":164,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Phenax's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Phenax finds an artifact capable of imprisoning Athreos and engages in a shadow war with Erebos, causing pandemonium in the Underworld. As a result, droves of Returned flood the mortal world."],["2","Phenax undertakes a plot to transform Erebos into one of the Returned. If he succeeds, the balance of life and death will be shattered."],["3","Phenax vanishes. For a time, it's believe the god has been killed or grew bored and left Theros. In fact, though, Phenax managed to imprison another god and has since taken their place."],["4","Phenax dispatches a powerful agent to find a lost relic called Deception's Edge, a dagger that enables the wielder to warp the minds of mortals. Once in possession of the artifact, the agent embarks on a campaign of assassination and espionage that threatens to lead to all-out war between Akros and Meletis."]],"name":"Phenax's Divine Schemes","page":165,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal an item from an audience member."],["2","Find evidence of a crime hidden backstage."],["3","Defend a theater being run by a criminal cabal from a rival gang's assault."],["4","Take the place of a group of performers on stage to impress an audience member."],["5","Assassinate an audience member during a performance without being seen."],["6","Serve as bodyguards for an audience member."],["7","Learn which performers are criminals."],["8","Find a spy among the audience members and deliver a message to that person."],["9","Steal costumes from the theater to infiltrate a temple in disguise."],["10","Intercept and decipher a coded message meant for someone else."]],"name":"Amphitheater Adventures","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amphitheater Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An actor charms nobles who see him perform into surrendering their fortunes."],["2","The {@creature wraith} of a murdered actress reenacts her death every night, playing the role of the murderer and targeting a new performer in her place."],["3","An untalented dancer ({@creature scout}) poisons those with more skill in order to get ahead."],["4","A {@creature mage} playwright invites political figures to see his satires, then uses magic to make them react dramatically, which encourages more people to see his plays."],["5","A leading lady is also an {@creature assassin} for hire, and she uses a secret room in the theater as her base."],["6","Burglars ({@creature Veteran||veterans}) masquerading as acrobats identify marks during their performances, then rob them afterward."],["7","A murderer ({@creature spy}) who works as a prop maker hides his weapons and victims in among pieces of the set."],["8","A theater-loving {@creature mage} uses a {@creature homunculus} to spy on audience members to gain blackmail material."]],"name":"Amphitheater Villains","page":166,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Clear out a monster-infested mine and help procure precious iron ore for a master smith."],["2","Protect a traveling theater troupe as they perform a new play that glorifies Purphoros and makes another god look foolish."],["3","Retrieve a sacred weapon of Purphoros that has fallen into the hands of minotaurs."],["4","Resist the corrupt authority of a powerful priest of Heliod or a cruel village elder."],["5","Triumph in a contest of strength or crafting to bring glory to Purphoros."],["6","Defeat a champion of another god (most likely Heliod, Kruphix, Phenax, or Mogis)."]],"name":"Purphoros's Quests","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature cult fanatic} of Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons."],["2","An aging {@creature veteran} seeks to replace her body with living bronze and enlists a genius {@creature archmage} of Purphoros to aid her. Then several of their test limbs escape."],["3","A rebel ({@creature spy}) plots to set fire to a temple of Heliod and dedicate the blaze to Purphoros, driving the gods toward a conflict he's certain Purphoros will win."],["4","A {@creature gladiator} of Purphoros partakes of the fumes at Mount Velus then goes on what seems to be a rampage that contributes to a mysterious design."],["5","A {@creature priest} of Purphoros condemns the party for treating their weapons and tools poorly, insisting they discard them until the heroes prove their worthiness."],["6","A group of {@creature Oread|MOT|oreads} (see {@book chapter 6|MOT|6|Oread}) seeks inspiration in flames. The oreads leave Purphoros's forge and conduct thorough studies of everything they burn."]],"name":"Purphoros's Villains","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Anvilwrought raptor|MOT}"],["1","{@creature Bronze sable|MOT}"],["2","{@creature Burnished hart|MOT}"],["4","{@creature Oread|MOT}"],["5","{@creature Gold-forged sentinel|MOT}"],["5","{@creature Fire elemental}"],["6","{@creature Cyclops}*"],["9","{@creature Fire giant}"],["16","{@creature Iron golem}"],["17","{@creature Adult red dragon}*"],["24","{@creature Ancient red dragon}*"]],"footnotes":["* See {@book chapter 6|MOT|6|Classic Monsters} for details about these creatures in Theros."],"name":"Purphoros's Monsters","page":168,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Purphoros's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Enraged at Heliod's latest insult, Purphoros causes Mount Velus to erupt. The volcano's rage doesn't cease, though, threatening the region."],["2","Insulted that the other gods don't appreciate his creations, Purphoros breaks the Nyx-infused chains that bind the ancient red dragon Thraxes, allowing it to go on a far-ranging rampage."],["3","Gripped by sudden inspiration, Purphoros begins building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the bridge tumbling down on the mortal world?"],["4","Purphoros's double, Petros, reveals an army of metal Nyxborn creatures and unleashes them against temples and settlements dedicated to other gods. The gods blame Purphoros for the attack, but he is too proud, and too fond of Petros, to stop the attacks."]],"name":"Purphoros's Divine Schemes","page":169,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Adventures","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Acquire an item that wasn't up to Purphoros's standards before it's cast into the lava."],["2","Defend the temple from fiery zombies emerging from tunnels connecting to a collapsed temple."],["3","Steal a phoenix egg from the temple."],["4","Become an apprentice to one of the priests and craft an item in the temple."],["5","Explore a ruined temple after an eruption to make sure it is safe for others to enter."],["6","Stop the temple priests from destroying well-crafted but substandard armor and weapons that are needed by a nearby settlement."],["7","The volcano is erupting! Prevent it, or save the most fanatical priests who refuse to leave their forges."],["8","Negotiate with fire giants who want to use the temple's forges."],["9","Destroy a near-indestructible item in the volcano's forges."],["10","Rescue an artisan lost in the temple's twisting halls."]],"name":"Volcano Temple Adventures","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Volcano Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult red dragon} tries to make its nest inside the temple, attacking the artisans and priests within."],["2","A {@creature priest} of Mogis infiltrates the volcano and mars its ornate halls, hoping to draw Purphoros's ire and thus cause the volcano to erupt at an unexpected time, killing everyone in the temple."],["3","A obsessed {@creature cult fanatic} is never satisfied with her apprentices' creations and works them to death."],["4","A unit of defeated and desperate {@b hoplites} (see {@book chapter 6|MOT|6|Hoplites}) raid the temple, steal magical weapons, and prepare to avenge their fallen companions."],["5","An apprentice artisan summons {@creature Fire Elemental||fire elementals} that he can't control to murder his cruel master."],["6","An {@creature iron golem} forged in the temple breaks free of its maker's control and goes on a killing spree."]],"name":"Volcano Temple Villains","page":170,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Quests","colLabels":["d6","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a village of Thassa's faithful evacuate to the hills before Thassa sends a great wave to punish the village's willful coastal neighbors."],["2","Phenax has learned the location of a sunken treasure in a flooded cave. Retrieve the treasure before his fortune-hunters can steal it from Thassa."],["3","Smuggle a cargo of offerings for Thassa past harbor inspectors at Meletis, skirting new laws put into place at the behest of Heliod's priesthood that ban the import of items intended for sacrifice to other gods."],["4","Find a magically stolen vessel sequestered high in the mountains and return it to the ocean."],["5","Capture a great beast of the land and bring it to the shore as an offering for a kraken."],["6","Humiliate a champion of another god (most likely Ephara, Karametra, Pharika, Iroas, or Mogis)."]],"name":"Thassa's Quests","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton}) demands ever greater sacrifices to Thassa from merchants moving along a crucial trade route, threatening to sink ships that don't comply."],["2","A former {@creature priest} of Thassa kidnaps indigents and plans to drown them as offerings to regain her favor."],["3","A {@creature druid} of Thassa, after being mistreated by a coastal community, uses magic to lure a plague of {@creature Giant Crab||giant crabs} out of the depths to take revenge."],["4","A {@creature water elemental} is trapped in a village well and has changed the drinking water to saltwater. It needs help returning to the sea."],["5","Sirens (see the harpies entry in {@book chapter 6|MOT|6|Harpies}) favored by Thassa take up residence in a lighthouse, preventing its use."],["6","A ship carrying a massive pearl sacred to Thassa has been sunk. Thassa's {@creature Cultist||cultists} want the pearl back, but anyone trying to retrieve it find that the god's triton followers have claimed it."]],"name":"Thassa's Villains","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Monsters","colLabels":["Challenge","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Hippocamp|MOT}"],["1","Siren ({@creature harpy})*"],["2","{@creature Naiad|MOT}"],["2","{@creature Triton shorestalker|MOT}"],["5","{@creature Water elemental}"],["8","{@creature Triton master of waves|MOT}"],["13","{@creature Storm giant}"],["17","{@creature Dragon turtle}"],["23","{@creature Kraken}*"],["26","{@creature Tromokratis|MOT}"]],"footnotes":["* See {@book chapter 6|MOT|6} for details about these creatures in Theros."],"name":"Thassa's Monsters","page":172,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Thassa's Divine Schemes","colLabels":["d4","Scheme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a kraken is sighted near an inhabited island, a fleet prepares to set sail from Meletis to face it. In retribution, Thassa pulls the ocean back from the entire coastline, stranding not only the fleet, but the fishing boats and merchant vessels that keep the polis fed and supplied. Thassa's oracles announce that \"the forest of masts must be felled\" before the waters will return, but Meletis refuses to give up its navy. How can Thassa be appeased?"],["2","During a divine conflict, one of the gods' weapons tumbles into the sea. Thassa refuses to return the godly weapon, claiming it as her own, much to the owner's ire."],["3","Thassa turns a ship full of another god's champions into dolphins as punishment for setting foot on one of her holy isles. Can she be persuaded to change them back? How will the champions' patrons respond if she refuses?"],["4","When multiple gods turn against her in a dispute, Thassa is enraged. She releases the locks binding every kraken in the sea, along with that of an ancient and mysterious kraken brood mother."]],"name":"Thassa's Divine Schemes","page":173,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Adventures","colLabels":["d12","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Save land-dwelling worshipers who became trapped inside the temple during a flood."],["2","Steal an offering before it washes away."],["3","Confront pirates worshiping at the temple."],["4","Defend the temple from kraken-worshiping cultists."],["5","Kill or drive off a {@creature hydra} that has claimed the temple as its home."],["6","Help a {@creature killer whale} beached in the temple."],["7","Get information from a worshiper."],["8","Kidnap a worshiper without making a scene."],["9","Steal a magic {@creature quipper} from a sacred tide pool."],["10","Spy on a conversation between two worshipers."],["11","Negotiate with a {@b blue dragon} that wants to claim the temple as its lair."],["12","Escape the temple as it floods."]],"name":"Coastal Temple Adventures","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coastal Temple Villains","colLabels":["d6","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature kraken} threatens to destroy the temple if worshipers don't pay tribute to the creature."],["2","A {@creature Naiad|MOT} (see {@book chapter 6|MOT|6|Naiad}) hides inside the temple and murders fishers who worship here for their crimes against the sea."],["3","A group of sirens (see the {@creature Harpy||harpies} entry in {@book chapter 6|MOT|6|Harpies}) take over the temple and lure new victims inside to drown themselves during high tide."],["4","A {@creature priest} of Thassa falsely convinces elderly worshipers that giving more wealth to the temple increases the length of time they live."],["5","A {@creature giant octopus} under the effects of the {@spell awaken} spell hunts in the temple at high tide."],["6","A rageful {@creature triton master of waves|MOT} (see {@book chapter 6|MOT|6|Triton Master of Waves}) believes everyone in a temple is secretly serving a kraken and begins murdering them."]],"name":"Coastal Temple Villains","page":174,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Adventures at Sea","colLabels":["d10","Adventure Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Slay a monster or pirates terrorizing ships at sea."],["2","Follow an omen that leads out to sea."],["3","Seek an artifact hidden underwater or on an island."],["4","Find your way home after getting lost."],["5","Find a lost temple of a god."],["6","Relocate settlers trying to colonize an inhabited isle."],["7","Discover a safe route through deadly waters."],["8","Retrace the path of a hero lost at sea."],["9","Find a whirlpool that is a passage to the Underworld."],["10","Sail from the edge of the world into Nyx."]],"name":"Embarking on Adventure; Adventures at Sea","page":176,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Environments","colLabels":["d10","Environment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frozen. The island is magically frozen or is a floating iceberg. Perhaps something lies locked within."],["2","Sargassum. The island is a dense layer of seaweed that has developed its own ecosystem of strange beasts and trapped sailors."],["3","Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents."],["4","Mirage. Magical phenomena surround a mundane island with tempting or treacherous illusions."],["5","Nyx Shard. The island is a manifestation of Nyx, a recreation of a land from the distant past or completely from fiction."],["6","Idyllic. The island has beautiful weather and abundant fruit—so much so that some might consider never leaving."],["7","Lost Ruin. The island is all that survived a calamity that destroyed a legendary city."],["8","Gateway. The island is inherently magical, perhaps being an intrusion from a bizarre demiplane or the dream of a sleeping demigod."],["9","Promised Land. The island is a gift from a god to a favored individual or population, specially tailored to suit their whims."],["10","Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were in complete control."]],"name":"Island Environments","page":177,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Island Inhabitants","colLabels":["d10","Inhabitants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Last. Creatures that think they're the last of their kind—perhaps Returned, leonin, or humans—make their home on the island."],["2","First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island."],["3","Strangers. A species not usually connected to Theros dwells here—such as thri-kreen, yuan-ti, or another creature from the {@book Monster Manual|MM}."],["4","Rivals. Two settlements have turned the island into a war zone."],["5","Prisoner. A powerful monster or dangerous figure from legend is imprisoned on this island."],["6","Tyrant. A powerful individual built a fortress on the island, and all other residents revere them."],["7","Fanatics. The island's residents know only one god and don't appreciate visits from heretics."],["8","The Dead. A settlement of the Returned is located near an obscure passage to the Underworld."],["9","Memories. Everyone on the island is Nyxborn, being the reincarnation of a lost people."],["10","Oracle. An oracle with a reputation for accurate knowledge and prediction lives on the island."]],"name":"Island Inhabitants","page":178,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underwater Adventures","colLabels":["d12","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seek aid or advice from the eldest member of an aquatic species—such as the first dolphin."],["2","Recover the treasure of a hero long ago devoured by a sea beast."],["3","Carry a coastal city's gifts and diplomatic messages to an underwater community."],["4","Calm a kraken attempting to break out of its sea lock (see {@book chapter 6|MOT|6|Kraken})."],["5","Make a sacrifice at a triton temple devoted to Thassa or another god."],["6","Transform into a sea creature and infiltrate an undersea community."],["7","Convince a hero who's fallen in love with a sea dweller to return home."],["8","Raise a sunken city back above the waves while avoiding whatever now makes the place its home."],["9","Seek information from an oracle who lives on a sunken island inside a giant bubble."],["10","Seal a hole in the sea that's allowing denizens of the Underworld ward of Nerono to escape."],["11","Return a juvenile sea monster caught in a fisher's net to its home."],["12","Protect a priest of Thassa intent on journeying to the bottom of the sea."]],"name":"Underwater Adventures","page":179,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Underworld Adventures","colLabels":["d20","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","In Phylias, find and bargain for information with your least favorite dead acquaintance or family member."],["2","Smuggle the puppy of an {@creature Underworld cerberus|MOT} (see {@book chapter 6|MOT|6|Underworld Cerberus}) into the mortal world."],["3","Find and free a lost hero from the Labyrinth of Memories on Nerono."],["4","Free a legendary lost ship and the souls aboard from the endless Nerono whirlpool they're trapped within."],["5","Meet with your family's most legendary member in Ilysia and prove yourself worthy of their name."],["6","Steal a legendary, long-shattered treasure from its resting place in Ilysia's Citadel of Destiny."],["7","Seek out a long-dead foe and learn how they're keeping you from being magically resurrected."],["8","Discover a secret from an infamous member of your family who became a {@creature typhon|MOT} (see {@book chapter 6|MOT|6|Typhon})."],["9","Save a god's favored worshiper from a cruel punishment in the Underworld—even though they've been dead for hundreds of years."],["10","Sever one of the massive chains of Tizerus, releasing the ancient being it binds."],["11","Lead an immortal anvilwrought to Erebos's palace and convince the god to let the construct die."],["12","Discover why Erebos is no longer allowing certain individuals to die."],["13","Coerce a {@creature night hag} into granting a morbid prophecy by stealing its eye."],["14","Learn a secret way to escape the Underworld from one of the titans."],["15","Find the lost secret of a long-dead warlord that now rests with the villain's misera."],["16","Discover from a {@creature woe strider|MOT} (see {@book chapter 6|MOT|6|Woe Strider}) how to escape the bonds of destiny."],["17","Defeat a host of legendary villains in Agonas's Stadium of Dishonor."],["18","Prevent one of your ancestors from transforming into an {@creature eater of hope|MOT} (see {@book chapter 6|MOT|6|Eater of Hope})."],["19","Travel to Erebos's palace and recover a secret from one who failed to bargain for their release."],["20","Seek out Klothys's domain and learn from her oracles how you're destined to escape the Underworld."]],"name":"Underworld Adventures","page":183,"source":"MOT","chapter":{"name":"Creating Theros Adventures","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remarkable Origins","colLabels":["d12","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The item bears the name or emblem of a lost troop of Akroan stratians (described in {@book chapter 3|MOT|3|Stratians})."],["2","The item is etched with a name or prayer written in Celestial (the language of the gods)."],["3","The item looks like it's been at the bottom of the sea for a hundred years but functions perfectly."],["4","The item is wrapped in handwritten scrolls, suggesting it was once possessed by a founder of one of Meletis's philosophical schools (described in {@book chapter 3|MOT|3|Meletis})."],["5","The item bears a design or sculpted feature suggestive of a Returned mask."],["6","A knotted cover or grip depicts colorful birds or stylized herd animals from the plains of Oreskos."],["7","The item is at least partially made from the heartwood of a Setessan caryatid (described in {@book chapter 3|MOT|3|Caryatid Groves}). The wood regularly sprouts fresh leaves, or its whorls suggest humanoid features."],["8","The item rests among the remains of its former owner, who thanks (or curses) those who take it."],["9","The item is at least partially made of iron."],["10","Whoever first touches the item receives an omen from the god who watches over it (see {@book chapter 4|MOT|4|Omens} for details on omens)."],["11","The item lies in a crater, as if it fell from the heavens."],["12","The item glimmers with the stars of Nyx and is a perfect facsimile of an item used by a legendary hero."]],"name":"Gifts of the Gods; Remarkable Origins","page":195,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Weapons of the Gods Adventures","colLabels":["d6","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal a god's weapon to lay low one of that god's servants—a creature that can only be harmed by its creator's wrath."],["2","Recover a god's weapon that has been stolen by another god's champion in an attempt to frame the weapon's owner for cruel acts."],["3","Wrest back a god's weapon from a divine champion who needed it but refuses to return it."],["4","Destroy a god's weapon and channel the energy released to create a new magic item or work a miracle."],["5","Reforge a god's weapon after an incredible feat caused it to shatter."],["6","A god's weapon has gained sentience (see \"{@book Sentient Magic Items|DMG|-1}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}). Determine whether to use it, return it to its creator, or help it grow into its own being."]],"name":"Artifacts; Weapons of the Gods Adventures","page":198,"source":"MOT","chapter":{"name":"Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Nyxborn Monster Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A god created the creature to serve as an emissary."],["2","The creature formed as the side effect of some other divine action."],["3","The creature escaped from the Underworld."],["4","The creature took shape from the tales told about it."],["5","A god made the creature to serve as a pet or mount."],["6","The creature took shape from dreams or nightmares."]],"name":"Nyxborn Creatures; Nyxborn Monster Origin","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Nyxborn Traits","colLabels":["d6","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Magic Resistance}. The creature's Nyxborn nature gives it advantage on saving throws against spells and other magical effects."],["2","{@b Light Sensitivity}. A creature of the night sky, the Nyxborn has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight, while it is in bright light."],["3","{@b Immutable Form}. The Nyxborn creature is the philosophical ideal of its kind. It is immune to any spell or effect that would alter its form."],["4","{@b Magic Weapons}. The Nyxborn creature's weapon attacks are magical."],["5","{@b Nyx Step}. The Nyxborn can move through other creatures and objects as if they were {@quickref difficult terrain||3}. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object."],["6","{@b Starlight Form}. The Nyxborn glows with the soft light of the night sky, shedding dim light in a 15-foot radius."]],"name":"Nyxborn Statistics; Nyxborn Traits","page":203,"source":"MOT","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Setting a DC","colLabels":["Difficulty","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Very Easy","5"],["Easy","10"],["Moderate","15"],["Hard","20"],["Very Hard","25"],["Nearly Impossible","30"]],"name":"Screen; Setting a DC","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Monster Motivation","colLabels":["d20","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Find a sanctuary"],["3–5","Conquer the dungeon"],["6–8","Seek an item"],["9–11","Slay a rival"],["12–13","Hide from enemies"],["14–15","Recover from a battle"],["16–17","Avoid danger"],["18–20","Seek wealth"]],"name":"Screen; Monster Motivation","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Damage by Level and Severity","colLabels":["Character Level","Setback","Dangerous","Deadly"],"colStyles":["col-3 text-center","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["1–4","{@dice 1d10}","{@dice 2d10}","{@dice 4d10}"],["5–10","{@dice 2d10}","{@dice 4d10}","{@dice 10d10}"],["11–16","{@dice 4d10}","{@dice 10d10}","{@dice 18d10}"],["17–20","{@dice 10d10}","{@dice 18d10}","{@dice 24d10}"]],"name":"Screen; Damage by Level and Severity","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Improvising Damage","colLabels":["Dice","Examples"],"colStyles":["col-2 text-center","col-10"],"rows":[["{@dice 1d10}","Burned by coals, hit by a falling bookcase, pricked by a poison needle"],["{@dice 2d10}","Being struck by lightning, stumbling into a fire pit"],["{@dice 4d10}","Hit by falling rubble in a collapsing tunnel, stumbling into a vat of acid"],["{@dice 10d10}","Crushed by compacting walls, hit by whirling steel blades, wading through a lava stream"],["{@dice 18d10}","Being submerged in lava, being hit by a crashing flying fortress"],["{@dice 24d10}","Tumbling into a vortex of fire on the Elemental Plane of Fire, being crushed in the jaws of a godlike creature or a moon-sized monster"]],"name":"Screen; Improvising Damage","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Armor Class","colLabels":["Substance","AC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Cloth, paper, rope","11"],["Crystal, glass, ice","13"],["Wood, bone","15"],["Stone","17"],["Iron, steel","19"],["Mithral","21"],["Adamantine","23"]],"name":"Screen; Object Armor Class","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Object Hit Points","colLabels":["Size","Fragile","Resilient"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Tiny ({@item glass bottle|phb|bottle}, {@item lock|phb})","2 ({@dice 1d4})","5 ({@dice 2d4})"],["Small ({@item chest|phb}, {@item lute|phb})","3 ({@dice 1d6})","10 ({@dice 3d6})"],["Medium ({@item barrel|phb}, chandelier)","4 ({@dice 1d8})","18 ({@dice 4d8})"],["Large ({@item cart|phb}, 10-ft.-by-10-ft. window)","5 ({@dice 1d10})","27 ({@dice 5d10})"]],"name":"Screen; Object Hit Points","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability"],"colStyles":["col-6","col-6"],"rows":[["{@skill Acrobatics}","Dexterity"],["{@skill Animal Handling}","Wisdom"],["{@skill Arcana}","Intelligence"],["{@skill Athletics}","Strength"],["{@skill Deception}","Charisma"],["{@skill History}","Intelligence"],["{@skill Insight}","Wisdom"],["{@skill Intimidation}","Charisma"],["{@skill Investigation}","Intelligence"],["{@skill Medicine}","Wisdom"],["{@skill Nature}","Intelligence"],["{@skill Perception}","Wisdom"],["{@skill Performance}","Charisma"],["{@skill Persuasion}","Charisma"],["{@skill Religion}","Intelligence"],["{@skill Sleight of Hand}","Dexterity"],["{@skill Stealth}","Dexterity"],["{@skill Survival}","Wisdom"]],"name":"Screen; Skills and Associated Abilities","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["Level","Effect"],"colStyles":["col-2 text-center","col-2"],"rows":[["1","Disadvantage on ability checks"],["2","Speed halved"],["3","Disadvantage on attack rolls and saving throws"],["4","Hit point maximum halved"],["5","Speed reduced to 0"],["6","Death"]],"name":"Exhaustion","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Quality","Effect"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","Perilous","The area is dangerously worn and prone to collapse. Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse (see the {@table Improvising Damage|DMG} table)."],["2","Crumbling","Areas within the dungeon section are choked with rubble and have a {@chance 50} chance of being {@quickref difficult terrain||3}. Half cover and hiding places are plentiful."],["3","Neglected","One dungeon {@5etools hazard|trapshazards.html} such as {@hazard brown mold}, {@hazard yellow mold}, or {@hazard green slime} is abundant."],["4","Abandoned","Most of the dungeon is deserted and quiet as a tomb. Dexterity ({@skill Stealth}) checks have disadvantage because any sounds stand out as unusual."],["5","Secure","Ability checks made to break down doors, open locks, or similar breaking and entering activities have disadvantage."],["6","Thriving","The dungeon is heavily populated. Any loud noises or other attention-drawing phenomena require a check for Dungeon Encounters (see below)."]],"name":"State of Ruin","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! You choose the creature, selecting one with a challenge rating that is 1–3 higher than the level of the player characters. The creature lives in the dungeon or is passing through, and it is hostile toward the group only if they provoke it."],["2–4","Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge rating equal to the level of the player characters. These creatures are either monsters native to the dungeon or hostile explorers."],["5","A patch of brown mold, green slime, or yellow mold lies nearby. "],["6","A group of friendly explorers crosses the player characters' path. The explorers have 2d4 goods for sale that cost 1 gp or less, which you can select from the Adventuring Gear table in the Player's Handbook."]],"name":"Dungeon Encounters","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"colLabels":["d100","Purpose"],"colStyles":["col-2 text-center","col-8"],"rows":[["01","Antechamber"],["02–03","Armory"],["04","Audience chamber"],["05","Aviary"],["06–07","Banquet room"],["08–10","Barracks"],["11","Bath or latrine"],["12","Bedroom"],["13","Bestiary"],["14–16","Cell"],["17","Chantry"],["18","Chapel"],["19–20","Cistern"],["21","Classroom"],["22","Closet"],["23–24","Conjuring room"],["25–26","Court"],["27–29","Crypt"],["30–31","Dining room"],["32–33","Divination room"],["34","Dormitory"],["35","Dressing room"],["36–37","Gallery"],["38–39","Game room"],["40–42","Guardroom"],["43–44","Hall"],["45–46","Hall, great"],["47–48","Hallway"],["49","Kennel"],["50–51","Kitchen"],["52–53","Laboratory"],["54–56","Library"],["57–58","Lounge"],["59","Meditation chamber"],["60","Nursery"],["61","Observatory"],["62","Office"],["63–64","Pantry"],["65–66","Pen or Prison"],["67–68","Reception room"],["69–70","Refectory"],["71","Robing room"],["72","Salon"],["73–74","Shrine"],["75–76","Sitting room"],["77–78","Smithy"],["79","Stable"],["80–81","Storage room"],["82–83","Strong room"],["84–85","Study"],["86–88","Temple"],["89–90","Throne room"],["91","Torture chamber"],["92–93","Training room"],["94–95","Trophy room"],["96","Vestibule"],["97","Waiting room"],["98","Well"],["99–00","Workshop"]],"name":"Dungeon Chambers","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Travel Pace","colLabels":["Pace","Distance Traveled per Minute","Distance Traveled per Hour","Distance Traveled per Day","Effect"],"colStyles":["col-2","col-2","col-2","col-2","col-4"],"rows":[["Fast","400 feet","4 miles","30 miles","-5 penalty to passive Wisdom ({@skill Perception}) scores"],["Normal","300 feet","3 miles","24 miles","-"],["Slow","200 feet","2 miles","18 miles","Able to use stealth"]],"name":"Screen; Travel Pace","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Cover","colLabels":["Cover","Effect"],"colStyles":["col-3","col-9"],"rows":[["Half cover","+2 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Three-quarters cover","+5 bonus to AC and Dexterity saving throws against attacks and effects that originate on the opposite side of the cover"],["Total cover","Can't be targeted directly by an attack or a spell"]],"name":"Screen; Cover","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Light","colLabels":["Source","Bright Light","Dim Light","Duration"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@item Candle|phb}","5 ft.","+ 5 ft.","1 hour"],["{@item Lamp|phb}","15 ft.","+ 30 ft.","6 hours"],["{@item Bullseye Lantern|phb|Lantern, bullseye}","60 ft. cone","+ 60 ft.","6 hours"],["{@item Hooded Lantern|phb|Lantern, hooded}","30 ft.","+ 30 ft.","6 hours"],{"type":"row","style":"row-indent-first","row":["Lowered hood","—","+ 5 ft.","—"]},["{@item Torch|phb}","20 ft.","+ 20 ft.","1 hour"]],"name":"Screen; Light","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Obscured Areas","colLabels":["Obscureness","Effect","Examples"],"colStyles":["col-3","col-5","col-4"],"rows":[["Lightly obscured","Creatures have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight.","Dim light, patchy fog, moderate foliage"],["Heavily obscured","Vision is blocked; creatures are effectively {@condition blinded}.","Darkness, opaque fog, dense foliage"]],"name":"Screen; Obscured Areas","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Tracking DCs","colLabels":["Ground Surface","DC"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Soft surface such as snow","10"],["Dirt or grass","15"],["Bare stone","20"],["Each day since the creature passed","+5"],["Creature left a trail such as blood","-5"]],"name":"Screen; Tracking DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Visibility Outdoors","colLabels":["Environment","Distance"],"colStyles":["col-6","col-6"],"rows":[["Clear day, no obstructions","2 miles"],["Rain","1 mile"],["Fog","100 to 300 feet"],["From a height","× 20"]],"name":"Screen; Visibility Outdoors","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Audible Distance","colLabels":["Noise","Distance"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Trying to be quiet","{@dice 2d6 × 5} feet"],["Normal noise level","{@dice 2d6 × 10} feet"],["Very loud","{@dice 2d6 × 50} feet"]],"name":"Screen; Audible Distance","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Food, Drink, and Lodging","colLabels":["Item","Cost"],"colStyles":["col-6","col-6 text-right"],"rows":[["{@i Ale}",""],{"type":"row","style":"row-indent-first","row":["{@item Ale (Gallon)|PHB|Gallon}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item Ale (mug)|phb|Mug}","4 cp"]},["Banquet (per person)","10 gp"],["{@item loaf of bread|phb|Bread, loaf}","2 cp"],["{@item hunk of cheese|phb|Cheese, hunk}","1 sp"],["{@i Inn stay (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","7 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","1 sp"]},{"type":"row","style":"row-indent-first","row":["Modest","5 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","8 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","2 gp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","4 gp"]},["{@i Meals (per day)}",""],{"type":"row","style":"row-indent-first","row":["Squalid","3 cp"]},{"type":"row","style":"row-indent-first","row":["Poor","6 cp"]},{"type":"row","style":"row-indent-first","row":["Modest","3 sp"]},{"type":"row","style":"row-indent-first","row":["Comfortable","5 sp"]},{"type":"row","style":"row-indent-first","row":["Wealthy","8 sp"]},{"type":"row","style":"row-indent-first","row":["Aristocratic","2 gp"]},["{@item chunk of meat|phb|Meat, chunk}","3 sp"],["{@i Wine}",""],{"type":"row","style":"row-indent-first","row":["{@item common wine (pitcher)|phb|Common (pitcher)}","2 sp"]},{"type":"row","style":"row-indent-first","row":["{@item fine wine (bottle)|phb|Fine (bottle)}","10 gp"]}],"name":"Screen; Food, Drink, and Lodging","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Foraging DCs","colLabels":["Food and Water Availability","DC"],"colStyles":["col-6","col-6 text-center"],"rows":[["Abundant food and water sources","10"],["Limited food and water sources","15"],["Very little, if any, food and water sources","20"]],"name":"Screen; Foraging DCs","source":"ScreenDungeonKit","chapter":{"name":"Screen","index":0}},{"caption":"Wilderness Encounter","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group's level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it."],["2-4","Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group's level. These creatures are either monsters native to the area or hostile travelers"],["5-6","A group of friendly travelers crosses the group's path. The travelers have {@dice 2d6} goods for sale that cost 1 gp or less on the Adventuring Gear table in the Player's Handbook"],["7","The group discovers a monument. Roll on the {@table Wilderness Journeys; Monuments|ScreenWildernessKit|Monuments} table."],["8","The group wanders into a strange place. Roll on the {@table Wilderness Journeys; Weird Locales|ScreenWildernessKit|Weird Locales} table."]],"name":"Random Encounter; Wilderness Encounter","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Monuments","colLabels":["d20","Monument"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sealed burial mound or pyramid"],["2","Plundered burial mound or pyramid"],["3","Faces carved into a mountainside or cliff"],["4","Giant statues carved out of a mountainside or cliff"],["5-6","intact obelisk etched with a warning, historical lore, dedication, or religious iconography"],["7-8","Ruined or toppled obelisk"],["9-10","Intact statue of a person or deity"],["11-13","Ruined or toppled statue of a person or deity"],["14","Great stone wall, intact, with tower fortifications spaced at one-mile intervals"],["15","Great stone wall in ruins"],["16","Great stone arch"],["17","Fountain"],["18","Intact circle of standing stones"],["19","Ruined or toppled circle of standing stones"],["20","Pillar carved with elemental or fey symbols"]],"name":"Wilderness Journeys; Monuments","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Weird Locales","colLabels":["d20","Locale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-2","Dead magic zone (similar to an antimagic field)"],["3","Wild magic zone (roll on the {@table Wild Magic Surge|PHB} table in the Player's Handbook whenever a spell is cast within the zone)"],["4","Boulder carved with talking faces"],["5","Crystal cave that mystically answers questions"],["6","Ancient tree containing a trapped spirit"],["7-8","Battlefield where lingering fog occasionally assumes humanoid forms"],["9-10","A portal to another plane of existence"],["11","Wishing well"],["12","Giant crystal shard protruding from the ground"],["13","Wrecked ship, even if water is nowhere nearby"],["14-15","Haunted hill or barrow mound"],["16","River ferry guided by a skeletal captain"],["17","Field of {@condition petrified} soldiers or other creatures"],["18","Forest of {@condition petrified} or {@creature awakened tree||awakened trees}"],["19","Canyon containing a dragons' graveyard"],["20","Floating earth mote with a tower on it"]],"name":"Wilderness Journeys; Weird Locales","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Food and Water Needs","colLabels":["Creature Size","Food/Water per Cycle","Food Cost per Short Cycle","Food Cost per Long Cycle"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["Tiny","1/4 unit","1 sp, 2 cp","7 sp, 5 cp"],["Small","1 unit","5 sp","3 gp, 5 sp"],["Medium","1 unit","5 sp","3 gp, 5 sp"],["Large","4 units","2 gp","14 gp"],["Huge","16 units","8 gp","56 gp"],["Gargantuan","64 units","32 gp","224 gp"]],"name":"Food and Water Needs","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Journeys","index":0}},{"caption":"Wilderness Chase Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[[1,"Your path takes you through a rough patch of brush. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of {@quickref difficult terrain||3}."],[2,"Uneven ground threatens to slow your progress. Make a DC 10 Dexterity ({@skill Acrobatics}) check to navigate the area. On failed check, the ground counts as 10 feet of {@quickref difficult terrain||3}."],[3,"You run through a {@creature swarm of insects} (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; {@damage 4d4} piercing damage on a hit)."],[4,"A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength ({@skill Athletics}) or Dexterity ({@skill Acrobatics}) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of {@quickref difficult terrain||3}."],[5,"Make a DC 10 Constitution saving throw. Ona failed save, you are {@condition blinded} by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While {@condition blinded} in this way, your speed is halved."],[6,"A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall {@dice 1d4 x 5} feet, taking {@damage 1d6} bludgeoning damage per 10 feet fallen as normal, and land {@condition prone}."],[7,"You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and {@condition restrained}. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication"],[8,"You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take {@damage 1d4} bludgeoning damage and {@damage 1d4} piercing damage."],[9,"Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take {@damage 1d10} slashing damage."],[10,"One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a {@dice d8} to determine them: (1) 2 {@creature brown bear||brown bears}, (2) {@dice 2d4} {@creature giant toad||giant toads}, (3) {@dice 1d4} {@creature poisonous snake||poisonous snakes}, (4) {@dice 2d4} {@creature wolf||wolves}, (5) 1 {@creature giant boar}, (6) 2 {@creature dire wolf||dire wolves}, (7) {@creature griffon}, or (8) {@dice 1d12} {@creature giant rat||giant rats} (see the {@book Monster Manual|MM} for the creatures' game statistics)."],["11-20","No complication."]],"name":"Playing a Chase; Wilderness Chase Complications","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Escape Factors","colLabels":["Factor","Check Has..."],"colStyles":["col-8","col-4"],"rows":[["Quarry has many things to hide behind","Advantage"],["Quarry is in a very crowded or noisy area","Advantage"],["Quarry has few things to hide behind","Disadvantage"],["Quarry is in an uncrowded or quiet area","Disadvantage"],["The lead pursuer is a ranger or has proficiency in {@skill Survival}","Disadvantage"]],"name":"Ending a Chase; Escape Factors","source":"ScreenWildernessKit","chapter":{"name":"Wilderness Chases","index":1}},{"caption":"Academy Type","colLabels":["d6","Academy Types"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Boarding School}. Students and faculty enjoy a familial relationship on a self-contained campus."],["2","{@b Arcane Enclave}. Drawn together by cutting-edge magical scholarship, the enclave's residents are hungry for secrets, reagents, and subjects."],["3","{@b Secret Monastery}. Ageless secrets remain the focus of contemplation and rigorous training at this site."],["4","{@b Elite Institute}. This cutthroat college of science or the arts accepts only the crème de la crème of society and talent."],["5","{@b Vault of Secrets}. This conspiracy strives to keep or eradicate all knowledge of a specific truth."],["6","{@b Museum of Dreams}. Magical communication or shared dreamscapes connect a network of wide-ranging specialists."]],"name":"Academy Type","page":84,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Harried Functionary}. A disinterested secretary conveys written correspondence to you from an exceptionally busy or aloof senior faculty member."],["2","{@b Celebrated Instructor}. Despite their throngs of ambitious assistants, a celebrity researcher considers you their star pupil."],["3","{@b Wizened Fixture}. A fantastically old, believed-to-be-deceased librarian gives you assignments from the circulation desk they never leave."],["4","{@b Infatuated Tourist}. A flirtatious visiting scholar perceives your every report and donated discovery as a personal gift."],["5","{@b Spectral Fragment}. A haunted piece of the academy's collection compels you to complete its secret research."],["6","{@b Distant Observer}. A mysterious sponsor encourages your research from afar to avoid alerting nefarious forces embedded within the academy's bureaucracy."]],"name":"Academy Contact","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Factotum Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Student","{@background Acolyte}, {@background Guild Artisan}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Urchin}"],["Groundskeeper","{@background Charlatan}, {@background Hermit}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Professor","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Researcher","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Hermit}, {@background Sage}"],["Financier","{@background Charlatan}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Urchin}"],["Expert Speaker","{@5etools Any|backgrounds.html}"]],"name":"Academy Factotum Roles","page":85,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Academy Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Aberrant Zoology}. You undertake expeditions to document, capture, and explain beings antithetical to the natural order."],["2","{@b Arcanodynamics}. You investigate the ways magic underpins existence, exploring its flows and seeking ways to harness its nexuses."],["3","{@b Forbidden History}. You reveal the lost truths of the world's darkest ages, pursuing the history of purposefully hidden or taboo eras."],["4","{@b Cryptogeography}. You search for proof of a hidden land or that the world isn't structured as commonly assumed."],["5","{@b Restorative Antiquarianism}. You track clues leading to plundered artifacts and then restore them to their rightful owners."],["6","{@b Evolutionary Divinity}. You dare to explore what no mortal was meant to know: the origins of divinity."]],"name":"Academy Quests","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being","colLabels":["d6","Ancient Being"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Elder Dragon}. An ancient dragon seeks knowledge or power. It wishes to gather greater wealth for its hoard, its ambitions expanding in its advancing years."],["2","{@b Lich}. An undead spellcaster of immense power employs your group. Its interests are strangely diverse and seemingly benign. Perhaps it's not as evil as conventional adventuring wisdom suggests?"],["3","{@b Bound Fiend}. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend's influence drives your group."],["4","{@b Guardian Celestial}. An angel or another powerful celestial takes an interest in a specific region of the Material Plane. It cultivates a network of mortal informants and agents to serve its agenda."],["5","{@b The Endless}. This person has lived many lifetimes because they can't die—at least not permanently. No matter the cause of their demise, they return. To all appearances, they are alive and mortal, but they control the amassed resources of an immortal."],["6","{@b Primal Manifestation}. Its existence defies mortal understanding; the being simply is. It could be a primordial force of nature awakened to self-awareness that now inhabits the landscape or an alien intellect that whispers through proxies, omens, and idols."]],"name":"Ancient Being","page":86,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Employer}. An established member of local society acts as the interface between you and the patron and provides the cover of legitimate employment. They could be a bartender, shopkeeper, local official, or noble."],["2","{@b Back-Room Dealers}. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of your patron."],["3","{@b Magical Message Drop}. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient monolith or a specific grave, for instructions."],["4","{@b Visions}. Your patron doesn't use intermediaries, instead speaking to you in dreams, omens, or visions. The being appears in your mind as you sleep, taking control of your dreams to deliver instructions that become difficult to ignore."],["5","{@b Ephemeral Echo}. Your contact never physically reveals itself to you. Perhaps it is the ghost of a dead person, an entity that appears outside the flow of time, or a projected illusion of a being that never leaves your patron's hidden sanctum."],["6","{@b The Mouthpiece}. The ancient being's voice whispers through the lips of an ordinary person. You patron might posses the body of a stranger or a party member to converse with you."]],"name":"Ancient Being Contact","page":87,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Operative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Devotee","{@background Acolyte}, {@background Hermit}, {@background Noble}, {@background Outlander}, {@background Sage}"],["Infiltrator","{@background Charlatan}, {@background Criminal}, {@background Hermit}, {@background Soldier}, {@background Urchin}"],["Mouthpiece","{@background Charlatan}, {@background Entertainer}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Pupil","{@background Acolyte}, {@background Entertainer}, {@background Folk Hero}, {@background Guild Artisan}, {@background Sage}"],["Guardian","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Outlander}, {@background Soldier}"],["Offspring","{@5etools Any|backgrounds.html}"]],"name":"Ancient Being Operative Roles","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Being Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Rescue}. A wayward agent went missing while gathering information or materials. You must discover their fate and recover them and their findings."],["2","{@b Sabotage}. You must destroy an aspect of a rival's organization, either assassinating a key minion or destroying a critical object."],["3","{@b Artifice}. Your specialized skills are instrumental to assembling components for a powerful magic ritual or object."],["4","{@b Treachery}. A high-profile minion of another powerful figure is in a position to betray their master, to the benefit of your patron. You must convince them to defect to your organization or extract them from now-hostile territory."],["5","{@b Culling}. A respected agent of your patron (possibly an ally or a mentor for your group) has been compromised. Perhaps they are defecting to a rival, attempting to seize the ancient being's power. Whatever the case, you must catch them to end their threat."],["6","{@b Astral Heist}. A powerful rival of your patron stores their secrets in a mind vault on the Astral Plane. That means they can't be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival's deadly memories to find the knowledge your patron desires."]],"name":"Ancient Being Quests","page":88,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Types","colLabels":["d6","Aristocrats"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Local Lord}. Convinced that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks."],["2","{@b Merchant Mastermind}. Reputation, wealth, and power are one and the same for the head of a family with world-spanning business holdings."],["3","{@b Nomadic Princeling}. Nothing is more appealing to this princeling than treasure. Their sprawling merchant caravan trails behind their palanquin as far as the eye can see."],["4","{@b Double Dealer}. The leader of a noble family has turned against their nation, secretly opposing their liege for personal gain or ethical reasons."],["5","{@b Ambitious Entrepreneur}. The sole heir of a vast fortune, this entrepreneur seeks allies to expand their wealth in a new business on the international, global, or planar stage."],["6","{@b Future Ruler}. This young noble is destined to rule, but currently their whims are fickle and dangerous."]],"name":"Aristocrat Types","page":89,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Common Contact}. A servant with ambitions toward a title works as a go-between for your patron."],["2","{@b Professional}. A level-headed advisor or manager of your patron's business directs you in keeping their reckless employer safe."],["3","{@b Family Peacemaker}. A naive aristocrat appointed by your patron wants your assistance in keeping the peace between fractious family members, which isn't your patron's priority."],["4","{@b Intimate Connection}. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family's best interests."],["5","{@b Outside Insider}. An outcast noble favored by your patron works with you to uphold their family's interests despite their exile."],["6","{@b Outsider Inside}. A mysterious entity manipulates a noble family's fortunes. Through your patron, it employs you to help guide its chosen family along a centuries-long course."]],"name":"Aristocrat Contact","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Retainer Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Charlatan}, {@background Folk Hero}, {@background Hermit}, {@background Sage}"],["Bodyguard","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Soldier}"],["Informant","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Sailor}, {@background Urchin}"],["House Staff","{@background Entertainer}, {@background Guild Artisan}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Messenger","{@background Charlatan}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Urchin}"],["Family Scion","{@5etools Any|backgrounds.html}"]],"name":"Aristocrat Retainer Roles","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Aristocrat Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Noble Union}. You work within multiple noble factions to unite rival families."],["2","{@b Business Breakthrough}. You track down and obtain a wonder your patron believes is the key to their financial fortunes."],["3","{@b Sabotage Rival}. You break into the business or estate of an enemy noble family and undermine their political or professional ventures."],["4","{@b Lost Lineage}. You seek evidence of a lost branch of a noble family or proof that individuals don't possess a noble pedigree."],["5","{@b Origin of Nobility}. You reveal the secret reason why certain individuals were elevated to noble status and how they will soon fulfill their purpose."],["6","{@b The New Nobility}. You recreate the remarkable event that granted today's noble families their special standing, enabling the rise of new nobles."]],"name":"Aristocrat Quests","page":90,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Types","colLabels":["d6","Syndicate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Thieves' Guild}. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city."],["2","{@b Assassin Society}. The network's livelihood is death. Members of the society hone their skills as cutthroats, poisoners, body-disposal specialists, and any other profession focused on ending lives. The society is motivated by profit or labors in service to a greater cause."],["3","{@b Magical Arms Dealer}. The syndicate has cornered the market on deadly magical devices. They offer their services and wares for a price and acquire staggering magical might for those who meet their demands."],["4","{@b Pirate Fleet}. This alliance of pirate captains is unified under a ruling captain or admiral and adheres to a strict code of honor. They converge only in response to an outside threat."],["5","{@b Body Snatchers}. The syndicate consists predominantly, if not entirely, of creatures that possess or impersonate other people. They seek to replace influential individuals throughout society with members of their ranks."],["6","{@b Thought Thieves}. These psychic criminals infiltrate their target's minds to steal secrets and disguise their existence."]],"name":"Types of Criminal Syndicates; Syndicate Types","page":91,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Syndicate Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Personal Mentor}. This longtime member of the syndicate took you under their wing when you were young and became a parental figure."],["2","{@b Clever Urchin}. An innocuous person, perhaps a beggar or menial laborer, knows all the right people and shares their connections with you."],["3","{@b Former Law Enforcement}. Your contact used to be (or maybe still is) a member of local law enforcement. They have sharp insight into the law's workings in your area and a healthy dose of paranoia for that reason."],["4","{@b Bon Vivant}. The boss of a local den of vice—whether gambling, narcotics, or other pleasures—aids you when they're not distracted by their own debauchery."],["5","{@b Traitor}. You know your contact in the syndicate has betrayed it, but they have enough clout and leverage that you don't dare cross them—yet."],["6","{@b Criminal Royalty}. Unknown to most, your contact is a member of local nobility or royalty. Why they maintain relations with the syndicate is a troubling mystery."]],"name":"Criminal Syndicate Contact; Syndicate Contact","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Burglar","{@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Urchin}"],["Muscle","{@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Con Artist","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}, {@background Urchin}"],["Cleaner","{@background Acolyte}, {@background Charlatan}, {@background Guild Artisan}, {@background Noble}, {@background Soldier}"],["Mastermind","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Noble}, {@background Sage}"],["Mole","{@5etools Any|backgrounds.html}"]],"name":"Criminal Syndicate Member Roles","page":92,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Criminal Syndicate Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Acquisition and Retrieval}. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts."],["2","{@b Heists}. You plan and execute elaborate robberies that require the combined skills of your team."],["3","{@b Gang Warfare}. You ensure that no other crime syndicate gains a significant foothold in your territory."],["4","{@b Enforcement}. You keep the corrupt, headstrong, and avaricious members of your syndicate in line with the goals and rules of the organization."],["5","{@b Assassination}. You dispatch prominent people—the sort who have numerous bodyguards and elaborate security systems to circumvent."],["6","{@b Topple the Powerful}. Your syndicate is criminal and your methods illegal, but your goals are righteous. You help people who are powerless against exploitation by the powerful."]],"name":"Criminal Syndicate Quests","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Types","colLabels":["d6","Guild"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Crafters' Guild}. This conglomerate of artisans pools its resources and influence to ensure a steady exchange of gold for its crafts."],["2","{@b Merchant Consortium}. These entrepreneurs don't create the wares they peddle, instead specializing in linking products to prospective owners. If they don't have it, they find it."],["3","{@b Miracle Makers' Association}. The magically inclined crafters of this guild specialize in imbuing physical goods with magical effects. Rumor has it they can strip the magic from existing enchanted items and might be willing to buy or trade adventurers' spoils."],["4","{@b Moneychangers}. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for adventurers and other individuals who deal with large sums of wealth. They exchange coin for gemstones as readily as they find buyers for historical relics and recovered art."],["5","{@b Philosophical Faction}. These like-minded individuals follow specific teachings, spreading word of their expertise through their services and training."],["6","{@b Identity Traders}. These enigmatic dealers buy and sell documents, memories, and the trappings of thoroughly lived lives, selling them to those in need of the ultimate fresh start."]],"name":"Guild Types","page":93,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b The Perfectionist}. Your contact is a skilled but obsessive creator consumed with the quest to create something perfect that will define their life's work and secure their legacy. They lose sight of right and wrong in pursuit of the finest materials and exciting opportunities."],["2","{@b Attentive Overseer}. A guild representative takes personal interest in your group's tasks. They follow your exploits and know of your adventures before you return to report. Despite the unsettling depth of their knowledge, they seem genuinely eager to shepherd your work."],["3","{@b Hidden Benefactor}. Whoever your contact is, they don't communicate directly. They send messages via couriers or letters. No one in the guild knows who the contact is, or if they do, they aren't telling you. Regardless, the contact's information is good, and they pay on time."],["4","{@b Discerning Mentor}. No matter how well you perform, or how perfect your creations, nothing is ever good enough for this contact. They point out every flaw and missed opportunity. Are they bitter, lashing out at anyone around them, or do they recognize your potential and try to push you to greatness?"],["5","{@b Golem Guide}. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has difficulty grasping the passage of time and the state of the world compared to its original era."],["6","{@b Fallen Muse}. Your contact is a fallen celestial. Whether they regret their transgressions or hunger for vengeance, they provide divine inspiration and guidance to you and to the guild. Somehow your group and the guild inspire their hope for ascension."]],"name":"Guild Contact","page":94,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Representative Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Researcher","{@background Acolyte}, {@background Entertainer}, {@background Guild Artisan}, {@background Sage}"],["Negotiator","{@background Charlatan}, {@background Entertainer}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Saboteur","{@background Charlatan}, {@background Criminal}, {@background Guild Artisan}, {@background Soldier}, {@background Urchin}"],["Guard","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Explorer","{@background Acolyte}, {@background Folk Hero}, {@background Guild Artisan}, {@background Outlander}, {@background Sailor}"],["Expert","{@5etools Any|backgrounds.html}"]],"name":"Guild Representative Roles","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Guild Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Deliver Goods}. You need to deliver an order to an important customer or partner of the guild. The delivery must arrive by a critical deadline—regardless of who or what tries to stop you."],["2","{@b Acquire Materials}. Your guild requires materials that are rare and difficult to procure, either for a guild project or for a paying client. Your group must gather the missing components from a dangerous location or a recalcitrant owner while outpacing a rival to the prize."],["3","{@b Eliminate a Rival}. A competitor has humiliated the guild one too many times, and it's time for that to stop. Your group is charged with assuring the rival never darkens the guild's reputation again. Can you trick them into permanent disgrace, or must you resort to more direct methods?"],["4","{@b The Masterpiece}. An exquisite work of art for an influential client, either created by your guild or acquired through agents, has gone missing. You must track down its whereabouts and secure it before time runs out and the guild suffers a penalty."],["5","{@b The Collector}. Your guild is tasked to create or acquire something wondrous for a wealthy but secretive client's collection. Guild members who previously failed to fulfill this assignment ended up missing. The collector promises to return your comrades if you provide what the collector seeks, but if you fail, you'll become part of the collection."],["6","{@b The Bill Comes Due}. Your guild master achieved their vaunted position by means of an otherworldly bargain. That price has come due, and they are desperate to avoid paying. You must defeat whatever's coming to collect the master's debt or find another acceptable payment."]],"name":"Guild Quests","page":95,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Types","colLabels":["d6","Military Organization"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Standing Army}. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the force."],["2","{@b Mercenary Company}. Hard-bitten veterans of numerous conflicts, mercenaries serve an employer for coin rather than out of loyalty."],["3","{@b Expeditionary Force}. This military force is far from home, fighting behind enemy lines or striking into wild, unsettled lands. The force must be fast, self-sufficient, and either diplomatic or decisive to assure their survival."],["4","{@b Horde}. The horde is almost a force of nature, and what it lacks in discipline it makes up in ferocity. It doesn't have a rigid command structure, instead functioning like a pyramid of smaller armies. Horde commanders owe fealty to stronger leaders above them, all the way up to the warlord."],["5","{@b Planar Conscripts}. This military force battles for cosmic stakes on far-flung planes of the multiverse or fights against extraplanar invasion on the Material Plane. Warriors include conscripts pressed into service in the Blood War, fodder in the thrall of ruthless yugoloth mercenaries, or members of a glorious celestial host defending against fiendish incursion."],["6","{@b Sky Warriors}. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against attacks from the air, positioning the sky warriors as a fearsome nation or expensive and coveted mercenaries."]],"name":"Military Force Types","page":96,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Commanding Officer","colLabels":["d6","Officer"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Tested Veteran}. Your commander is a battle-scarred officer who experienced horrors in combat. They rely on something to dull the pain of their memories or wounds, from a favorite writer's prose to a distracting vice."],["2","{@b Taskmaster}. This angry officer yells every order, reprimands you for the smallest mistake, and fully expects you to fail at every mission you undertake. This might be tough love or simple brutishness."],["3","{@b Protective Officer}. A kindly officer is hesitant to send you into danger and constantly reminds you to be careful."],["4","{@b Bitter Soldier}. Your commander carries deep grudges against your force's enemies. They leap at any chance to do those foes harm, even if it puts your group in terrible risk."],["5","{@b Hopeful Commander}. This optimistic officer knows that a new era of peace is just over the horizon. You just need to complete these last few missions, then it should all finally be over."],["6","{@b Devout Leader}. Your commander is a person of deep faith. They believe that your success or failure lies entirely in divine hands and you are the instruments of that will."]],"name":"Military Force Contact; Commanding Officer","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Force Envoy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Combatant","{@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Sailor}, {@background Soldier}"],["Tactician","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Outlander}, {@background Sage}, {@background Soldier}"],["Medic","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Scout","{@background Hermit}, {@background Outlander}, {@background Sailor}, {@background Soldier}, {@background Urchin}"],["Provocateur","{@background Acolyte}, {@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Noble}"],["Spy","{@5etools Any|backgrounds.html}"]],"name":"Military Force Envoy Roles","page":97,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Military Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Strike Force}. You undertake a quick, strategic, and devastating attack against an enemy force."],["2","{@b Defensive Operations}. You must preserve the safety of an important location such as a civilian population center, a supply depot, or strategically critical bridge or seaport."],["3","{@b Special Forces}. You are assigned to a covert operation behind enemy lines. This is similar to the work of a spy or an assassin but with a broader scope. You engage in equipment sabotage or execute targeted strikes against high-value targets."],["4","{@b Reconnaissance}. You gather information on enemy troop numbers, placements, movement, or supply caches and routes."],["5","{@b Seek and Destroy}. You are responsible for hunting down specific high-value and dangerous targets, which include deserters, suspected enemy special forces, or magical war machines run amok."],["6","{@b Siege}. You are assigned to initiate a siege on an enemy stronghold or help break a siege in progress on an allied fortress."]],"name":"Military Quests","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Types","colLabels":["d6","Religious Order"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Undead Hunters}. This community of scholars and monster hunters laboriously researches the unquiet dead, tracking them to their lairs and permanently laying them to rest."],["2","{@b Devout Scholars}. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working prophets."],["3","{@b Relic Collectors}. This order of archaeologist-monks seeks to fill their museum-like temple with storied holy relics."],["4","{@b Charitable Missionaries}. Adhering to the belief that religion empowers civilization, this order travels far to help the downtrodden, seeking to draw new believers by their virtuous example."],["5","{@b Militant Inquisitors}. This dogmatically rigid hierarchy seeks to stamp out all threats to their beliefs."],["6","{@b Doomsaying Evangelists}. This order believes the world is about to end. They're convinced that if they persuade everyone else of this fact they might stave off the impending doom."]],"name":"Religious Order Types","page":98,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Shadow Tongue}. A mysterious speaker for your order advises your next steps but fears being discovered by a powerful rival faith."],["2","{@b Inspired Creator}. A gifted artisan conveys the will of the divine through prophetic song or artwork."],["3","{@b Mysterious Text}. The gradual translation of a secret holy text points you toward the next step of a divine destiny."],["4","{@b Fierce Inquisitor}. A severe hierarch directs you to cleanse wickedness from a region, from the order, or from within yourself."],["5","{@b Beloved Healer}. A famed healer guides you to where you'll be needed most, even if their reasons are unclear until you arrive."],["6","{@b Divinity's Voice}. Otherworldly messages direct you to undertake divine quests."]],"name":"Religious Order Contact","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Councilor","{@background Acolyte}, {@background Folk Hero}, {@background Hermit}, {@background Sage}, {@background Urchin}"],["Defender","{@background Acolyte}, {@background Criminal}, {@background Folk Hero}, {@background Outlander}, {@background Soldier}"],["Ascetic","{@background Acolyte}, {@background Entertainer}, {@background Hermit}, {@background Sage}, {@background Soldier}"],["Inquisitor","{@background Acolyte}, {@background Criminal}, {@background Noble}, {@background Sailor}, {@background Soldier}"],["Emissary","{@background Acolyte}, {@background Charlatan}, {@background Entertainer}, {@background Noble}, {@background Sailor}"],["Chosen One","{@5etools Any|backgrounds.html}"]],"name":"Religious Order Member Roles","page":99,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Religious Order Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Safe Escape}. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety."],["2","{@b Relic Recovery}. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy."],["3","{@b Cult Hunt}. You hunt a cell of zealots dangerous to your order or mortals at large."],["4","{@b Desperate Pilgrimage}. You protect members of the order as they participate in a pilgrimage that takes them through dangerous lands."],["5","{@b Expunge Heresy}. You seek out the source of blasphemy that's taken root within the order."],["6","{@b Prevent Prophecy}. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda."]],"name":"Religious Order Quests","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Types","colLabels":["d6","Sovereign"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Village Elder}. The wizened leader of a community offers both civic and moral leadership."],["2","{@b Young Noble}. An ambitious noble eagerly seeks to reform society to align with a personal vision."],["3","{@b Shipwrecked Governor}. A desperate leader struggles to keep people alive in a wilderness they're not prepared to endure."],["4","{@b Ruler Returned}. A tribe's revered leader has returned from the dead and seeks to resurrect their past glories."],["5","{@b Hidden Power}. A mysterious figure manipulates the nation's puppet leader and guides the government's true agenda."],["6","{@b True Regent}. The rightful heir to the throne struggles to reclaim power from a perfect impostor."]],"name":"Sovereign Types","page":100,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Intimate Confidant}. The sovereign's friend or lover seeks to aid their companion in any way possible."],["2","{@b Spymaster}. An intelligence operative attends to the nation's dirty work so the sovereign keeps their hands clean."],["3","{@b Administrator}. This severe bureaucrat disagrees with many of the sovereign's policies but takes loyal service seriously."],["4","{@b Executive Assistant}. The responsibilities of an exacting butler or other servant at the royal household far exceed their title."],["5","{@b Envoy}. A semi-retired, leisure-loving ambassador speaks in suggestion and innuendo."],["6","{@b Spectral Assembly}. A ghostly council of the nation's previous regents manifests to avert disasters."]],"name":"Sovereign Contact","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Proxy Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-2","col-10"],"rows":[["Advisor","{@background Acolyte}, {@background Folk Hero}, {@background Noble}, {@background Sage}, {@background Soldier}"],["Ambassador","{@background Charlatan}, {@background Folk Hero}, {@background Guild Artisan}, {@background Noble}, {@background Sailor}"],["Secret Agent","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Soldier}, {@background Urchin}"],["Champion","{@background Criminal}, {@background Noble}, {@background Outlander}, {@background Soldier}, {@background Urchin}"],["Jester","{@background Charlatan}, {@background Criminal}, {@background Entertainer}, {@background Outlander}, {@background Urchin}"],["Confidant","{@5etools Any|backgrounds.html}"]],"name":"Sovereign Proxy Roles","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sovereign Quests","colLabels":["d6","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b International Espionage}. You attempt to steal intelligence, national symbols, or super weapons from an enemy power."],["2","{@b Undermine Rival}. You seek to weaken or remove a rival to the regent's rule—perhaps a general, an archdruid, or a noble with a claim to the throne."],["3","{@b Expel Corruption}. You help the sovereign reform their government, rooting out institutional vices."],["4","{@b Subvert Blame}. The sovereign is caught in an embarrassing affair. Make it disappear."],["5","{@b Test Heir}. You prepare the sovereign's heir for the challenge of taking the throne."],["6","{@b Desperate Diplomacy}. You seek to make peace with a force or entity that could wipe out your nation."]],"name":"Sovereign Quests","page":102,"source":"TCE","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":2}},{"colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-3","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["0","{@spell Booming Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Green-Flame Blade|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Lightning Lure|TCE}","Evocation","No","No","Artificer, Sorcerer, Warlock, Wizard"],["0","{@spell Mind Sliver|TCE}","Enchantment","No","No","Sorcerer, Warlock, Wizard"],["0","{@spell Sword Burst|TCE}","Conjuration","No","No","Artificer, Sorcerer, Warlock, Wizard"],["1st","{@spell Tasha's Caustic Brew|TCE}","Evocation","Yes","No","Artificer, Sorcerer, Wizard"],["2nd","{@spell Summon Beast|TCE}","Conjuration","Yes","No","Druid, Ranger"],["2nd","{@spell Tasha's Mind Whip|TCE}","Enchantment","No","No","Sorcerer, Wizard"],["3rd","{@spell Intellect Fortress|TCE}","Abjuration","Yes","No","Artificer, Bard, Sorcerer, Warlock, Wizard"],["3rd","{@spell Spirit Shroud|TCE}","Necromancy","Yes","No","Cleric, Paladin, Warlock, Wizard"],["3rd","{@spell Summon Fey|TCE}","Conjuration","Yes","No","Druid, Ranger, Warlock, Wizard"],["3rd","{@spell Summon Shadowspawn|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["3rd","{@spell Summon Undead|TCE}","Necromancy","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Aberration|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["4th","{@spell Summon Construct|TCE}","Conjuration","Yes","No","Artificer, Wizard"],["4th","{@spell Summon Elemental|TCE}","Conjuration","Yes","No","Druid, Ranger, Wizard"],["5th","{@spell Summon Celestial|TCE}","Conjuration","Yes","No","Cleric, Paladin"],["6th","{@spell Summon Fiend|TCE}","Conjuration","Yes","No","Warlock, Wizard"],["6th","{@spell Tasha's Otherworldly Guise|TCE}","Transmutation","Yes","No","Sorcerer, Warlock, Wizard"],["7th","{@spell Dream of the Blue Veil|TCE}","Conjuration","No","No","Bard, Sorcerer, Warlock, Wizard"],["9th","{@spell Blade of Disaster|TCE}","Conjuration","Yes","No","Sorcerer, Warlock, Wizard"]],"name":"Spells","page":105,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Themes","colLabels":["d10","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Book pages, origami, quills, and ink, all accompanied by rustling sounds and library scents"],["2","Brine-scented shapes of sharks, jellyfish, octopi, and other sea creatures"],["3","Food or utensils that carry the scent of cuisine from the spellcaster's homeland"],["4","Rich, copper scents accompanied by what appears to be the caster's own imbalanced humors"],["5","Bursts and strokes of watercolor painted by an invisible brush"],["6","Transparent weapons, armor, miniature war machines, and phantom soldiers"],["7","Golden rays that carry faint warmth and the hint of windblown sand"],["8","Rowdy barnyard animals accompanied by the warm scents of coops and stables"],["9","Manifestations of deep emotions, like the faint shackles of melancholy, sepia shades of nostalgia, or heart-shaped bursts of affection"],["10","Tiny whimsical or fearsome beings from the spellcaster's inescapable, recurring dreams"]],"name":"Personalizing Spells; Magic Themes","page":116,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Items","colLabels":["Rarity","Item","Attunement"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["Common","{@item Illuminator's Tattoo|TCE}","Yes"],["Common","{@item Masquerade Tattoo|TCE}","Yes"],["Common","{@item Prosthetic Limb|TCE}","No"],["Common+","{@item Spellwrought Tattoo|TCE}","No"],["Uncommon+","{@item +1 All-Purpose Tool|TCE|All-Purpose Tool}","Yes"],["Uncommon+","{@item +1 Amulet of the Devout|TCE|Amulet of the Devout}","Yes"],["Uncommon+","{@item +1 Arcane Grimoire|TCE|Arcane Grimoire}","Yes"],["Uncommon+","{@item Barrier Tattoo (small)|TCE|Barrier Tattoo}","Yes"],["Uncommon+","{@item +1 Bloodwell Vial|TCE|Bloodwell Vial}","Yes"],["Uncommon","{@item Coiling Grasp Tattoo|TCE}","Yes"],["Uncommon","{@item Eldritch Claw Tattoo|TCE}","Yes"],["Uncommon","{@item Feywild Shard|TCE}","Yes"],["Uncommon","{@item Guardian Emblem|TCE}","Yes"],["Uncommon+","{@item +1 Moon Sickle|TCE|Moon Sickle}","Yes"],["Uncommon","{@item Nature's Mantle|TCE}","Yes"],["Uncommon+","{@item +1 Rhythm-Maker's Drum|TCE|Rhythm-Maker's Drum}","Yes"],["Rare","{@item Alchemical Compendium|TCE}","Yes"],["Rare","{@item Astral Shard|TCE}","Yes"],["Rare","{@item Astromancy Archive|TCE}","Yes"],["Rare","{@item Atlas of Endless Horizons|TCE}","Yes"],["Rare","{@item Bell Branch|TCE}","Yes"],["Rare","{@item Devotee's Censer|TCE}","Yes"],["Rare","{@item Duplicitous Manuscript|TCE}","Yes"],["Rare","{@item Elemental Essence Shard|TCE}","Yes"],["Rare","{@item Far Realm Shard|TCE}","Yes"],["Rare","{@item Fulminating Treatise|TCE}","Yes"],["Rare","{@item Heart Weaver's Primer|TCE}","Yes"],["Rare","{@item Libram of Souls and Flesh|TCE}","Yes"],["Rare","{@item Lyre of Building|TCE}","Yes"],["Rare","{@item Outer Essence Shard|TCE}","Yes"],["Rare","{@item Planecaller's Codex|TCE}","Yes"],["Rare","{@item Protective Verses|TCE}","Yes"],["Rare","{@item Reveler's Concertina|TCE}","Yes"],["Rare","{@item Shadowfell Brand Tattoo|TCE}","Yes"],["Rare","{@item Shadowfell Shard|TCE}","Yes"],["Very Rare","{@item Absorbing Tattoo|TCE}","Yes"],["Very Rare","{@item Cauldron of Rebirth|TCE}","Yes"],["Very Rare","{@item Crystalline Chronicle|TCE}","Yes"],["Very Rare","{@item Ghost Step Tattoo|TCE}","Yes"],["Very Rare","{@item Lifewell Tattoo|TCE}","Yes"],["Legendary","{@item Blood Fury Tattoo|TCE}","Yes"],["Artifact","{@item Baba Yaga's Mortar and Pestle|TCE}","Yes"],["Artifact","{@item Crook of Rao|TCE}","Yes"],["Artifact","{@item Demonomicon of Iggwilv|TCE}","Yes"],["Artifact","{@item Luba's Tarokka of Souls|TCE}","Yes"],["Artifact","{@item Mighty Servant of Leuk-o|TCE}","Yes"],["Artifact","{@item Teeth of Dahlver-Nar|TCE}","Yes"]],"name":"Magic Items","page":117,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Magic Tattoo Coverage","colLabels":["Tattoo Rarity","Area Covered"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Common","One hand or foot or a quarter of a limb"],["Uncommon","Half a limb or the scalp"],["Rare","One limb"],["Very Rare","Two limbs or the chest or upper back"],["Legendary","Two limbs and the torso"]],"name":"Magic Tattoos; Magic Tattoo Coverage","page":118,"source":"TCE","chapter":{"name":"Magical Miscellany","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Party Origin","colLabels":["d6","Origin Story"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters grew up in the same place and have known each other for years."],["2","The characters have united to overcome a foe."],["3","The characters were brought together by a common benefactor who wishes to sponsor their adventures."],["4","A funeral brings the characters together."],["5","A festival brings the characters together."],["6","The characters find themselves trapped together."]],"name":"Party Formation; Party Origin","page":139,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monster Research","colLabels":["Type","Suggested Skills"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Aberration","{@skill Arcana}"],["Beast","{@skill Animal Handling}, {@skill Nature}, or {@skill Survival}"],["Celestial","{@skill Arcana} or {@skill Religion}"],["Construct","{@skill Arcana}"],["Dragon","{@skill Arcana}, {@skill History}, or {@skill Nature}"],["Elemental","{@skill Arcana} or {@skill Nature}"],["Fey","{@skill Arcana} or {@skill Nature}"],["Fiend","{@skill Arcana} or {@skill Religion}"],["Giant","{@skill History}"],["Humanoid","{@skill History}"],["Monstrosity","{@skill Nature} or {@skill Survival}"],["Ooze","{@skill Arcana} or {@skill Survival}"],["Plant","{@skill Nature} or {@skill Survival}"],["Undead","{@skill Arcana} or {@skill Religion}"]],"name":"Monster Research","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Aberrations","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The brain or other organs of a rare creature"],["2","Flattery and obsequiousness"],["3","Secrets or lore it doesn't already know"],["4","Accepting a strange, organic graft onto your body"]],"name":"Monsters' Desires; Aberrations","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Beasts","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fresh meat"],["2","A soothing melody"],["3","Brightly colored beads, cloth, feathers, or string"],["4","An old stuffed animal or other soft trinket"]],"name":"Monsters' Desires; Beasts","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Celestials","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The tale of a heroic figure"],["2","An oath to do three charitable deeds before dawn"],["3","The crown of a defeated tyrant"],["4","A holy relic or treasured family heirloom"]],"name":"Monsters' Desires; Celestials","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Constructs","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Oil to apply to the construct's joints"],["2","A magic item with charges, to be used as fuel"],["3","A vessel infused with elemental power"],["4","Adamantine or mithral components"]],"name":"Monsters' Desires; Constructs","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Dragons","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Gold or gems"],["2","Anything from a draconic rival's hoard"],["3","An antique passed down at least three generations"],["4","A flattering artistic depiction of the dragon"]],"name":"Monsters' Desires; Dragons","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Elementals","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A gem worth at least 50 gp, which the creature eats"],["2","An exceedingly pure sample of a favored element"],["3","A way to return the elemental to its home plane"],["4","Performing a dance from the elemental's home plane"]],"name":"Monsters' Desires; Elementals","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fey","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The memory of your first kiss"],["2","The color of your eyes"],["3","An object of deep sentimental value to you"],["4","Reciting a sublime poem"]],"name":"Monsters' Desires; Fey","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Fiends","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your soul"],["2","A desecrated holy object"],["3","Blood from a living or recently slain loved one"],["4","Breaking a sacred promise in the fiend's presence"]],"name":"Monsters' Desires; Fiends","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Giants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dwarf admitting giant-craft to be superior to dwarf-craft"],["2","A strong working animal"],["3","Multiple barrels of ale"],["4","Treasure stolen from a rival giant"]],"name":"Monsters' Desires; Giants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Humanoids","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Promising to find a lost item of great importance to their culture"],["2","Challenging them to a type of friendly contest, such as dancing, singing, or drinking"],["3","Recovering something they've lost"],["4","Information on a foe's secrets or weaknesses"]],"name":"Monsters' Desires; Humanoids","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Monstrosities","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dislodging the stuck scraps of the creature's last meal"],["2","The creature's favorite food"],["3","Driving off the creature's rival"],["4","Making movements that mimic the monster's mating dance"]],"name":"Monsters' Desires; Monstrosities","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Oozes","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of putrid liquids"],["2","A cloth bearing a noxious odor"],["3","Bones or metal, which the ooze promptly absorbs"],["4","A gallon of any effervescent fluid"]],"name":"Monsters' Desires; Oozes","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Plants","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pound of mulch"],["2","Water from a spring infused with Feywild energy"],["3","Clearing invasive vegetation from the creature's territory"],["4","Destroying all axes and fire-making implements the party carries"]],"name":"Monsters' Desires; Plants","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Undead","colLabels":["d4","Desired Offering"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A vial of blood"],["2","A personal memento from the creature's past"],["3","Materials, tools, or the skills to sun-proof a crumbling mausoleum"],["4","Completing a task the creature was unable to finish in life"]],"name":"Monsters' Desires; Undead","page":148,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Blessed Radiance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Golden light fills a 20-foot-radius, 40-foot-high cylinder centered on one character in the region and then fades. That character and their friends in the cylinder gain the benefits of the {@spell divine favor} spell for 1 hour."],["07–12","Radiant energy erupts in a 10-foot-radius sphere centered on one random creature in the region. Each creature in the sphere that isn't undead regains {@dice 3d6} hit points. Each undead creature in the sphere takes {@dice 3d6} radiant damage."],["13–18","Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours."],["19–24","Each creature carrying the holy symbol of a deity from a non-evil plane while in the region gains advantage on saving throws for the next 24 hours."],["25–30","One character in the region is suffused with celestial power. For 1 minute, the character's melee attacks deal an extra {@dice 2d6} radiant damage on a hit."],["31–36","One {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon} that is nonmagical and carried by one character in the region gains the properties of a {@item mace of disruption} for 24 hours."],["37–42","A flying, gleaming sword (use the {@creature flying sword} stat block in the {@book Monster Manual|MM}) appears within 60 feet of an aberration, a fiend, or an undead, which becomes the sword's target. The sword deals radiant damage instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points."],["43–48","One character in the region hears whispers from celestial beings or refrains of celestial choirs. The character can ask those voices one question as if using the {@spell commune} spell."],["49–54","Aberrations, fiends, and undead in the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can't benefit from being {@condition invisible}."],["55–60","Celestial power explodes in a 30-foot-radius sphere of divine light centered on an aberration, a fiend, or an undead creature within the region. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failure, the creature takes {@dice 4d6} radiant damage and is {@condition blinded}. On a success, it takes half damage and isn't {@condition blinded}."],["61–66","One character in the region feels a profound sense of purpose and gains the benefit of the {@spell bless} spell for 1 minute. They can choose two other creatures they can see to gain the spell's benefits as well."],["67–72","A booming voice thunders in Celestial and can be heard throughout the region. Each creature in the region must make a DC 15 Constitution saving throw. On a success, the creature gains {@dice 2d10} temporary hit points. On a failure, the creature is {@condition deafened} for 1 minute."],["73–78","One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast {@spell lesser restoration} or {@spell greater restoration} without expending a spell slot and requiring no material components."],["79–84","The effects of a {@spell hallow} spell (save DC 17), with one of its extra effects (DM's choice), settle over the region for 24 hours."],["85–90","An angelic voice rings throughout the region. Each creature there must succeed on a DC 15 Wisdom saving throw or perform the grovel option of the {@spell command} spell."],["91–95","One character in the region permanently gains resistance to necrotic damage. Reroll if you've already rolled this effect."],["96–00","One character in the region gains the ability to use the {@classFeature Divine Intervention|Cleric||10} cleric feature, which succeeds automatically. The character can use the feature granted in this way only once and must use it within 7 days. Reroll if you've already rolled this effect."]],"name":"Blessed Radiance Effects","page":150,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Far Realm Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","A structure in the region whispers faintly. Any creature within 60 feet of the structure that can hear it must succeed on a DC 12 Wisdom saving throw or be {@condition charmed}. While {@condition charmed} in this way, the creature must move toward the source of the whispering, avoiding obvious hazards. When it reaches the source, it is {@condition incapacitated}. The creature can repeat the saving throw when it takes damage and at the end of every hour, ending the effect on itself on a success."],["10–18","An elder evil turns its attention to the region, imposing the pressure of its unfathomable presence upon the place. Any creature that finishes a rest in the region must succeed on a DC 12 Charisma saving throw, or it gains no benefit from finishing the rest. It instead finds strange scrawls, stacked stones, or its belongings arranged in intricate, abstruse patterns nearby."],["19–27","Local plants and animals share a malevolent intelligence. Roll a {@dice d6}. On a 1–2, an {@spell insect plague} spell is centered on one random creature in the region. On a 3–4, {@dice 1d4} {@creature Swarm of Ravens||swarms of ravens} and {@dice 1d4} {@creature Swarm of Rats||swarms of rats} gather and attack any other creatures in the region. On a 5–6, a {@creature treant} (in forested terrain) or a {@creature galeb duhr} (in rockier terrain) attacks."],["28–36","Distance no longer functions in a comprehensible manner within the region. Creatures make ranged attack rolls with disadvantage, and the range of those attacks is halved."],["37–45","The landscape melts into a mass of writhing flesh, eyes, and fanged mouths. From an unoccupied space in the fleshy ground arise {@dice 1d4 + 5} {@creature Gibbering Mouther||gibbering mouthers} that attack anyone in sight."],["46–54","Unintelligible murmurings threaten to overcome the mind of one random creature within the region. At the start of the creature's turn, it must succeed on a DC 13 Intelligence saving throw or use its action to make one melee attack against the nearest creature it can see. If there are no other creatures within reach, the target spends its action babbling."],["55–63","Bizarre appendages squirm beneath the ground and around trees or other structures within this region. Dozens of limbs burst forth, entangling anyone within a 30-foot sphere surrounding one random creature. Each creature in the sphere must succeed on a DC 14 Dexterity saving throw or take {@dice 3d6} bludgeoning damage and be {@condition restrained}. Any creature that ends its turn in the area takes {@dice 3d6} bludgeoning damage. A creature can free itself or someone else within reach from being {@condition restrained} in this way by using an action to make a successful DC 14 Strength or Dexterity check (its choice)."],["64–72","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 2d10} hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["73–79","One random creature in the region hears strange whispers and must succeed on a DC 14 Wisdom saving throw or become {@condition charmed}. While {@condition charmed} in this way, the creature focuses on copying the blasphemous designs that appear in its mind using whatever medium it has available (ink, charcoal, mud, or its own blood). Unless {@condition restrained}, the creature completes the designs in 1 hour of work. When the creature finishes its work, it is no longer {@condition charmed}, and a {@creature death slaad} appears within 30 feet of it and attacks anyone in sight."],["80–85","Natural features and structures in this region writhe to spell out words and form strange symbols. Any creature that tries to read the messages must make a DC 20 Intelligence ({@skill Arcana}) check. On a success, the creature gains insight as if it had cast the {@spell contact other plane} spell. On a failure, the creature is affected as if it failed a saving throw against the {@spell confusion} spell. This effect ends at the end of the creature's next turn."],["86–90","In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must succeed on a DC 14 Intelligence saving throw or spend their turn loudly trying to destroy these objects."],["91–95","Glaring eyes, which weep viscid tears, appear on inanimate objects throughout the region. These eyes watch the characters, and creatures within the region can't be {@quickref Surprise|PHB|3|0|surprised} by the characters for as long as the eyes exist. An eye closes and disappears if it takes any damage. Reroll if you've already rolled this effect."],["96–00","A tear in reality creates a rift in the region, similar to the spell {@spell gate}, that passes through the Far Realm and connects with a random plane. Any creature that enters the rift takes {@dice 10d10} psychic damage from the horrors of the Far Realm and appears in an empty space closest to the rift's opening on another random plane. The rift vanishes after {@dice 2d10 + 2} hours."]],"name":"Far Realm Effects","page":152,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Haunted Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region."],["06–10","A random building in the region gains the benefits of the {@spell guards and wards} spell (save DC 13) for the next 24 hours."],["11–15","A mundane part of one random character's surroundings—perhaps a tree bole or a taxidermied animal head—animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets."],["16–20","All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light."],["21–25","The temperature in the region drops by 10 degrees Fahrenheit every hour for the next {@dice 1d6} hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns."],["26–30","One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow."],["31–35","After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars."],["36–40","During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping—typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength ({@skill Athletics}) check."],["41–45","One random creature in the region is targeted by the {@spell levitate} spell (save DC 15) for 1 minute."],["46–50","A nonviolent but unsettling {@creature ghost}—perhaps a pet, an accident-prone child, or a dismembered big toe—appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to 0 hit points."],["51–55","One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region."],["56–60","For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a {@creature skeleton} {@dice 1d10} minutes after dying."],["61–65","Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau."],["66–70","A spirit inhabits one character's {@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the \"{@book Sentient Magic Items|DMG|-1}\" section of the {@book Dungeon Master's Guide|DMG}."],["71–75","A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the {@spell augury} spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages."],["76–80","During the next night, one sleeping character in the region receives a vision as if the target of the {@spell dream} spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there."],["81–85","A coffin or small enclosed space in the region—perhaps an antique box, stone cairn, or tree stump sealed with rocks—radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is {@condition frightened} of all creatures for the next 24 hours. If you roll an odd number, an {@creature avatar of death|DMG} appears and attacks as though summoned by the Skull card from a {@item deck of many things}."],["86–90","Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by {@spell greater restoration} or {@spell wish}."],["91–95","For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the {@spell resurrection} spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams."],["96–00","A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a 50-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. This {@condition exhaustion} can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute."]],"name":"Haunted Effects","page":154,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Infested Effects","colLabels":["d100","Infested Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them."],["06–10","A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours."],["11–15","A swarm of bioluminescent flies converges on one random creature in the region. For the next minute, the creature sheds dim light in a 10-foot radius, any attack against it has advantage if the attacker can see it, and the creature can't benefit from being {@condition invisible}."],["16–20","A boil of termites bursts from the ground, along with dozens of bones and a treasure of the DM's choice (see \"{@book Random Treasure|DMG|7|Random Treasure}\" in the {@book Dungeon Master's Guide|DMG})."],["21–25","A cricket-shaped creature with the statistics of a {@creature cat} bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off."],["26–30","A cluster of {@dice 1d4 + 2} faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a {@item potion of healing}."],["31–35","A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be {@condition charmed} by all creatures for 1 hour."],["36–45","The region is choked with wispy webbing, which acts as {@quickref difficult terrain||3}."],["46–50","Nearly every surface is covered with discarded cicadae-like shells that crunch loudly when trod upon, imposing disadvantage on Dexterity ({@skill Stealth}) checks made while moving across them. The shells vanish after 1 hour."],["51–55","A massive, bloated maggot emerges from the ground within 10 feet of the party and bursts, covering the ground with ichor in a 10-foot square centered on it. This region is affected by the {@spell grease} spell (save DC 13) for 1 minute."],["56–60","The ground opens up beneath one random creature, creating a {@book quicksand|DMG|5|Quicksand} pit (see the {@book Dungeon Master's Guide|DMG})."],["61–65","One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the {@disease Sight Rot||sight rot disease} (see the {@book Dungeon Master's Guide|DMG}) from minute parasites."],["66–70","Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move faster must succeed on a DC 16 Constitution saving throw or become {@condition poisoned} until the start of their next turn. A creature {@condition poisoned} in this way has its speed reduced to 0, as it is overcome by the squashed insects' foul smell. Creatures that don't need to breathe automatically succeed on this saving throw."],["71–75","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a giant spider, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["76–80","One random creature in the region must succeed on a DC 16 Constitution saving throw, or it acquires a ravenous silverfish infestation among its gear. The infestation is discovered the next time the creature finishes a short or long rest. If the creature has any paper material, the silverfish destroy one random book or other paper item that isn't magical."],["81–85","One random creature in the region must succeed on a DC 16 Constitution saving throw or become host to a particularly aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw."],["86–90","Biting mites infest creatures' clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours."],["91–95","Tiny arachnids invade unattended spaces. The next time one random creature in the region dons its clothing or armor after finishing a long rest, it must succeed on a DC 16 Constitution saving throw or take 11 ({@dice 2d10}) poison damage."],["96–00","Countless tiny, bloodsucking insects infest the region for the next {@dice 1d6} hours. Every hour, each creature in the region must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}. The insects don't affect creatures that are immune to disease."]],"name":"Infested Effects","page":156,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Mirror Zone Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma ({@skill Deception}) checks and ability checks made to disguise themselves."],["07–12","The {@spell hallucinatory terrain} spell (save DC 15) affects the natural terrain of the region, changing it into a different kind of terrain (DM's choice)."],["13–18","One random creature in the region gains the benefits of the {@spell blink} spell for 1 minute, shimmering with overlapping shattered reflections."],["19–24","Creatures in the region don't cast reflections. Wisdom ({@skill Insight}) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma ({@skill Persuasion}) checks made against anyone who notices their lack of {@creature reflection|TCE}. When they leave the region, creatures regain their reflections, and the effect ends."],["25–34","Reflections of {@dice 1d4} creatures in the region emerge from mirrors and attack. The {@creature reflection|TCE|reflections} are two-dimensional, shimmering versions of the creatures that cast them. Treat the reflections as {@creature Shadow||shadows} that are fey instead of undead and vulnerable to bludgeoning damage instead of radiant."],["35–40","One character in the region gains the benefit of the {@spell mirror image} spell. The images created sometimes move or speak of their own volition."],["41–46","For the next 24 hours, certain wounds caused in the region attract spectral slivers of glass that cause extra damage. Any creature, other than a construct or an undead, hit by an attack that deals piercing or slashing damage begins to bleed, losing {@dice 1d4} hit points at the start of each of its turns. If the bleeding creature is hit by another such attack, the bleeding increases by {@dice 1d4}. Any creature can take an action to stanch the wound with a successful DC 10 Wisdom ({@skill Medicine}) check. The bleeding also stops if the target receives magical healing."],["47–52","Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its {@creature reflection|TCE} in an object that it isn't wearing or carrying can immediately cast the {@spell misty step} spell, requiring no components."],["53–58","One character can cast the {@spell scrying} spell (save DC 17) once within the next 24 hours, requiring no components but using a mirror or other reflective surface."],["59–64","The skin of one random creature in the region becomes silvery and reflective for the next 24 hours. For the duration, that creature has advantage on saving throws against spells, and spell attacks have disadvantage against that creature."],["65–70","A longsword or shortsword with a blade made of a jagged mirror appears in an unoccupied space within 60 feet of a random creature in the region. The weapon is a {@item sword of wounding} (see the {@book Dungeon Master's Guide|DMG}). If the weapon's wielder rolls a 1 or 20 on an attack roll using the weapon, the weapon shatters and is destroyed after that attack."],["71–76","For the next 24 hours, when anyone in the region hits a creature with an attack roll and deals damage to it, the attacker must succeed on a DC 13 Charisma saving throw or take force damage equal to half the damage dealt."],["77–82","Two shimmering, vertical, reflective disks of energy appear in unoccupied spaces in the region for 1 minute. Each is 6 feet in diameter and floats 1 foot above the ground. One appears in an unoccupied space within 30 feet of the party. Any creature that moves through the disk instantly appears within 5 feet of the other disk or the nearest unoccupied space."],["83–88","The next time one character in the party sees their {@creature reflection|TCE} in the region, that {@creature reflection|TCE} of comes to life and engages its counterpart in conversation. It offers to answer one question posed to it as if the creature cast the {@spell divination} spell. After answering the question, the {@creature reflection|TCE} returns to normal."],["89–94","Floating shards of broken mirrors swirl through the region, showing reflections of creatures and places that aren't present, for the next minute before vanishing. On initiative count 20 (losing all ties), the shards make a ranged weapon attack (+6 to hit) against one random creature in the region. On a hit, the target takes 10 ({@dice 3d6}) slashing damage."],["95–00","A duplicate of one random creature in the region appears in an unoccupied space within 30 feet of that creature. The duplicate's appearance, game statistics, and equipment are identical to the creature's. The duplicate immediately attacks the creature, seeking to slay it. If the duplicate dies, it and all its equipment shatter into mirror shards. If the duplicate fails to slay the creature within 1 hour, the duplicate vanishes."]],"name":"Mirror Zone Effects","page":157,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Psychic Resonance Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","One random creature in the region gains the ability to cast the {@spell detect thoughts} spell (save DC 13) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["07–12","One random creature in the region is affected by the {@spell mind blank} spell for the next 24 hours."],["13–18","For 1 minute on initiative count 20 (losing all ties), Tiny and Small objects in the region that aren't being worn or carried are flung by an unseen force. One random creature in the region must succeed on a DC 15 Dexterity saving throw or take {@dice 2d4} bludgeoning damage from the flung objects."],["19–24","Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to Intelligence checks made to recall information."],["25–34","Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom ({@skill Perception}) checks for 1 hour."],["35–40","Psychic power builds in the mind of one random creature in the region. Once within the next minute, the creature can use a bonus action to magically assault the mind of another creature it can see. The target must succeed on a DC 14 Intelligence saving throw or take {@dice 4d10} psychic damage."],["41–46","Lurking fears become nightmares. Any creature that finishes a short or long rest in the region must succeed on a DC 10 Wisdom saving throw or gain no benefit for finishing the rest."],["47–52","For 1 hour, each creature in the region gains the ability to communicate telepathically with any creature it can see within 60 feet. If the target understands any languages, it can respond telepathically."],["53–58","One random creature in the region can sense the presence of nearby minds for 1 hour. For the duration, the creature gains advantage on Wisdom ({@skill Perception}) checks made to locate other creatures within 120 feet of it, even creatures behind total cover."],["59–64","Creatures in the region suffer from disjointed thoughts and difficulty concentrating for 1 hour. For the duration, creatures have disadvantage on Intelligence checks and Constitution saving throws to maintain concentration on spells."],["65–70","One random creature in the region hears strange whispers in its mind. The whispers are fragments of thoughts from other creatures nearby. The creature has advantage on Wisdom ({@skill Insight}) checks for 1 hour."],["71–76","One random creature in the region gains the ability to cast the {@spell telekinesis} spell (save DC 15) once over the next 24 hours, requiring no components. Intelligence is the spellcasting ability for this spell."],["77–82","Thoughts in the region attract ambient psychic energy, forming protective fields around creatures' minds. Creatures in the region gain resistance to psychic damage for the next hour."],["83–88","For 1 minute on initiative count 20 (losing all ties), one random creature in the region must succeed on a DC 15 Intelligence saving throw or take {@dice 2d6} psychic damage."],["89–94","Compassion and joy fill the mind of one random creature in the region for 1 minute. For the duration, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws, and disadvantage on attack rolls."],["95–00","The mind of every beast in the region is flooded with psychic energy. This energy causes each beast's Intelligence score to become 10, if it wasn't already higher, and the beast gains the ability to speak Common and Sylvan fluently. These changes are permanent."]],"name":"Psychic Resonance Effects","page":160,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unraveling Magic Effects","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–05","All magic items in the region temporarily lose their magical properties, becoming nonmagical for 1 hour. Artifacts are unaffected. When the items regain their magic, a creature's attunement to any of them is restored."],["06–10","The region becomes a dead-magic zone for 1 hour. For the duration, the entire region is affected by the {@spell antimagic field} spell."],["11–15","One random creature in the region must succeed on a DC 15 Dexterity saving throw or be enclosed in {@spell Otiluke's resilient sphere} for 1 minute."],["16–20","One random creature in the region that has expended spell slots regains one expended spell slot of a random level."],["21–25","Flares of magical energy flash through the region for 1 minute. For the duration, each round on initiative count 20 (losing all ties) one random creature in the region takes {@dice 2d4} damage of a type determined by a {@dice d6}: 1, acid; 2, cold; 3, fire; 4, force; 5, lightning; or 6, thunder."],["26–30","One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a {@creature blink dog}, as if by the {@spell polymorph} spell. The spell lasts for 1 hour or until dispelled."],["31–35","One random creature in the region that has spell slots expends one spell slot of a random level in a harmless shower of sparks and sounds."],["36–40","All fire in the region freezes into ice that gives off a blue light equal to the illumination it normally provides. In addition, the region radiates {@book extreme cold|DMG|5|Extreme Cold} (see the {@book Dungeon Master's Guide|DMG}) for 1 day."],["41–45","One random creature in the region with spell slots becomes a focal point for ambient magic for 1 hour. At the end of each of the creature's turns, other creatures within 10 feet of it must succeed on a Dexterity saving throw against the spellcaster's spell save DC or take {@dice 1d6} force damage."],["46–50","The {@spell flaming sphere} spell (save DC 15) spontaneously activates in an unoccupied space within 5 feet of the party. On initiative count 20 (losing all ties), the sphere moves 30 feet toward the nearest creature. The sphere vanishes after 1 minute."],["51–55","{@filter simple or martial weapon|items|source=phb|category=basic|type=martial weapon;simple weapon}s in the region that are nonmagical crackle with power. For 1 hour, they become magic weapons that grant a +1 bonus to attack and damage rolls made with them."],["56–60","Swirling energy surrounds one random creature in the region for 24 hours. For the duration, the creature gains resistance to force damage and its speed is reduced by 10 feet."],["61–65","Each character in the region suddenly learns some magic. A character learns one wizard cantrip of the character's choice and knows the cantrip for {@dice 1d8} days."],["66–70","One random creature in the region crackles with sparks of light for 1 hour. For the duration, the creature magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. In addition, any creature it touches (requiring an unarmed strike if the target is unwilling) takes {@dice 1d6} force damage."],["71–75","Lightning arcs in a 5-foot wide line between two creatures in the region that are within 30 feet of each other and not behind total cover. Each creature in the line (including the two) must make a DC 13 Dexterity saving throw, taking {@dice 4d6} lightning damage on a failed save or half as much damage on a successful one."],["76–80","The {@spell reverse gravity} spell (save DC 18) activates for 1 minute, centered on the ground beneath one random creature in the region."],["81–85","On initiative count 20 (losing all ties), two random creatures in the region must each make a DC 15 Charisma saving throw. If either save fails, the creatures magically teleport, switching places. If both saves succeed, they don't teleport."],["86–90","One random creature in the region breaks spells for 1 hour. Whenever anyone within 20 feet of the creature casts a spell, the spellcaster must succeed on a DC 15 saving throw using its spellcasting ability, or the spell drains away without effect. The spell slot, charge, or feature use that powered the spell is wasted."],["91–95","During the next 24 hours, the first time a creature in the region targets another creature with a spell, the caster must make a DC 11 saving throw using its spellcasting ability. On a failed save, the spell targets the caster instead. On a successful save, the spell functions normally. This effect then ends."],["96–00","One random creature in the region can suddenly cast the {@spell wish} spell once, within the next minute. Reroll if you've rolled this effect in the past 24 hours."]],"name":"Unraveling Magic Effects","page":161,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Enchanted Spring Effects","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a {@spell bless} spell for 1 hour."],["2","Bathing in the spring covers a creature with a glowing coat of golden feathers. While the creature isn't wearing armor, the feathers grant a +1 bonus to AC. The feathers vanish after {@dice 1d4} days."],["3","A creature that touches or drinks the water of this spring develops an overwhelming desire to sing. Every sentence the creature speaks for the next 24 hours rings with lyrical splendor, which grants it advantage on all Charisma checks."],["4","Bathing in the spring grants a creature the benefits of the {@spell greater restoration} spell. As a side effect, the creature's skin, hair, and eyes become a shimmering golden color for {@dice 1d4} days."],["5","Bathing in the spring grants a creature the benefits of the {@spell spider climb} spell for 24 hours."],["6","A creature that touches or drinks the water of this spring grows the tail of its favorite animal. The tail is not under the creature's control; it moves or reacts to emotions. The tail vanishes after 24 hours."],["7","Any creature with an Intelligence score of 6 or higher that touches or drinks the water of this spring gains advantage on Wisdom ({@skill Insight}) checks and can cast the {@spell detect thoughts} spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass, whichever happens first."],["8","Bathing in the spring causes {@dice 1d10} flowers to grow from a creature's head. The flowers smell lovely, and they renew their vitality and scent every day. The flowers vanish after 7 days."],["9","A creature that touches or drinks the water of this spring grows {@dice 1d4} eyestalks. These eyestalks let the creature see in all directions and grant it advantage on Wisdom ({@skill Perception}) checks that rely on sight. The eyestalks vanish after {@dice 1d4} days."],["10","Bathing in the spring causes a creature's voice to sound sinister. For the next 24 hours, the creature's voice grants it advantage on Charisma ({@skill Intimidation}) checks and disadvantage on Charisma ({@skill Deception}) and Charisma ({@skill Persuasion}) checks."],["11","A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears grant the creature advantage on Wisdom ({@skill Perception}) checks that rely on hearing. The ears vanish after {@dice 1d4} days."],["12","Bathing in the spring causes a creature to develop a third eye on its forehead. The eye grants the creature {@sense truesight} out to a range of 60 feet. The eye vanishes after 24 hours."]],"name":"Enchanted Springs; Enchanted Spring Effects","page":165,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Magic Mushroom Effects","colLabels":["d10","Effects"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature's skin turns an unusual color. Roll a {@dice d4}: 1, purple with yellow splotches; 2, bright orange with tiger stripes; 3, tree-frog green with red squiggles; 4, hot pink with yellow spots. This change is permanent unless removed by a {@spell greater restoration} spell or similar magic."],["2","The creature gains the enlarge or reduce effect ({@chance 50|50 percent} chance of either) of the {@spell enlarge/reduce} spell for 1 hour."],["3","The creature regains {@dice 5d8 + 20} hit points."],["4","Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a {@spell remove curse} spell or similar magic."],["5","The creature can understand and speak all languages for {@dice 1d4} days."],["6","The creature gains the benefits of the {@spell telepathy} spell for the next 24 hours."],["7","The creature gains the benefits of the {@spell speak with plants} spell for 8 hours."],["8","The creature immediately casts the {@spell time stop} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["9","The creature immediately casts the {@spell detect thoughts} spell, requiring no components. Constitution is the spellcasting ability for this spell."],["10","Magical mists pour out of the creature's eyes and ears, acting as a {@spell fog cloud} spell for 1 hour that is centered on the creature and moves with it."]],"name":"Magic Mushrooms; Magic Mushroom Effects","page":166,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Primal Fruit Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The creature regains {@dice 3d8 + 4} hit points, and its skin sheds bright light in a 5-foot radius and dim light for an additional 5 feet for 1 hour"],["2","The creature feels a surge of might. For 1 hour, the creature has advantage on attack rolls using Strength, Strength checks, and Strength saving throws. When the effect ends, the creature gains 1 level of {@condition exhaustion}."],["3","Waves of vitality crash over the creature. The creature's hit point maximum increases by {@dice 2d10}, and it gains the same number of hit points. The increase lasts until the creature finishes a long rest, at which time the creature must succeed on a DC 15 Charisma saving throw or be cursed with a random form of lycanthropy (see \"Lycanthropes\" in the {@book Monster Manual|MM})."],["4","The creature's skin prickles faintly. For 1 hour, it gains resistance to one damage type (chosen by the DM)."],["5","Euphoric visions of bright light swim through the creature's mind. The creature gains the benefits of the {@spell death ward} spell for 8 hours and must succeed on a DC 13 Constitution saving throw or be {@condition poisoned} for the duration."],["6","A faint humming drones in the background of everything the creature hears for 1 hour, during which the creature has advantage on saving throws against spells."],["7","The creature doesn't require food, drink, or sleep for {@dice 1d4} days. For the duration, the creature can't be put to sleep by magic, and its dreams intrude upon its waking thoughts, imposing disadvantage on its Wisdom ({@skill Perception}) checks."],["8","Whispers intrude on the creature's mind for 24 hours. For the duration, the creature can telepathically communicate with any creature it can see within 120 feet of it. If the other creature understands at least one language, it can respond telepathically."]],"name":"Primal Fruit Effects","page":168,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unearthly Road Keys","colLabels":["d6","Key"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Throwing a silver orb through an ancient arch"],["2","Spilling a pint of humanoid blood"],["3","Calling the name of a specific archfey three times"],["4","Wearing the regalia of a lost royal dynasty"],["5","Permanently sacrificing a memory of joy"],["6","Being the descendant of a legendary hero"]],"name":"Unearthly Roads; Unearthly Road Keys","page":169,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Spells as Natural Hazards","colLabels":["Natural Hazard","Approximate Spell"],"colStyles":["col-6","col-6"],"rows":[["Ball lightning","{@spell Chromatic orb}"],["Blizzard","{@spell Cone of cold}, {@spell ice storm}, {@spell sleet storm}"],["Earthquake","{@spell Earthquake}"],["Falling debris","{@spell Conjure barrage}, {@spell conjure volley}"],["Flood","{@spell Control water}, {@spell tsunami}"],["Fog","{@spell Fog cloud}"],["Lava bomb","{@spell Fireball}, {@spell produce flame}"],["Lightning","{@spell Call lightning}, {@spell lightning bolt}"],["Meteor","{@spell Fireball}, {@spell meteor swarm}"],["Mirage","{@spell Hallucinatory terrain}"],["Pyroclastic flow","{@spell Incendiary cloud}"],["Radiation","{@spell Blight}, {@spell circle of death}"],["Smoke","{@spell Fog cloud}"],["St. Elmo's fire","{@spell Faerie fire}"],["Swamp gas","{@spell Dancing lights}"],["Tidal wave","{@spell Tsunami}"],["Toxic eruption","{@spell Acid splash}"],["Toxic gas","{@spell Cloudkill}, {@spell stinking cloud}"],["Thunder","{@spell Thunderwave}"],["Volcanic lightning","{@spell Storm of vengeance}"],["Whirlpool","{@spell Control water}"],["Wildfire","{@spell Fire storm}, {@spell wall of fire}"],["Windstorm","{@spell Gust of wind}"]],"name":"Spells as Natural Hazards","page":170,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Creature Paintings","colLabels":["Painting","Number","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Gnolls","3","O"],["Werewolf","1","W"],["Kobolds","5","L"],["Beholder","1","B"],["Gelatinous Cubes","2","E"],["Dragons","3","A"],["Trolls","2","R"]],"name":"Creature Paintings","page":172,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Skeleton Keys Solution","colLabels":["Lock","Key"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Bat","Three teeth"],["Snake","Five teeth"],["Spider","Six teeth"],["Wolf","Four teeth"]],"name":"Skeleton Keys Solution","page":175,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Gem Inventory","colLabels":["Gem","Amount","Letter"],"colStyles":["col-6","col-3 text-center","col-3 text-center"],"rows":[["Amber","9","I"],["Amethyst","14","N"],["Citrine","8","H"],["Garnet","5","E"],["Jade","18","R"],["Onyx","16","P"],["Quartz","1","A"],["Ruby","12","L"],["Sapphire","13","M"]],"name":"Solution; Gem Inventory","page":176,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Potential Passwords","colLabels":["Number Provided","Response Required"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["One","Three"],["Two","Three"],["Three","Five"],["Four","Four"],["Five","Four"],["Six","Three"],["Eight","Five"],["Nine","Four"],["Eleven","Six"],["Thirteen","Eight"]],"name":"Solution; Potential Passwords","page":183,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Remembered Names","colLabels":["Alcove","Name","Letter"],"colStyles":["col-2 text-center","col-5 text-center","col-5 text-center"],"rows":[["1","Sam","S"],["2","Delia","E"],["3","Fifi","F"],["4","Tobias","I"],["5","Johana","N"],["6","Alexia","A"]],"name":"Solution; Remembered Names","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Menu Items","colLabels":["Item","Price"],"colStyles":["col-10","col-2 text-right"],"rows":[["Corn and lentil soup","12 cp"],["Rabbit stew","1 cp"],["Ale and cheese pastry","7 cp"],["Brandied ham and carrots","9 cp"],["Grilled fish and carrots","6 cp"],["Seared boar and potatoes","9 cp"],["Dragonfire mead","11 cp"]],"name":"Menu Items","page":187,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"What's on the Menu Solution","colLabels":["Item (Price)","Letter"],"colStyles":["col-8","col-4 text-center"],"rows":[["Ale and cheese pastry (7 cp)","C (7th letter)"],["Brandied ham and carrots (9 cp)","H (9th letter)"],["Corn and lentil soup (12 cp)","I (12th letter)"],["Dragonfire mead (11 cp)","M (11th letter)"],["Grilled fish and carrots (6 cp)","E (6th letter)"],["Rabbit stew (1 cp)","R (1st letter)"],["Seared boar and potatoes (3 cp)","A (3rd letter)"]],"name":"What's on the Menu Solution","page":188,"source":"TCE","chapter":{"name":"Dungeon Master's Tools","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Horror Character Personality Traits","colLabels":["d12","Personality Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I had an encounter that I believe gives me a special affinity with a supernatural creature or event."],["2","A signature piece of clothing or distinct weapon serves as an emblem of who I am."],["3","I never accept that I'm out of my depth."],["4","I must know the answer to every secret. No door remains unopened in my presence."],["5","I let people underestimate me, revealing my full competency only to those close to me."],["6","I compulsively seek to collect trophies of my travels and victories."],["7","It doesn't matter if the whole world's against me. I'll always do what I think is right."],["8","I have morbid interests and a macabre aesthetic."],["9","I have a personal ritual, mantra, or relaxation method I use to deal with stress."],["10","Nothing is more important than life, and I never leave anyone in danger."],["11","I'm quick to jump to extreme solutions. Why risk a lesser option not working?"],["12","I'm easily startled, but I'm not a coward."]],"name":"Horror Characteristics; Horror Character Personality Traits","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Ideals","colLabels":["d12","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adrenaline. I've experienced such strangeness that now I feel alive only in extreme situations."],["2","Balance. I strive to counter the deeds of someone for whom I feel responsible."],["3","Bound. I've wronged someone and must work their will to avoid their curse."],["4","Escape. I believe there is something beyond the world I know, and I need to find it."],["5","Legacy. I must do something great so that I'm remembered, and my time is running out."],["6","Misdirection. I work vigorously to keep others from realizing my flaws or misdeeds."],["7","Obsession. I've lived this way for so long that I can't imagine another way."],["8","Obligation. I owe it to my people, faith, family, or teacher to continue a vaunted legacy."],["9","Promise. My life is no longer my own. I must fulfill the dream of someone who's gone."],["10","Revelation. I need to know what lies beyond the mysteries of death, the world, or the Mists."],["11","Sanctuary. I know the forces at work in the world and strive to create islands apart from them."],["12","Truth. I care about the truth above all else, even if it doesn't benefit anyone."]],"name":"Horror Characteristics; Horror Character Ideals","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Bonds","colLabels":["d12","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I desperately need to get back to someone or someplace, but I lost them in the Mists."],["2","Everything I do is in the service of a powerful master, one I must keep a secret from everyone."],["3","I owe much to my vanished mentor. I seek to continue their work even as I search to find them."],["4","I've seen great darkness, and I'm committed to being a light against it—the light of all lights."],["5","Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them."],["6","The world has been convinced of a terrible lie. It's up to me to reveal the truth."],["7","I deeply miss someone and am quick to adopt people who remind me of them."],["8","A great evil dwells within me. I will fight against it and the world's other evils for as long as I can."],["9","I'm desperately seeking a cure to an affliction or a curse, either for someone close to me for myself."],["10","Spirits are drawn to me. I do all I can to help them find peace."],["11","I use my cunning mind to solve mysteries and find justice for those who've been wronged."],["12","I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit."]],"name":"Horror Characteristics; Horror Character Bonds","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Horror Character Flaws","colLabels":["d12","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I believe doom follows me and that anyone who gets close to me will face a tragic end."],["2","I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could."],["3","I'm especially superstitious and live life seeking to avoid bad luck, wicked spirits, or the Mists."],["4","I've done unspeakable evil and will do anything to prevent others from finding out."],["5","I am exceptionally credulous and believe any story or legend immediately."],["6","I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits."],["7","I know my future is written and that anything I do will lead to a prophesied end."],["8","I need to find the best in everyone and everything, even when that means denying obvious malice."],["9","I've seen the evil of a type of place—like forests, cities, or graveyards—and resist going there."],["10","I'm exceptionally cautious, planning laboriously and devising countless contingencies."],["11","I have a reputation for defeating a great evil, but that's a lie and the wicked force knows."],["12","I know the ends always justify the means and am quick to make sacrifices to attain my goals."]],"name":"Horror Characteristics; Horror Character Flaws","page":32,"source":"VRGR","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Fatal Flaws","colLabels":["d10","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Once someone questions me, I won't stop until I befriend them and then betray them."],["2","Others' concerns bore me, and I would rather have my lessers handle everything possible."],["3","I am always right, and anyone who doesn't agree with me is cut out of my life."],["4","When someone loves me, I will do anything for them, no matter whom they hurt."],["5","I've given up resisting my habits and indulge myself whenever possible."],["6","I would rather be righteously angry at problems than solve them."],["7","I assume everyone is lying to me, even my most trusted allies, and constantly test their loyalty."],["8","I don't know love, only domineering obsession, and I chain objects of my affection to pedestals."],["9","When I see something priceless or rare, I sacrifice all of my beliefs and loyalties to possess it."],["10","I'm distrustful of anyone who seems pure of heart and will prove to all their admirers how secretly ugly they are."]],"name":"Wicked Personality; Fatal Flaws","page":40,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Monstrous Transformations","colLabels":["d10","Transformation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord loses their voice; their words now carve themselves on their skin as lingering scars."],["2","Something the Darklord stole or used in a terrible crime becomes part of their body—perhaps a sizable jewel, emblem of rulership, or suit of armor."],["3","The Darklord's eyes distend from their sockets like a slug's tentacles, in the mouths of serpents, or on metallic cables."],["4","The Darklord's most painful memories visually repeat in reflections around them or amid illusory projections."],["5","The Darklord gains an idealized form, though it's made of an inorganic material or others react as if it were terrifying."],["6","The Darklord's body disintegrates, leaving only an animate heart, hand, gory ooze, or nervous system that must attach to new, temporary bodies."],["7","Clouds of incense, insects, poison gas, or smoke leak from the Darklord's mouth, fingers, or pores."],["8","The Darklord appears as someone they wronged, and their true appearance is revealed at particular hours, in reflections, or under certain lights."],["9","The Darklord splits into multiple creatures, each representing them at a different time in their life."],["10","The Darklord retains their memories and intellect but is otherwise any monster from {@book chapter 5|VRGR|5} or the {@book Monster Manual|MM}."]],"name":"Monstrous Transformations","page":41,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Connections","colLabels":["d8","Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adventurer reminds the Darklord of their bond, desire, or loved one."],["2","An adventurer shares a Darklord's flaw."],["3","The Darklord and an adventurer share camaraderie over a mutual ideal."],["4","The Darklord believes they can teach an adventurer, making them their apprentice or inheritor."],["5","An adventurer is a reincarnated version of the Darklord's beloved or their murderer."],["6","The Darklord is convinced that an adventurer is the key to finally attaining their desire."],["7","The Darklord immediately looks up to an adventurer and seeks to emulate them to grim extremes."],["8","An adventurer is a reincarnated younger version of the Darklord before they became irredeemable."]],"name":"Adventures; Darklord Connections","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Darklord Interactions","colLabels":["d8","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord promises to give the adventurers what they want if they join the Darklord for dinner."],["2","The Darklord contacts the adventurers via letters or dreams."],["3","The Darklord meets the adventurers disguised as a nonthreatening inhabitant or animal."],["4","The Darklord meets the adventurers at a ceremony, funeral, or wedding where violence is discouraged."],["5","The Darklord meets the adventurers at a public market, festival, temple, or library, surrounded by a crowd of innocents."],["6","The Darklord possesses the body of someone the adventurers care about."],["7","The Darklord possesses the body of one of the adventurers."],["8","The Darklord invites the adventurers to a negotiation, promising nonviolent solutions to a conflict."]],"name":"Adventures; Darklord Interactions","page":44,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1","{@creature Carrionette|VRGR}","VGR"],["2","{@creature Gibbering mouther}","{@book MM|MM}"],["3","{@creature Carrion stalker|VRGR}","VGR"],["3","{@creature Doppelganger}","{@book MM|MM}"],["4","{@creature Black pudding}","{@book MM|MM}"],["4","{@creature Strigoi|VRGR}","VGR"],["5","{@creature Flesh golem}","{@book MM|MM}"],["5","{@creature Red slaad}","{@book MM|MM}"],["6","{@creature Medusa}","{@book MM|MM}"],["6","{@creature Zombie clot|VRGR}","VGR"],["8","{@creature Chain devil}","{@book MM|MM}"],["10","{@creature Aboleth}","{@book MM|MM}"]],"name":"Body Horror Monsters","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned homunculus made in the image of its creator's child, now left to fester alone"],["2","A scientist who, hoping to keep their spouse alive, grafted the spouse onto their body"],["3","A seething mass of fungi that grows more intelligent with every sapient life it engulfs"],["4","A guardian angel possessed by the vile blood of the demons it has slain"],["5","An aging king obsessed with creating a new body so he can continue his reign indefinitely"],["6","A cancer possessed by the mind of a dead necromancer that seeks to regrow his body"],["7","A monarch who feeds their cannibal children, no matter the cost"],["8","The priests of a forgotten god who attempt to raise their deity from the flesh of the faithful"],["9","A house that remembers having tenants and will do anything to regain them"],["10","A grieving mortician who sculpts every face she encounters into the countenance of her lost love"]],"name":"Body Horror Villains","page":45,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is pockmarked with eyes that never close and never allow for sleep."],["2","The Darklord suffers ever-growing, tumorous organs, the mass expanding beyond them to choke their dwelling."],["3","The Darklord possesses a second starving mouth in their torso, one that howls unless fed."],["4","The Darklord can't control their transformation into a beast and back."],["5","The voices of those the Darklord have wronged scream endlessly from inside them."],["6","The Darklord aches daily with a monstrous, unceasing hunger."],["7","The Darklord is perpetually gravid with monstrous egg sacs that hatch waves of insects."],["8","The Darklord has extraneous limbs that tear the Darklord apart then re-stitch the pieces."]],"name":"Body Horror Torments","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A country of red muscle, with bleeding eyes embedded in the hair-strangled trees"],["2","A world of monuments and houses, all made of flesh"],["3","A domain ordinary save for the abundance of black hair, the strands always moving even when there is no breeze"],["4","A neighborhood of derelict houses, each one composed of numerous mimics"],["5","An ocean of undead leviathans, still moving despite the entrails bubbling from their burst torsos"],["6","A forest of black pines draped in bodies"],["7","A slaughterhouse larger than it appears on the outside, full of victims mutely awaiting slaughter"],["8","A system of subterranean tunnels, their walls spackled with fossils or mummified organs"]],"name":"Body Horror Settings","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A derelict ship, buried for mysterious reasons"],["2","A vine-covered, ostensibly abandoned prison"],["3","The cavernous gut of a dead, multi-eyed behemoth"],["4","An inn in the valley, its insides dark and smoke-drowned"],["5","An asylum, abandoned save for vermin"],["6","A cave system, slick and comprised of gleaming black rock"],["7","An old church sitting astride a warren of ancient tunnels"],["8","A sprawling university, older than the town surrounding it, and older still than the memories of its inhabitants"]],"name":"Body Horror Adventure Sites","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Body Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Learn who's organizing the local dinner parties before more epicureans die of autophagia."],["2","Stop whatever is stealing the livers from the town's guard."],["3","Find out what is causing the children of the city to transform into misshapen statues."],["4","Stop whatever is killing the sea life and transforming them into monsters."],["5","End the curse that is leaving the beasts of forests dead, mutated, and halfway human."],["6","Stop the infestation before it can use more townsfolk as incubators for giant insects."],["7","Solve the mystery of whatever is causing a town's inhabitants to melt into giant blobs."],["8","Cast out the fiends that have infiltrated a community by wearing the corpses of the recently dead."]],"name":"Body Horror Plots","page":47,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/4","{@creature Kuo-toa}","{@book MM|MM}"],["2","{@creature Intellect devourer}","{@book MM|MM}"],["2","{@creature Pentadrone}","{@book MM|MM}"],["3","{@creature Brain in a jar|VRGR}","VGR"],["3","{@creature Githyanki warrior}","{@book MM|MM}"],["3","{@creature Grell}","{@book MM|MM}"],["5","{@creature Vampiric mind flayer|VRGR}","VGR"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["7","{@creature Mind flayer}","{@book MM|MM}"],["7","{@creature Yuan-ti abomination}","{@book MM|MM}"],["8","{@creature Unspeakable horror|VRGR}","VGR"],["10","{@creature Aboleth}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["19","{@creature Lesser star spawn emissary|VRGR}","VGR"],["21","{@creature Greater star spawn emissary|VRGR}","VGR"],["23","{@creature Kraken}","{@book MM|MM}"]],"name":"Cosmic Horror Monsters","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A smiling minstrel with yellow eyes and music that drives listeners to murder"],["2","A priest obsessed with creating a shelter that will preserve her through the coming apocalypse"],["3","The mayor of a town who will do anything to make sure the citizens finish their sacred transformation"],["4","An astronomer broken and enraptured by what they saw in the stars"],["5","An old scientist convinced he must make his body the perfect host for an ageless being's emissary"],["6","A coroner who believes a message is being relayed to him through the bodies he autopsies"],["7","The head librarian of an ancient sect, who seeks secrets hidden within her peers"],["8","A spoiled noble who intends to raise a cult to feed to the realm they want access to"]],"name":"Cosmic Horror Villains","page":48,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord is obsessed with music, their body warping to embody whatever song they hear."],["2","The Darklord is transforming into a long-extinct being or something from the far-flung future."],["3","The Darklord sees multiple dimensions at once and is going blind from their incandescence."],["4","The Darklord is haunted by otherworldly masters that whisper from reflective surfaces."],["5","The Darklord incubates something within them, an entity that slowly eats through their skin."],["6","The Darklord is emptying of their own thoughts and filling with the voices of their scrolls."],["7","The Darklord randomly screams their masters' words, messages that etch upon stone and flesh."],["8","Any object the Darklord sees is drained of all but one portentous color."]],"name":"Cosmic Horror Torments","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wind-blasted dimension of indigo sand and eyeless statues"],["2","A world with slowly vanishing land masses being consumed by an obsidian sea"],["3","A kingdom of rusting spires ruled by oblivious academics"],["4","A land possessed by fear of the colossi that move only during dawn and dusk"],["5","A red ocean that manifested without warning"],["6","An ambulatory forest riddled with glowing eyes"],["7","A kingdom of undying monarchs who outnumber their frightened subjects"],["8","A dimension of featureless white, broken up only by the eyes that blink across the landscape"]],"name":"Cosmic Horror Settings","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidden floor of the royal library"],["2","The ninth basement beneath a family home that seems normal from the outside"],["3","A decrepit manor, empty save for staff who swear the lord is merely preoccupied"],["4","A small inn in the mountains that smells perpetually of brine"],["5","The place in the forest where all the animals come to die"],["6","A fortress manned by paladins, all of whom removed their own tongues"],["7","A sewage system that predates the city above"],["8","A thin chapel in the woods, whose bells rings without ceasing"]],"name":"Cosmic Horror Adventure Sites","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cosmic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help a parent recover a child who's gone missing in the impossibly vast space underneath their bed."],["2","Stop a sapient, unholy tome from reaching a group of cultists."],["3","Save the inheritors of an ancient sect before they transform into horrors."],["4","Stop the sacrifice of a young noble by those who believe the noble's grandchild will end the world."],["5","Find and stop the musician whose music has robbed entire cities of sleep."],["6","Survive an evening in the sinking, ancestral home of a hydrophobic family."],["7","Discover what is dragging the people of a hamlet out of their homes, garbing them in silver, and leading them into the surf to drown."],["8","Learn why the bakers of a small town have started making pastries filled with a popular, delicious, and faintly glowing blue goo."]],"name":"Cosmic Horror Plots","page":49,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/8","{@creature Gremishka|VRGR}","VGR"],["1/4","{@creature Goblin}","{@book MM|MM}"],["1/4","{@creature Sprite}","{@book MM|MM}"],["3","{@creature Displacer beast}","{@book MM|MM}"],["4","{@creature Shadow demon}","{@book MM|MM}"],["5","{@creature Umber hulk}","{@book MM|MM}"],["6","{@creature Drider}","{@book MM|MM}"],["7","{@creature Necrichor|VRGR}","VGR"],["8","{@creature Fomorian}","{@book MM|MM}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}","VGR"],["10","{@creature Yochlol}","{@book MM|MM}"],["13","{@creature Beholder}","{@book MM|MM}"],["15","{@creature Purple worm}","{@book MM|MM}"],["17","{@creature Death knight}","{@book MM|MM}"],["17","{@creature Adult blue dracolich}","{@book MM|MM}"],["21","{@creature Lich}","{@book MM|MM}"]],"name":"Dark Fantasy Monsters","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A machine that believes it's a resurrected tyrant and seeks to rebuild its empire in iron"],["2","The leader of a subterranean people who plots to manipulate the moon to blot out the sun's searing light"],["3","A high priest intent on shifting an entire nation into their god's otherworldly realm"],["4","A desperate general who unleashes otherworldly armies or war machines that they can't control"],["5","A massive treant who has allied with exploitative raiders and seeks to fell every forest"],["6","A sage who, heedless of the consequences, solves an endless war by preventing anyone from dying"],["7","A member of a cabal of eternal royals who support a war against Mount Celestia, as their immortality relies on the blood of angels"],["8","The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust"],["9","An ancient dragon whose godlike magic drains the domain of life"],["10","A god who killed all their peers and now rules the mortal realm"]],"name":"Dark Fantasy Villains","page":50,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's regime is fraught with spies and saboteurs, increasing the Darklord's paranoia."],["2","Worthless sycophants surround the Darklord, their incessant praise making every success hollow."],["3","The Darklord's incredible power uncontrollably damages everything the Darklord cares for."],["4","Others excessively revere or fear the Darklord, leaving the Darklord isolated."],["5","Imagined or remembered rivals endlessly critique the Darklord, causing them doubt."],["6","Society preemptively celebrates an achievement the Darklord will never be able to provide."],["7","The Darklord seeks the pleasure of lost glories, engaging in hollow contests against unworthy foes."],["8","The Darklord manufactures catastrophes to distract from their inability to fulfill their role."]],"name":"Dark Fantasy Torments","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A land where towering stents pierce magical leylines, allowing their power to be drained"],["2","A country devastated by magical pollution or the fallout of weapons used in an age-old war"],["3","An empire covered in the watchful symbols of an all-seeing religion"],["4","A city adrift on a sea full of primeval predators"],["5","A land dotted with the floating and fallen ruins of magical megastructures"],["6","A world where an unstoppable ooze, infection, or hive encroaches on civilization"],["7","A demiplane created by unknowable beings and populated with their test subjects"],["8","A place of punishment or endless boredom that a Darklord believes is part of the afterlife"]],"name":"Dark Fantasy Settings","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An expanding labyrinth that grows to protect the evil imprisoned at its heart"],["2","A forest where every tree grows from the body of a mummified hero"],["3","A magical factory that distills living beings into the reagents of a wish-granting elixir"],["4","A criminal consortium's lavish sewer-academy, where recruits are transformed to be perfectly suited to enacting one near-impossible heist"],["5","The fractured mind-scape of a powerful but dormant sentient weapon"],["6","A massive construct-cathedral built to exact the ultimate expression of faith and sacrifice"],["7","A palace where the nonhumanoid inhabitants purposefully {@condition petrified} themselves"],["8","A fortress with seven locked gates that seal off the underworld"]],"name":"Dark Fantasy Adventure Sites","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dark Fantasy Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Track down a beholder-shaped flesh golem and learn why it's targeting specific individuals."],["2","Seal a portal to a demonic realm that opens within the mouth of an innocent acolyte."],["3","Cure a virus turning people into shadows."],["4","Mount a defense against the swarm of giant spiders that's declared war on bipeds."],["5","Prevent a mighty spell that a coven of witches is casting using a volcanic caldera as a cauldron."],["6","Keep a nation from tearing itself apart when it's revealed the beloved ruler is a lich."],["7","Banish a spirit haunting the moon."],["8","Uncover the identity of an otherworldly coward who's hiding among mortals, avoiding the destructive search of the immortals they fled."]],"name":"Dark Fantasy Plots","page":51,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/2","{@creature Myconid adult}","{@book MM|MM}"],["2","{@creature Awakened tree}","{@book MM|MM}"],["2","{@creature Cult fanatic}","{@book MM|MM}"],["2","{@creature Will-o'-wisp}","{@book MM|MM}"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["5","{@creature Shambling mound}","{@book MM|MM}"],["7","{@creature Bodytaker plant|VRGR}","VGR"],["9","{@creature Jiangshi|VRGR}","VGR"]],"name":"Folk Horror Monsters","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Villains","colLabels":["d8","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A secluded temple's high priest who needs to find the perfect sacrifice before the annual festival"],["2","An erinyes that appears when youngsters speak a rhyme into a darkened mirror"],["3","A night hag that dwells in the dreams of those who drink a special lavender and ergot tea"],["4","A shape-shifter that takes on the appearance of the last person it fed upon"],["5","A wicker giant that animates during the new moon, collecting sacrifices and punishing the unwary"],["6","A village of people who behave in archaic ways so they don't enrage an ancient, lingering ghost"],["7","A treant who demands living limbs to replace the branches of trees cleared by a town's construction"],["8","A protective giant made from the corpses of deceased villagers"]],"name":"Folk Horror Villains","page":52,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Torments","colLabels":["d6","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord can't commune with the spirit they worship. They offer ever greater sacrifices in hopes of proving their worthiness."],["2","The Darklord constantly, uncontrollably speaks prophecies."],["3","The Darklord is haunted by the judgmental spirits of their predecessors."],["4","The Darklord is the only one who adheres to an ancient faith and desperately works to convert nonbelievers."],["5","The Darklord seeks to transform their body into a vessel or gate for the subject of their belief."],["6","The Darklord knows the community's beliefs are false but keeps up the facade to maintain power."]],"name":"Folk Horror Torments","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Settings","colLabels":["d6","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A countryside with stretches of hayfields, colorful barns, and perpetually smiling residents"],["2","An island floating in the air where ground-worshipers dream of the lands below"],["3","A telepathic collective that townsfolk join by ingesting a rare fungus"],["4","Tunnels where sewer dwellers assure that the \"blood of the city\" ever flows"],["5","A glacier that residents never leave, lest the icy spirits haunting their community escape"],["6","Rival villages engaged in a private, age-old war"]],"name":"Folk Horror Settings","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Adventure Sites","colLabels":["d6","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A seemingly deserted chapel that has been burnt down and rebuilt a thousand times"],["2","A hag's hut that stands atop a growing hill of rotten sweets"],["3","A whispering pit once plugged by a monolith covered in prayer scrolls"],["4","A field where paths grow in corridor-like patterns leading to a ruin at the center"],["5","A mansion built incorporating a stone circle"],["6","A cavern where the glowing bones of an otherworldly being jut from the walls"]],"name":"Folk Horror Adventure Sites","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Folk Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Recover a missing villager who ran away to escape the local cult."],["2","Hunt down the monster blamed for causing a blight: a unicorn meant to serve as a sacrifice."],["3","Discover why anyone entering the city on horseback is imprisoned and sentenced to death."],["4","Help a cult summon a fiend to combat an impending greater evil."],["5","Defeat a violent hag who's protected by everyone in town and called \"grandmother.\""],["6","Escape an estate after the residents adopt the party and refuse to let them leave."],["7","Learn why the characters bear uncanny resemblances to the founders of an underground village."],["8","Slay a dragon and, in so doing, prove a character is the prophesied chosen one."]],"name":"Folk Horror Plots","page":53,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-8 text-center","col-2 text-center"],"rows":[["1/2","{@creature Death's head|VRGR}","VGR"],["1","{@creature Animated armor}","{@book MM|MM}"],["1","{@creature Death dog}","{@book MM|MM}"],["1","{@creature Scarecrow}","{@book MM|MM}"],["2","{@creature Specter} ({@creature poltergeist})","{@book MM|MM}"],["4","{@creature Banshee}","{@book MM|MM}"],["4","{@creature Ghost}","{@book MM|MM}"],["5","{@creature Revenant}","{@book MM|MM}"],["6","{@creature Gallows Speaker|VRGR|Gallow speaker}","VGR"],["9","{@creature Treant}","{@book MM|MM}"],["10","{@creature Dullahan|VRGR}","VGR"]],"name":"Ghost Story Monsters","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A medium who feeds victims to spirits in exchange for power over them"],["2","The spirit of a long-dead murderer who stalks the same types of victims in death as in life"],["3","The haunted home of a cruel patriarch, who refuses to relinquish control of his descendants"],["4","A priest who marks the unworthy for death at the hands of the cathedral's hungry spirits"],["5","A phantom rider who sweeps through the village, stealing victims who disbelieve her legend"],["6","An unbound spirit that repeatedly manifests in victims' nightmares"],["7","The capricious phantasm of an amoral accident victim who torments victims for fun"],["8","The spirit of a former tyrant who demands sacrifices from the village she once ruled"],["9","A ghost hunter who inflicts hauntings on unwitting clients—and then charges to remove the undead"],["10","The spirit of an evil captain who lurks near their shipwreck, harassing vessels and crews that pass"]],"name":"Ghost Story Villains","page":54,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord tames the spirits in his haunted mansion, but only when he sacrifices a memory."],["2","The Darklord's skin is haunted, but she can temporarily release spirits from her elaborate scars."],["3","A dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel."],["4","Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago."],["5","Despite being alive, the Darklord is cursed with the inability to convince anyone they're not a spirit."],["6","All spirits obey a Darklord who can't touch anyone without stealing their soul."],["7","The Darklord fully controls the veil between this world and the spirit world, but if he steps outside his mansion, he'll be permanently destroyed."],["8","Any animal the Darklord sees dies and comes to haunt the morbid zoo her home has become."]],"name":"Ghost Story Torments","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A realm where speaking to spirits is just like speaking with the living"],["2","A graveyard city-state where all living residents are grave keepers"],["3","A nation where the residents observe grueling rituals to keep the angry dead appeased"],["4","A city where the victims of violence can't cross into the afterlife until their murders are solved"],["5","A ship with the same name and lines as a vessel lost at sea a hundred years earlier"],["6","A realm in which a common ritual allows a living individual to trade places with a dead one"],["7","An expansive forest in which a cruel noble once hunted the poor for sport"],["8","A land in which mediums are revered because they maintain the veil between the living and dead"]],"name":"Ghost Story Settings","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decrepit conservatory whose inhabitants are prone to terrible accidents"],["2","A village graveyard that holds the victims of a terrible mass crime"],["3","A decrepit barn where dozens of remarkable animals lost their lives in a fire"],["4","An attic in which a hateful spirit has been sealed for decades"],["5","A theater in which, decades ago, an actor systematically poisoned their rivals"],["6","A swanky inn where, for years, nobles killed the staff to prevent word of their affairs getting out"],["7","A picturesque cliff that's a popular destination for lovers, despite the fact that couples frequently fall to their deaths"],["8","A lighthouse where a lone guard is the only living individual keeping an army of spirits at bay"]],"name":"Ghost Story Adventure Sites","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ghost Story Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Investigate the bloody graffiti being left on the village's ancient walls and stop the vandal."],["2","A dying hero is convinced they're going to return as a spirit. Prevent this from happening."],["3","Discover why members of a prominent family never allow anyone to enter their guest house."],["4","Solve the murder of a phantom who can say only the words \"blood,\" \"onions,\" and \"wine.\""],["5","Solve the murder of the countess, who drowned in the same well as her mother and grandmother."],["6","Convince a stubborn miser to visit his haunted family home and put his deathless family to rest."],["7","Discreetly follow a phantom vagabond to find out where she disappears to and with whom."],["8","Learn why a mob of spirits besieges the local temple on the winter solstice each year."]],"name":"Ghost Story Plots","page":55,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Monsters","colLabels":["Challenge","Creature","Source"],"colStyles":["col-2 text-center","col-7 text-center","col-3 text-center"],"rows":[["1/4","{@creature Zombie}","{@book MM|MM}"],["1","{@creature Ghoul}","{@book MM|MM}"],["2","{@creature Gargoyle}","{@book MM|MM}"],["2","{@creature Wereraven|VRGR}","VGR"],["3","{@creature Green hag}","{@book MM|MM}"],["3","{@creature Werewolf}","{@book MM|MM}"],["4","{@creature Succubus}/ {@creature incubus}","{@book MM|MM}"],["8","{@creature Nosferatu|VRGR}","VGR"],["11","{@creature Efreeti}","{@book MM|MM}"],["13","{@creature Loup garou|VRGR}","VGR"],["13","{@creature Vampire}","{@book MM|MM}"]],"name":"Gothic Horror Monsters","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Villains","colLabels":["d10","Villain"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A reclusive noble who isn't a vampire, but uses his reputation as one to terrorize his vassals"],["2","An indulgent socialite who made a terrible bargain with a fell power to retain her youth"],["3","A scientist obsessed with creating the perfect poison, machine, or lifeform"],["4","A beloved magnate who abducts commoners to steal their blood for his beauty rituals"],["5","A celebrity who openly murders innocents but uses their charm to avoid repercussions"],["6","Someone who loves a monstrous creature and does anything to keep it fed and safe"],["7","A wealthy heir who manipulates the ambitious into committing terrible deeds"],["8","A poisoner who seeks to manipulate history through targeted killings"],["9","An artist who manufactures terrible accidents to provide inspiration and reference for her art"],["10","A monster hunter who accuses those they consider sinful of being monsters"]],"name":"Gothic Horror Villains","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Torments","colLabels":["d8","Torment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Darklord's soul is so consumed by shadows that it extinguishes all light that shines on them."],["2","The Darklord inherited unlimited wealth, but finery she wears turns to rags and food tastes like ash."],["3","The Darklord is incomparably beautiful, but locals perceive him as a terrible beast."],["4","Tattoos detailing the Darklord's sins cover their body."],["5","Every night, the Darklord is the focus of a lavish ball, but during the day he turns into a lead statue."],["6","A choir of spirits follows the Darklord, endlessly singing her sins."],["7","The Darklord endlessly cries tears of blood, ink, poison, or molten iron."],["8","The Darklord knows how he's going to die and sees evidence of impending doom everywhere."]],"name":"Gothic Horror Torments","page":56,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Settings","colLabels":["d8","Setting"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A city-state where the rulers are secretly warring lycanthropes, hags, and vampires"],["2","A countryside littered with gigantic pieces of armor"],["3","A nation where fog hides packs of deadly beasts"],["4","An island where the inhabitants make sacrifices to avoid eerie transformations"],["5","A mountain-sized cathedral devoted to transforming a prophesied being into a deity"],["6","A forest of eternal night where bloodthirsty creatures live in monstrous peace"],["7","A city where all who die are cast in plaster and used to adorn tableau-covered avenues"],["8","An artist's paradise where cruelties are elevated to terrible and beautiful art forms"]],"name":"Gothic Horror Settings","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Adventure Sites","colLabels":["d8","Adventure Site"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A mansion's forbidden east wing, where terrible noises sound from every night"],["2","A castle where all visitors are transformed into rats, bats, spiders, and other beasts"],["3","A science lab where preserved body parts carry the consciousnesses of their former owners"],["4","A hidden fighting arena where rivals and lovers battle to prove the strength of their emotions"],["5","A beautiful garden where the past keepers find immortality as statues and in ancient trees"],["6","A tower where honorable heroes are sworn to protect a monstrous ruler"],["7","A lavish inn where a random guest chokes on their own blood each night"],["8","A rectory where the stained glass windows hold the trapped souls of the pious"]],"name":"Gothic Horror Adventure Sites","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gothic Horror Plots","colLabels":["d8","Plot"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Discover why anyone who utters the prince's true name immediately turns to dust."],["2","Investigate the disappearance of a scientist known only through their correspondence."],["3","Help a repentant immortal lose centuries of painful memories."],["4","Track down a serial killer who impales her victims on the same monument."],["5","End an affliction that turns a noble into a living doll every night."],["6","Settle a dispute between mortals and devils who both claim the same child is their next ruler."],["7","Put to rest a pair of spirits that bring tragedy to any couple who tries to get married."],["8","Find a way to end a land's generational curse that doesn't involve a group of innocents willingly sacrificing themselves."]],"name":"Gothic Horror Plots","page":57,"source":"VRGR","chapter":{"name":"Creating Domains of Dread","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Wandering the Mists","colLabels":["d100","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–20","Characters emerge in a domain of your choosing."],["21–40","Characters wander the Mists for another {@dice 1d6} hours, then roll on this table again."],["41–65","Characters emerge from the Mists on stable ground {@dice 1d100} feet away from where they entered."],["66–75","Characters emerge on stable ground a mile from where they entered the Mists at midnight of the night after they entered the Mists."],["76–85","Characters emerge from the Mists inside a structure somewhere within the domain they tried to leave, perhaps a cave, crypt, shed, or closet."],["86–95","Other creatures appear within the Mists. Roll any die. If you roll an even number, a lost and terrified {@creature commoner} appears. If you roll an odd number, {@dice 2d6} {@creature Skeleton||skeletons} or 1 {@creature unspeakable horror|VRGR} (see {@book chapter 5|VRGR|5}) appears. After the encounter, another {@dice 1d6} hours pass, then roll on this table again."],["96–99","Characters emerge from the Mists where they entered to find the domain changed. Perhaps someone the characters knew is gone, and no one has any knowledge of them ever existing."],["100","Characters emerge from the Mists on a world on the Material Plane. After {@dice 1d6} hours, the Mists rise around them once more. Roll again on this table."]],"name":"Wandering the Mists","page":61,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Barovia Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Mists draw the characters into Barovia, where the fortune-teller Madam Eva sets them on a dark course that leads them to Castle Ravenloft."],["2","{@creature Priest of Osybus|VRGR|Priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) have gained a following in Vallaki. They consider Strahd a demigod of their faith and drain the blood of nonbelievers in his name."],["3","A merchant working for a mysterious patron hires the party to recover the bones of Tatsaul Eris, a noble buried in the catacombs of Castle Ravenloft."],["4","The Martikovs, owners of the Wizard of Wines winery, seek aid recovering a shipment of cursed wine that turns drinkers into {@creature Vine Blight||vine blights}."],["5","A dying {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5|Wereraven}) gives the characters a scroll and an amulet bearing the Mark of the Raven. It begs the characters to deliver the message to the Keepers of the Feather."],["6","A megalith erected by Barovia's original inhabitants topples near Vallaki. Beneath lies the tomb of an ancient {@creature nosferatu|VRGR} (see {@book chapter 5|VRGR|5|Nosferatu}) who calls himself Duke Gundar; he immediately takes a disliking to Count Strahd von Zarovich."],["7","From the ruined mansion of Argynvostholt, the {@creature revenant} knight Vladimir Horngaard dragoons innocents into the Order of the Silver Dragon and pits them against Strahd's servants."],["8","The characters are accused of a crime. Surprising everyone, word arrives that Count Strahd von Zarovich will serve as their judge."]],"name":"Barovia Adventures","page":69,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tatyana's Incarnation","colLabels":["d8","Who Is Tatyana's Newest Incarnation?"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ireena Kolyana, the adopted daughter of burgomaster Kolyan Indirovich of the village of Barovia"],["2","{@book Ez d'Avenir|VRGR|3|Ez d'Avenir},* vampire slayer and protégé of Rudolph van Richten"],["3","Vasilka, a {@creature flesh golem} or reborn (see {@book chapter 1|VRGR|1|Reborn}) who lives in the abbey near the village of Krezk"],["4","The identical twins Yasmine and Nasseri, who are devout servants of the god Ezra"],["5","Renoir Laurent, the teenage son of Chantal Laurent, a woman Strahd abducted years ago"],["6","Petra Rilenovich, a young prodigy who has gained local renown for her remarkable paintings of what she calls her \"dream lives\""],["7","Vanasia, the leader of a far-ranging Vistani band"],["8","Quentin L'Argent, the dragonborn son of human goat herders living near the ruined manor Argynvostholt."]],"name":"Who Is Tatyana?; Tatyana's Incarnation","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Avoiding Strahd","colLabels":["d8","Concealment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation pretends to be a religious zealot who took a vow of silence."],["2","The incarnation (or their guardians) made a bargain with Madam Eva or the Keepers of the Feather to hide the incarnation from Strahd."],["3","The incarnation is the ward of a famous monster hunter, who might not know the soul's identity."],["4","The incarnation was adopted by a group of Vistani travelers and rarely visits Barovia."],["5","The incarnation hides from Strahd by taking a magic potion that causes them to sleep for all but one hour a day."],["6","The incarnation uses magic to appear as an old person, a child, or a white raven."],["7","Some evil, such as the Abbot of the Abbey of Saint Markovia or an inhabitant of the Amber Temple, cloaks the incarnation's existence from Strahd."],["8","The incarnation lives a charmed life and is heedless of the count, not realizing Strahd is cultivating them until a particular time."]],"name":"Connection to Strahd; Avoiding Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunting Strahd","colLabels":["d10","Hunting Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The incarnation seeks to become the greatest monster hunter ever, training constantly so they're prepared when Strahd eventually appears."],["2","The incarnation misguidedly plans to redeem Strahd through their exceptional kindness or faith."],["3","The incarnation knows their true nature and has weaponized their blood with poison that will put Strahd to sleep for a generation."],["4","The incarnation seeks to resurrect a historic figure to battle Strahd, perhaps Sergei von Zarovich, the first Tatyana, or another enemy of the count."],["5","The incarnation has located a relic that can weaken Strahd. However, they need the heroes to recover the item while they distract the count."],["6","The incarnation used powerful magic to lead the heroes to Barovia so they can destroy Strahd."],["7","The incarnation has joined the {@book Keepers of the Feather|VRGR|3|Keepers of the Feather}* and seeks to organize a siege of Castle Ravenloft."],["8","The incarnation feels the weight of their past lives and seeks a way to end their cycle of rebirth by freeing Barovia from the Mists—or destroying it."],["9","The incarnation falls in with a sinister group such as the {@book priests of Osybus|VRGR|3|Priests of Osybus}* and seeks to manipulate Strahd to further their organization's schemes."],["10","The incarnation has drawn an enemy of Strahd's to Barovia, such as {@book Firan Zal'honen|VRGR|3|Firan Zal'honan}* or {@book Jander Sunstar|VRGR|3|Jander Sunstar},* hoping the rivals will slay one another."]],"name":"Connection to Strahd; Hunting Strahd","page":70,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lost Tatyana","colLabels":["d6","Resurrection Circumstances"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Tatyana's incorporeal spirit assembles and haunts heroes whom she believes have the best chance of defeating Strahd."],["2","A character's friend or loved one is the incarnation of Tatyana. When the Mists claim that individual, the character is drawn into Barovia as well."],["3","A character's own reincarnation allows Tatyana's soul to enter their body, bringing with it memories in the form of vivid dreams."],["4","Tatyana's soul was captured by an effect similar to the {@spell magic jar} spell. Strahd or another entity hires the characters to seek out the container holding the soul, not revealing its true nature."],["5","Tatyana's soul reincarnated as someone another Darklord covets, such as the bearer of Ankhtepot's ka in {@book Har'Akir|VRGR|3} or {@creature Elise|VRGR} in {@book Lamordia|VRGR|3} (both detailed later in this chapter)."],["6","Tatyana's soul found its way into a distant relative of Strahd, Lyssa von Zarovich. Lyssa seeks to grow more powerful and claim Castle Ravenloft for herself. Her first step to deposing Strahd was to become a {@creature vampire}. Now she needs allies."]],"name":"Beyond Barovia; Lost Tatyana","page":71,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bluetspur Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters awake within the shattered remains of a fluid-filled tube deep in Citadel Subterrene. They have no idea how they arrived there."],["2","A cavern the characters were exploring seamlessly abuts with Bluetspur, trapping them in caves overrun with {@creature Vampiric Mind Flayer|VRGR|vampiric mind flayers} (see {@book chapter 5|VRGR|5})."],["3","A strange message leads characters to a silvery vessel full of alien mysteries wrecked on Bluetspur's surface. The only surviving creature in the wreck is a cunning {@creature displacer beast}."],["4","The characters find a strange but adorable creature trapped within an abandoned alien installation. The being is a lovable companion, until it reveals itself to be a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary})."],["5","An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is taken over by an {@creature intellect devourer}."],["6","An inventor requests the characters' insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map into their minds and emits a telepathic call for help. The map leads to a {@creature mind flayer} who wants to put the God-Brain out of its misery."],["7","A farmer hires the characters to protect his family, whom he believes—without evidence—are being abducted and returned every night."],["8","The High Master mind flayer of Mount Grysl seeks to claim all the God-Brain knows. To do this, it creates a copy of the Apparatus (see \"{@book Mordent|VRGR|3}\" later in this chapter). All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it."]],"name":"Bluetspur Adventures","page":74,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Aberrant Evidence","colLabels":["d6","Evidence"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A needle-like device buried under someone's skin"],["2","An inexplicable crater or circle of scorched crops"],["3","A stable full of exploded livestock"],["4","An {@item antimatter rifle} (detailed in the {@book Dungeon Master's Guide|DMG})"],["5","A missing person or otherworldly being transformed into a {@creature brain in a jar|VRGR} (see {@book chapter 5|VRGR|5|Brain in a Jar})"],["6","The damaged corpse of a {@creature vampiric mind flayer|VRGR} (see {@book chapter 5|VRGR|5|Vampiric Mind Flayer})"]],"name":"Alien Artifacts; Aberrant Evidence","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Suppressed Memories","colLabels":["d6","Memory"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?"],["2","Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?"],["3","A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?"],["4","Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You're floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?"],["5","You knew a stranger. You were each other's comfort against fear and pain. Then they were taken away. What were their final words to you?"],["6","The figure hovering before you is deemed acceptable. They're lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?"]],"name":"Lost Memories; Suppressed Memories","page":75,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Noble Families and Estates","colLabels":["Noble Family","Estate Name"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Boritsi","Misericordia"],["Dilisnya","Degravo"],["Eris","Coairdeiador"],["Ivliskova","Abreptoro"],["Nobriskov","Cubratdis"],["Nuikin","Esecklae"],["Ocrotire","Sanctesalat"],["Olzanik","Kinisaradia"],["Piechota","Alieselti"],["Pretorius","Mundorhova"],["Ritter","Vetistiqua"],["Tatenna","Fulchighora"]],"name":"Misericordia and Other Noble Estates; Noble Families and Estates","page":77,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Borca Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A noble asks the characters to protect their sibling from a mysterious assassin. The killer is Nostalia Romaine, whose blood was replaced with poison by Ivana Boritsi."],["2","A scholar requests aid in gaining access to Scholomance. This institution is Borca's elite school of magic and also home to the Rainmaker Society, which is said to control Borcan politics."],["3","A young noble befriends the characters and introduces them to the fabulously amoral Levkarest club scene. By the night's end, a character is accused of murder."],["4","Half the village of Leoni is arrested by the erinyes-masked Judge Ranziska and marched before Sturben's Faceless Court. The remaining villagers beseech the party to defend their families in court."],["5","The eligible noble Vladimir Nobriskov hosts a contest for his affections. Participants turn up murdered, victims of Nobriskov's lycanthropic hunger."],["6","A book-collecting noble seeks the party's help in finding a rare text called The Revelations of the Prince of Twilight, a tome said to teach the reader to tap into the hidden power of their shadow."],["7","The Ocrotire family offers a sizable bounty for anyone who can capture the Lake Balaur Beast, which has escaped from the estate's oceanarium."],["8","Members of the Ulmist Inquisition accuse the characters of crimes they haven't yet committed. They relent only if the characters undertake a mission against the {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus})."]],"name":"Borca Adventures","page":81,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ignoble Request","colLabels":["d6","Request"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Manufacture a business or social opportunity for the target's confidant, leaving the target isolated."],["2","Deliver a lavish gift to the target, such as a large sculpture or a steed, at an inappropriate time."],["3","Make the target cry in public."],["4","Plant evidence of a crime at the target's home."],["5","Orchestrate a false business deal, political alliance, or arranged relationship."],["6","Make the target miss their own social event."]],"name":"Ignoble Bonds; Ignoble Request","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lethal Leverage","colLabels":["d6","Leverage"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The contact provides the characters with noteworthy gear to use during a request, then collects it afterward as evidence."],["2","The contact conveniently \"goes out of town,\" requesting characters report to them in writing."],["3","The contact requests magical insurance, such as a {@spell geas} spell preventing mutual harm or committing the characters to a misrepresented act."],["4","The contact becomes the guardian of someone close to the characters."],["5","The contact holds a powerful magic item for the characters \"so it doesn't fall into the wrong hands.\""],["6","The contact has the characters act against a mutual friend \"for their own good.\" The contact then threatens to reveal this act to the friend."]],"name":"Lethal Leverage","page":82,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Carnival Adventures","colLabels":["d4","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the Carnival's performers has been arrested by a local sheriff. Hermos asks the party to return the trouper, either to save them or to make them face Carnival justice."],["2","A local hires the party to find a loved one who disappeared at the Carnival. The trail leads to a Litwick Market vendor whose trinkets turn people into their favorite animals."],["3","The Carnival adopts a new performer escaping their family. The performer asks the party to deter family members intent on bringing them home."],["4","The characters find a mirror holding the disembodied reflection of Tindafulus, a {@creature mage} trapped by his own reflection. He wants the party to find his duplicate, who escaped with a mysterious carnival."]],"name":"Adventures in the Carnival; Carnival Adventures","page":87,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party learns how to destroy the Heart of the Abyss, a relic held by the Order of the Guardians and hunted by a demon called the Whistling Fiend."],["2","The {@creature night hag} Styrix has created a device called the Rift Spanner that she plans to use to escape the Domains of Dread. She just needs to transform a few hundred innocents into larvae to power it."],["3","A ship captain offers to take the characters away from Darkon, but only after they deliver a trunk full of alchemical supplies to Madame Eris at her family estate."],["4","Merchants hire the party as protection from the pirate ship Bountiful. Captain Damon Skragg raids not for loot, but for flesh to feed his {@creature ghoul} crew."],["5","Researchers from the Brautslava Institute require assistants to aid in investigations into fields such as necrolinguistics and temporal archaeozoology."],["6","Murders plague the wealthy families of Redleaf Lake. Locals seek aid from the characters, unaware the bitter dowager Damita Adler exacts a generations-old revenge from her dilapidated home."]],"name":"Darkon Adventures","page":91,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Destruction","colLabels":["d4","Destruction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","With Azalin gone, Darkon has no purpose. The Shadowfell is reabsorbing the demiplane."],["2","Darkon is being consumed to fuel magic funneling power from Castle Avernus into the King's Tear."],["3","The Hour of Ascension was an attack. Invaders are using the Shroud to disguise their assault."],["4","The {@creature Priest of Osybus|VRGR|priests of Osybus} (see {@book chapter 5|VRGR|5|Priests of Osybus}) are draining life from Darkon to empower the imprisoned vestige of a wicked deity."]],"name":"Darkon's Destruction","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Azalin's Fate","colLabels":["d4","Fate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Azalin was destroyed—slain by a failed magical experiment, a rival, or the Dark Powers."],["2","Azalin escaped the Domains of Dread and returned to his home world of Oerth."],["3","Azalin caused an ongoing conjunction that allows him to walk free so long as Darkon is collapsing."],["4","Azalin escaped into his past or drew multiple versions of himself into the present."]],"name":"The Secret of Darkon's Doom; Azalin's Fate","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon's Salvation","colLabels":["d6","Method"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find or restore Azalin and return him to Darkon."],["2","Present the Dark Powers a worthy new Darklord."],["3","Bestow a symbol of rule upon a new Darklord."],["4","Free Darkon from the Shadowfell."],["5","Merge Darkon with another domain."],["6","Trick another Darklord into entering Darkon."]],"name":"Darkon's Salvation","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Means to Save Darkon","colLabels":["d6","Implement"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Pieces of Azalin's shattered crown"],["2","The Rift Spanner, a portal-making contraption"],["3","A hidden amber sarcophagus that contains the last vestige of a powerful evil being"],["4","The King's Tear, a floating anomaly or structure"],["5","The Apparatus (see \"{@book Mordent|VRGR|3}\" in this chapter)"],["6","The blood of Strahd von Zarovich, fundamental to the nature of the Domains of Dread"]],"name":"Means to Save Darkon","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Allies","colLabels":["d6","Ally"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Irik Zal'honen, the mournful spirit of Azalin's son"],["2","The Order of the Guardians, ascetics who isolate dangerous magic and prevent supernatural ruin"],["3","Cardinna Artazas of the Eternal Order"],["4","Doctor Ingrid van Richten, a scholarly spirit who haunts Richten House near Rivalis"],["5","The Ray Agency, investigators based in Martira Bay"],["6","Skeever, Azalin's {@creature imp} familiar"]],"name":"Darkon Allies","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Rivals","colLabels":["d6","Rival"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Alcio Metus and the Kargat"],["2","Darcalus Rex and the Eternal Order"],["3","Madame Talisveri Eris and the Family"],["4","Ebbasheyth, Azalin's black shadow dragon advisor"],["5","A cursed artifact held within an Order of the Guardians monastery"],["6","Azalin's shadow, an echo of the Darklord"]],"name":"Darkon Rivals","page":92,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dread in Darkon","colLabels":["d6","Dread Possibility"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A prophecy foretells the characters' involvement in Darkon's salvation or destruction, and comes with eight unavoidable omens."],["2","The characters were involved in the Hour of Ascension and share a Dark Gift (see {@book chapter 1|VRGR|1})."],["3","One of the characters is the perfect vessel for a new Darklord or Azalin's rebirth."],["4","The party is forced to work with an evil being, one from the Darkon Rivals table or another Darklord."],["5","The dead of Darkon wish to aid the characters, flocking to them in a growing legion."],["6","The characters suffer desperate, fractured dreams sent from mysterious allies or their future selves, warning them of calamity."]],"name":"Dread in Darkon","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Darkon Finale","colLabels":["d6","Finale"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","None of Azalin's would-be inheritors are fit to become Darklord. Only by merging their spirits or making one inheritor the vessel for a hidden evil can a new Darklord arise."],["2","The King's Tear is a dungeon-sized amber chrysalis that Azalin is using to create a new Dark Power. The characters must find the black shadow dragon Ebbasheyth and convince her to help infiltrate the floating construction and shatter it from within."],["3","Azalin believes the only way to escape the Domains of Dread is by shattering their linchpin: the first domain, Barovia. He has escaped Darkon, but the next stage of his scheme must be stopped before he destroys all the domains."],["4","Each of Azalin's inheritors holds a piece of the Darklord's crown. Claiming the pieces and bringing them to Castle Avernus allows Azalin's restoration or a new Darklord's ascension."],["5","One of the characters is a clone of Azalin, created as a potential Darklord so the real Azalin could escape. The Hour of Ascension was a distraction to mislead the Dark Powers."],["6","Azalin changed time so he never became a Darklord. The characters must follow Azalin into his past and ensure his deeds attract the Dark Powers' notice."]],"name":"Darkon Finale","page":93,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dementlieu Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shrieky soprano is starring in the new production at the Port-a-Lucine Opera House. Jealous divas hire the party to figure out what magic she used to bewitch her way into a role."],["2","A Phlegethan Hospital patient contacts the party, claiming to be the rightful Duke d'Honaire. He has a preternatural ability to bend others to his will."],["3","The party runs afoul of the city watch and learns that their captain has been replaced by a devil who's transforming them into a brutal force."],["4","People are being replaced by lifelike constructs, while the originals are held captive in the cellar beneath Alexandre du Cire's House of Wax. A party member is the next target."],["5","A crusader hunting the Red Death is murdered. The culprit isn't the Red Death, but the family of a recent victim, who don't want the victim's poverty and lies to come to light."],["6","A woman claiming to be Duchess Saidra's stepsister arrives in town and makes discreet inquiries about how to best reveal the horrible truth about the duchess: that she is a lowborn fraud."]],"name":"Dementlieu Adventures","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Objectives","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a specific aristocrat at the masquerade and get information from (or to) them."],["2","Prevent a villain from committing a crime at the masquerade."],["3","Perform a trivial task in exchange for a favor from the hags of the Three Odd Gables, such as leaving a trinket on a mantle or filching a fruit tart."],["4","Protect another attendee, ensuring that person isn't assassinated... or unmasked."],["5","Use the crowd to expose people to an antidote, a curse, or important information."],["6","Secure a private audience with Duchess Saidra."]],"name":"The Grand Masquerade; Grand Masquerade Objectives","page":97,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Grand Masquerade Complications","colLabels":["d6","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An angry guest with a costume identical to a character's accuses them of stealing the idea."],["2","A flirtatious guest decides these interesting characters deserve to be introduced to the city's elite."],["3","The character with the highest passive Wisdom ({@skill Perception}) score notices a nimble-fingered guest slipping a necklace off their dance partner."],["4","An intoxicated guest loudly confesses truths that other guests pretend not to hear."],["5","A scream from a different part of the estate pierces the air. Everyone hushes for a moment, then immediately carries on as if nothing had happened."],["6","Duchess Saidra enters the room, and sycophants immediately surround her."]],"name":"Random Complications; Grand Masquerade Complications","page":99,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Falkovnia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party discovers a town where {@creature Zombie||zombies} have begun acting strangely: plowing fields, tarrying in shops, and congregating in the crumbling temple. What's causing this odd behavior?"],["2","In Morfenzi, Vjorn Horstman envisions an army of bestial super soldiers. He works to perfect what he calls his \"primal serum,\" an elixir that inflicts those injected with a random form of lycanthropy. He seeks to use the characters as test subjects."],["3","A plague strikes the slums of Lekar. Those killed by the disease rise as {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5})."],["4","A pack of zombie animals—predominantly wolves, ravens, and cattle—attacks work bands from Lekar and survivors upon the roads. The characters are enlisted to serve as guards."],["5","The characters are sent to investigate a fallen star that crashed near the village of Delmunster. The village proves remarkably peaceful and free of zombies, in large part because it's populated by the {@creature Podling|VRGR|podlings} of a {@creature bodytaker plant|VRGR} (see {@book chapter 5|VRGR|5})."],["6","A character learns that an influential Talon plans to overthrow General Drakov during the next zombie assault on Lekar by sabotaging the city's defenses and admitting the zombies to the Bastion Ward."],["7","The Jimsonweeds, a band of survivors in Silbervas, vanish after attempting to pillage Dekovan Palace. Soon after, the palace's strange lights appear among buildings formerly claimed by the lost survivors."],["8","A knight named Gondegal attacks Talon patrols and claims she can lead common folk to a safe holdfast. None who go with her are seen again. The Talons hire the party to hunt down the knight."],["9","The characters learn of downtrodden citizens in Lekar plotting to escape into the Mists following the next zombie siege. Are the citizens desperate noncombatants, or are they Talon agents seeking to draw out \"traitors\"?"],["10","On the night of the new moon, no zombie horde appears at Lekar's walls. Instead, a undead messenger arrives with a missive for General Drakov."]],"name":"Falkovnia Adventures","page":103,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Encounters","colLabels":["{@dice 1d6;2d6|d6s}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Zombies rip apart a soldier, causing those nearby to freeze or flee."],["2","Commoners flee the battle. A Talon attacks them, killing deserters to deter further flight."],["3","A Talon messenger, bearing orders from General Drakov, struggles to reach a besieged gate."],["4","A panicked Talon mage recklessly casts destructive spells, catching zombies and soldiers in the effects."],["5","A group of commoners attempts to flee the city, revealing a hidden gap in the wall."],["6","Zombie bodies pile up, creating a growing ramp onto a section of wall."],["7","Zombies dig through or under the wall, allowing them to flow steadily into the city."],["8","Zombies cause a siege weapon to fire into the city or start a conflagration."],["9","Fighting breaks out at a building Talon priests use to treat the wounded."],["10","Zombies break through a gate and begin scaling the portcullis beyond."],["11","Zombies infiltrate the sewers and appear in a supposedly safe part of the city."],["12+","Masses of zombies or a botched scheme by defenders causes a wall or tower to collapse."]],"name":"During the Siege; Zombie Siege Encounters","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Zombie Siege Climax","colLabels":["d4","Climax"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Breaching the river grates, zombies pour into the city via the Zapadnost River. Drakov orders thousands of gallons of oil emptied into the sewer and then lit. The zombies burn, but flames consume the districts and the river is poisoned."],["2","The northern district will be overwhelmed. Drakov plans to destroy the bridges crossing the river using kegs of explosive powder. This will halt the zombies but trap many soldiers and civilians on the other side."],["3","Drakov plans to open several gates, admitting the zombies into one populated district. While the zombies feed, the district will be set aflame."],["4","Drakov's troops round up civilians and force them out of the city, splitting the zombies' attention. This allows the Talons to shore up defenses and repel a second, less concentrated zombie attack."]],"name":"Concluding the Siege; Zombie Siege Climax","page":105,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Har'Akir Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The priests of Ese seek adventurers to retrieve someone they condemned from the Labyrinth."],["2","The historian Kharafek has excavated a canyon riddled with sealed tombs. She's paying laborers well but is also using them to bear the brunt of the curses the crypts conceal."],["3","The hermits settled in River's Shelter accidentally revealed a crypt and released {@creature Mummy||mummies} that resent being disturbed."],["4","The pyramid of a former high priest has vanished. The priests of Neb seek help finding the monument before the pharaoh notices and is displeased."],["5","Snefru, a priest of Oru, discovers that the Bent Pyramid responds to song. She seeks aid to assemble a massive chorus to open a path inside."],["6","The revolutionary Aliz is secretly a jackal-headed {@creature werewolf} allied with the {@creature mummy lord} Senmet. She seeks to find Ankhtepot's ka to bring the pharaoh's rule to an end."],["7","Sute's Chosen seek help rescuing travelers missing in the Breath of the Forgotten. The party must endure the gods' tests to save them from the storm."],["8","Nephyr, a cat-headed Child of Ankhtepot, arrives in Muhar. To motivate the living to find the pharaoh's lost treasure, each dawn she curses a number of innocents equal to the days she's spent in the city."]],"name":"Har'Akir Adventures","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot's Soul","colLabels":["d8","The Ka's Form"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature hawk} or {@creature giant eagle} that tirelessly circles the sun."],["2","A canopic jar containing the pharaoh's heart hidden within a forgotten tomb"],["3","Mummified and divided-up heart-meat, a piece of which is hidden within each of the remaining loyal Children of Ankhtepot"],["4","A blessing granted to those who survive both the Breath of the Forgotten and the Breath of the False"],["5","A set of relics holy to the old gods of Har'Akir"],["6","The manifestation of a joyous song sung by Muhar's people"],["7","The soul of an innocent healer who resembles the pharaoh as he was in life"],["8","The soul of a character, perhaps one with an Echoing Soul (a Dark Gift detailed in {@book chapter 1|VRGR|1|Echoing Soul})"]],"name":"The Soul's Shape; Ankhtepot's Soul","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hunt for the Ka","colLabels":["d6","Hunt"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters come to the attention of High Priest Rehkotep, who demands they aid her in finding the pharaoh's lost treasure or face punishment."],["2","Revolutionaries displeased with the priests and the pharaoh search for Ankhtepot's lost treasure in hopes of gaining leverage over the ruler."],["3","The sphinxes of Har'Akir know that Ankhtepot is close to finding his lost ka. They hope to find it first and place it outside the Darklord's reach."],["4","A Child of Ankhtepot, either a loyal servant like Nephyr or a traitor like Senmet, tasks the characters with finding the lost ka to fulfill their own ends."],["5","Murals or hieroglyphs within a tomb the characters discover lead to other ruins, each bearing a clue to finding the pharaoh's missing treasure."],["6","After the characters die, Pharaoh Ankhtepot resurrects them (perhaps as reborn; see {@book chapter 1|VRGR|1|Reborn}). Their continued existence is contingent on searching for and finding his ka."]],"name":"The Hunters' Role; Hunt for the Ka","page":111,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ankhtepot Reborn","colLabels":["d4","Development"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Ankhtepot is now mortal, but retains all his supernatural abilities. Newly invigorated, the tyrant takes a more active role in Har'Akir's rulership, indulging in decadences and forcing the people to raise vast monuments to his newfound glory."],["2","Ankhtepot is only briefly mortal. His body rapidly wastes away, returning him to his Undead state. Furious, he unleashes his deathless hordes, intent on transforming Har'Akir into an afterlife of his own making."],["3","Ankhtepot is reborn and soon after dies for good. The remaining Children of Ankhtepot turn against one another, each declaring themself Pharaoh Ankhtepot II."],["4","Ankhtepot is reborn, dies, is cursed by the gods anew, and is locked within a hidden tomb. Har'Akir falls to chaos as the land is scoured by squabbling mummies, a fruitless revolution, and harsh storms. Only by returning Ankhtepot to power can the land be saved."]],"name":"The Pharaoh's Return; Ankhtepot Reborn","page":110,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Hazlik's apprentice Eleni charmed the ancient albino {@creature purple worm} Gravedrinker, using it as a weapon against any who oppose her master. When the worm breaks free of her control, Eleni seeks aid with recapturing it before Hazlik finds out."],["2","Castoff magical creations litter the dry lake bed called Obsession's End. A sapient war machine or an {@creature iron golem} escapes the midden and asks the party to help it find a way to live an ordinary life."],["3","Innumerable {@creature Gremishka|VRGR|gremishkas} (see {@book chapter 5|VRGR|5|Gremishka}) collect in caves along what's known as the Gnawing Path. The creatures plot to overwhelm Sly-Var and will pass through Toyalis in the process. Members of both communities request exterminators."],["4","A cult forms around the Philosopher's Egg, an eight-story citrine egg perched atop a mesa in the region called Seething. The cultists hunt for someone who has never been touched by magic to release the unborn antimagic entity within."],["5","One of Hazlik's apprentices sends multiple groups to capture a {@b star spawn emissary} (see {@book chapter 5|VRGR|5|Star Spawn Emissary}) that emerged from a meteor in Moonstone Valley. But the shape-shifter disappears, slipping in among its would-be captors."],["6","An apprentice of Hazlik yearns to explore the bottomless pit known as Gluttonkettle. He needs a test crew for a vehicle he's devised to traverse impossible distances."],["7","A magically talented commoner is kidnapped and forced to become a wizard's apprentice. Their family hires the characters to retrieve them, but the kidnappee has quickly adjusted to the decadent life of an amoral wizard."],["8","The moon over Hazlan shatters and plummets toward the ground. Whether caused by a mighty spell gone awry or a domain-spanning illusion, the sight throws Toyalis into chaos. Residents demand that the characters help them flee the disaster."],["9","One of Hazlik's apprentices needs agents to search for a suspected fountain of youth said to have formed among the innumerable magical toxins polluting the swamp known as the Brew."],["10","Hazlik knows his domain's days are numbered. He attempts to use the characters to recreate the living portal that first brought him to Hazlan, either as its creators or its raw materials."]],"name":"Hazlan Adventures","page":115,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hazlan Wild Magic","colLabels":["d20","Wild Magic Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–5","The character causes a random effect from the {@table Wild Magic Surge|phb} table in the {@book Player's Handbook|PHB}."],["6–7","The character is {@condition frightened} of all creatures until the end of their next turn."],["8–9","A number ({@dice 2d4}) of the Staring Cats of Uldun-dar appear within 30 feet of the character. These sapient, hyperdimensional {@creature Cat||cats} have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. The cats vanish after the character's next long rest."],["10–11","The character and the creature nearest them both teleport up to 60 feet to random unoccupied spaces of the DM's choice. When they reappear, they are covered in harmless ectoplasm."],["12","The character broadcasts their surface thoughts for 1 round, as if all creatures within 30 feet of them had cast {@spell detect thoughts} targeting them."],["13–14","A spectral Eye of Hazlik appears, hovering over the character for 1 hour. The eye functions as detailed in the \"{@book The Eye of Hazlik|VRGR|3|The Eye of Hazlik}\" section."],["15–16","A portal similar to that created by {@spell arcane gate} opens within 10 feet of the character. It connects to another portal somewhere in Hazlan. The portal remains open for 1 hour, during which creatures from either side can pass through."],["17–18","A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a {@creature unicorn} appears within 30 feet of the character. It is hostile to them, vanishing after 1 minute."],["19","The character casts {@spell fireball} as a 5th-level spell centered on themself using Charisma as the spellcasting ability. Screams and laughter emanate from the flames."],["20","A fog cloud appears, centered on the character. The effect is similar to a {@spell fog cloud} spell and lasts for 10 minutes. The DM can choose to have the fog affect creatures as if they'd entered the Mists."]],"name":"Hazlan Wild Magic","page":116,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"I'Cath Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate local needs medicine for a sick spouse, but the only merchant in Gwai-Huit Center with the necessary herbs demands fresh fruit from the Gemstone Gardens. The local entreats the characters to infiltrate the {@creature jiangshi|VRGR}-haunted park (see {@book chapter 5|VRGR|5})."],["2","A child has gone missing on the streets of I'Cath. The child's parents plead with the characters to find the youngster before dusk."],["3","A {@creature spy} known as a criminal in I'Cath's dream city is imprisoned and tormented every time he falls asleep. He begs for the characters' aid to help keep him awake."],["4","A group of {@creature Bandit||bandits} waylay anyone who passes through their territory, demanding fresh meat for passage. Trapped locals seek help in moving through the gang's territory."],["5","A melancholy elf is unable to enter Tsien Chiang's dream to join his family. He entreats the characters to help him find a way."],["6","A {@creature jiangshi|VRGR} approaches the characters and asks them to locate one or more of her lost family members within the dream city. She's worried about what's become of her family—their bodies should be in the city, but she's lost track of them."],["7","A family in the Mansions made offerings of food and remembrances to placate a hungry {@creature ghost}. This has attracted dozens of other ghosts. The family seeks help placating the undead mouths they can't feed."],["8","Tsien Chiang's library in the Palace of Bones holds secrets about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn."],["9","A desperate {@creature veteran} wakes from the dream and attempts to set I'Cath on fire, believing it's better for everything to burn than to live a lie. The characters must choose how to contend with the murderous arsonist."],["10","All but one of Tsien Chiang's daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party's path and silently begs for help."]],"name":"I'Cath Adventures","page":121,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kalakeri Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Bandit||Bandits} takes over the village of Neelakurinji, claiming Ramya or Arijani as their leader. In truth they serve neither and are opportunistically robbing those who fear disobeying the factions. An escaped villager entreats the characters for help."],["2","The {@creature stone giant} guru Jalendu claims to know a path to religious enlightenment. Those who fail to prove their devotion to his teachings turn up {@condition petrified}."],["3","The sea boils around an ancient, submerged ruin called the Drowned Altar. With constant upheaval, no one has performed the rites necessary to placate what dwells in the deep."],["4","Dozens of servants were hired to help host a grand gala thrown by Arijani. The event was a success, but none of the servants returned home. Their families entreat the characters to seek answers."],["5","The rare ralvanji spice has miraculous medicinal properties, but by royal edict it is grown only in the gardens of the Cerulean Citadel. Estavan, a mysterious {@creature oni} merchant, offers to pay good money for the spice and even more for the seeds."],["6","A parent asks the characters to bring their runaway teenager home, not knowing their child joined Ramya's army, died, and returned as a {@creature wight}."],["7","Reeva employs the party to find the forbidden ruins of Bahru, said to lie somewhere in the Ashwagangha Mountains. She believes her ancestors imprisoned a powerful force there, which she hopes to awaken and bend to her service."],["8","The shadows of people in Meenakara are disappearing, and the shadow-bereft soon sicken and die. A local leader claims that the strange plague's cure lies among the hidden isles known as the Ashram of {@book Niranjan|VRGR|3|Niranjan} (detailed in \"{@book Other Domains of Dread|VRGR|3}\" later in this chapter)."],["9","A {@creature commoner} begs the characters to prove their sibling's loyalty to Ramya. Time is short, since the sibling was arrested and taken to the Tower of Traitors to face execution."],["10","Ramya desires a consort to cement her rulership and bring stability to the kingdom. A character who is a capable warrior catches her attention."]],"name":"Kalakeri Adventures","page":128,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Renown in Kalakeri","colLabels":["Adjusted Renown","Activity","Faction"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["+1","Advancing the faction's interests","Either"],["+1","Revealing a traitor","Either"],["+1","Attaining victory over a rival through martial skill","Loyalists"],["+1","Evicting rebels from a community","Loyalists"],["+1","Attaining victory over a rival through duplicity","Rebels"],["+2","Completing a mission assigned by the faction","Either"],["+2","Executing a traitor","Either"],["+2","Evicting loyalists from a community","Rebels"],["+2","Gaining a rich or powerful ally for the faction","Rebels"],["+2","Offering rare occult lore to Reeva","Rebels"],["+3","Recovering Arijani or Reeva's skull from the Tower of Traitors","Rebels"],["+4","Ousting foes from the Cerulean Citadel","Either"],["–1","Being accused of treachery","Either"],["–2","Being caught aiding a rival faction's agenda","Either"],["–2","Failing at an assignment","Either"],["–2","Offending Arijani's ego","Rebels"],["–3","Discovering a faction leader's true form","Either"],["–5","Openly betraying the faction","Either"]],"name":"Renown in Kalakeri","page":130,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Loyalist Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Moving unimpeded through loyalist-controlled territory","—"],["1","Learning the location of the bulk of Ramya's armies","—"],["3","Learning where a particular skull is in the Tower of Traitors","–1"],["3","Learning where a specific soldier in Ramya's army is stationed","—"],["5","Gaining an audience with Maharani Ramya","—"],["10","Pardoning someone accused of being a traitor","–2"],["10","Gaining command of a contingent of Undead soldiers to fulfill a mission","–2"],["15","Convincing the faction to heed advice","–2"],["15","Convincing Ramya to relinquish a skull from the Tower of Traitors or dismiss a soldier from her army","–2"],["20","Convincing the faction to heed advice seemingly counter to its interests","–5"],["25","Convincing Ramya to leave Jadurai","–5"]],"name":"Benefits of Renown; Loyalist Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rebel Benefits","colLabels":["Renown Threshold","Request","Renown Adjustment"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["1","Moving unimpeded through rebel-controlled territory","—"],["1","Learning if a wealthy individual has been courted by the rebels in the past month","—"],["3","Learning where Arijani and Reeva are encamped","—"],["5","Gaining a private audience with both Arijani and Reeva","—"],["7","Gaining a private audience with either Arijani or Reeva","—"],["10","Obtaining an invitation to one of Arijani and Reeva's galas","–4"],["15","Convincing the faction to heed advice","–2"],["15","Convincing the faction to heed advice seemingly counter to its interests","–5"],["20","Obtaining an invitation to one of Arijani and Reeva's private feasts","–5"],["25","Convincing Reeva to reveal secrets hidden under the Cerulean Citadel","–5"]],"name":"Benefits of Renown; Rebel Benefits","page":131,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Kartakass Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters arrive in Kartakass and immediately meet a friendly local: Harkon Lukas."],["2","A foe carries an invitation to Harmonia's Crystal Club. If the characters visit, they find themselves the only non-lycanthropes in the crowd."],["3","A set dresser in Medria used \"tamed\"{@creature Mimic||mimics} during a stage production. Now the audience is trapped inside a theater overrun by the monsters."],["4","The party investigates a murder in Emherst. The victim is an actor who played a character murdered daily in the ongoing immersive play."],["5","Akriel Lukas hires the party to \"borrow\" her father's violin so she can accurately model her own violin, Sundered Heart, from it."],["6","A scholar named Radaga seeks the characters' aid in recovering a mysterious relic—an ancient crown—from a skeleton-haunted canyon in the Martello Hills."],["7","The party is invited to participate in a fighting tournament in the goblin-overrun hills known as the Catacombs. Upon arriving, they find that {@creature Goblin||goblins} organized the event under the oversight of the flamboyant {@creature gladiator} Nym Pymplee."],["8","A brewer in Harmonia hires the party to deliver a cart of meekulbrau—a local berry wine that soothes the throat and improves vocal performances. A band of thieves hijacked the last two deliveries, and the brewer wants to make sure this latest delivery reaches its buyer, Harkon Lukas."]],"name":"Kartakass Adventures","page":135,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Favors for Harkon Lukas","colLabels":["d4","Favor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Harkon is expected to debut a new song, \"Just Like the Wind,\" but his backup performers and entourage are missing. The Darklord asks for the characters to fill in as entertainers and personal security."],["2","Harkon expects to be attacked by a toxic former student or lover at a public event. The Darklord asks the party to intercept this stalker."],["3","Harkon feigns fear of being mobbed by fans. The Darklord asks the party to disguise him and escort him to an event."],["4","In the wild, Harkon's entourage is slain by wolves or by bandits. If the party saves him, the Darklord feigns helplessness and asks to travel with them."]],"name":"Meeting the Darklord; Favors for Harkon Lukas","page":136,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lamordia Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sapient lab animals escape Ludendorf University and need help finding a new home. One, however, is eager to improve upon its form and the forms of its fellows."],["2","Medical student Emil Bollenbach strives to craft revolutionary {@creature Flesh Golem||flesh golems}, such as ones made entirely of doppelgangers or beholders. His patrons enlist the party to aid his research."],["3","A murderous, jaundiced whale is hunting Ludendorf's ships. The superstitious Captain Furschter of the city's navy asks the party to learn why by seeking Winter's Mouth, a crack in the ice where the sea supposedly whispers its secrets."],["4","Three brilliant Ludendorf University students compete to become Dr. Mordenheim's new assistant. Each seeks the party's assistance in ensuring they're chosen for the opportunity."],["5","A wave of warped monstrosities is preparing to assault Neufurchtenburg. The metallurgists at the Giesbrecht Automatic Armaments company have created a new weapon or vehicle that could save the town, but they need someone to test it."],["6","Ruprekt Schaller stood to inherit his dying father's factory in Ludendorf. Instead, Udo Schaller paid assassins to murder his son and had his brain transplanted into Ruprekt's young body, with the help of Dr. Mordenheim. Udo's daughter and sole surviving heir, Varissa Schaller, wants to avenge her brother's murder and begs the party to help destroy her father."],["7","Prospectors seeking rare gas pockets discover numerous well-preserved bog mummies dating back to Lamordia's ancient druidic peoples. They seek help when the mummies vanish and undead animals begin terrorizing their camp."],["8","Baron von Aubrecker writes to the party, asking them to recover the body of a \"relative\" from the Haifisch, a shipwreck impaled on a spire of ice."],["9","The Sleeping Beast is experiencing an increasing number of earthquakes. The overseers of the Pulstein Mine call for aid, believing that strange creatures are causing the quakes to steal the \"marrowstone\" they're mining."],["10","Scholars at Ludendorf University learn of the Unbreakable Heart and claim a monster stole it. The characters and dozens of other hunters are sent to the Isles of Agony to recover the device."]],"name":"Lamordia Adventures","page":141,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Serving Dr. Mordenheim","colLabels":["d4","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The doctor desires a cutting-edge discovery from a factory in Neufurchtenburg. To acquire it, she has kidnapped the factory owner's family and put the characters' consciousnesses into their bodies. Until the characters deliver the discovery, she holds their bodies and the family's brains in cold storage."],["2","Wishing to spy on Ludendorf University, Mordenheim mounts the characters' heads onto suits of {@creature animated armor}. The characters will get their bodies back when they return with the information the doctor desires."],["3","Agents of Baron von Aubrecker attack Schloss Mordenheim and wreak considerable damage. Dr. Mordenheim places the characters' brains into {@creature Flesh Golem||flesh golems} and sets them loose to punish the baron."],["4","Dr. Mordenheim wants {@creature Elise|VRGR} found and returned. Using various monster parts, she creates unique hunter bodies with the statistics of {@creature Flesh Golem||flesh golems} or {@b} other monsters. She places the characters' minds into these bodies, promising to restore them when they bring her {@creature Elise|VRGR}."]],"name":"Mordenheim's Designs; Serving Dr. Mordenheim","page":142,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Mordent Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An alchemist discovers a way to \"burn\" spirits to provide fuel for magical fire. Several spirits seek the party's aid in preventing their second death."],["2","A {@creature noble} seeks help as an undead ancestor tries to prevent the {@creature noble}'s marriage to an \"unsuitable\" partner."],["3","The spirits of two lovers whose families prevented their union begin exacting revenge on the living."],["4","A pair of rival fiends, Athos and Diche, break loose from idols in the collection at Heather House. Members of the Weathermay family call for aid."],["5","The citizens of the village of Crawford spread tales of a gigantic {@creature raven}. Sheriff Perkins hires the characters to hunt down the creature, which is actually a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) protecting the community from a greater threat."],["6","A curse has afflicted Westcote Manor for a hundred years. The surrounding bog encroaches on the house, and howling bog hounds draw ever closer to the estate's beleaguered lord."],["7","The baronet of a small estate is forced to commit increasingly heinous crimes each day or face unspeakable torment at the hands of his ghostly ancestors, who suffered under the same curse."],["8","Someone has rebuilt the infamous Apparatus and is using it to transpose vicious souls into the bodies of mild-mannered citizens of Mordentshire."]],"name":"Mordent Adventures","page":147,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ghost's History","colLabels":["d6","Ghost's History"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost died so recently that they might not yet fully realize they are dead."],["2","The ghost died recently enough that people who knew them in life are still around."],["3","The ghost died years ago, and few people who knew them in life are still alive."],["4","The ghost died a generation ago; folks remember rumors or stories told about the person's life."],["5","The ghost died multiple generations ago, and only local folklore or histories preserve their memory."],["6","The ghost died a very long time ago, and no one knows anything about their history."]],"name":"Ghost's History","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tragic Elements","colLabels":["d10","Tragic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost aches from a broken heart."],["2","The ghost interferes with the romantic life of their victim."],["3","The ghost was falsely accused and convicted of a crime."],["4","The ghost makes an innocent person appear to be guilty of the ghost's crimes."],["5","In life, the ghost was cut off by family members and denied a rightful inheritance."],["6","The ghost refuses to acknowledge any living heirs as family members and tries to prevent these heirs from inheriting what is rightly theirs."],["7","Society shunned the ghost unfairly in life."],["8","Association with the ghost causes their living victim to be shunned by society."],["9","In life, the ghost's efforts to do good led them to be cursed by a hag, fiend, or powerful spirit."],["10","The ghost foils their victim's efforts to do good."]],"name":"Tragedy; Tragic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Romantic Elements","colLabels":["d8","Romantic Element"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost hopes to be reunited with another ghost—the spirit of someone they loved in life."],["2","The ghost haunts someone they loved in life, who still returns that love."],["3","The ghost haunts a place they loved in life, perhaps their home or a memorial to one they lost."],["4","The ghost haunts someone they loved in life, who is trying to move on."],["5","The ghost haunts someone who looks like a person the ghost loved in life (possibly a descendant of that person)."],["6","A person who loved the ghost in life refuses to let the spirit leave."],["7","The ghost was murdered by someone they loved in life."],["8","The ghost seeks vengeance on someone who spurned them in life."]],"name":"Romance; Romantic Elements","page":148,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Richemulot Adventures","colLabels":["d6","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","At the command of Jacqueline Renier, {@creature Swarm of Rats||swarms of rats} nightly slip into homes and murder the resident cats. Distraught pet owners entreat the characters for aid."],["2","A desperate rogue seeks the characters' aid when the rest of her band is trapped within the abandoned Fiox Estate by a haywire security system."],["3","A band of students plot a revolution against Jacqueline Renier in the valley called Assassin's Echo. They're convinced one among them is a traitor but don't realize there's a {@creature wererat} in their midst."],["4","A constable requests the characters' aid in solving murders in which the victims have been drained of blood. The murderer is a {@creature strigoi|VRGR} (see {@book chapter 5|VRGR|5}) that haunts a sunken chapel in the swamp known as the Gardens."],["5","Doctor Temator of Mortigny believes she can create a cure for the Gnawing Plague and enlists the characters to find subjects who have never had the disease. Rumors soon spread that the doctor and characters are actually spreading the plague."],["6","Louise Renier seeks the characters' aid in infiltrating a ball Jacqueline is holding at Chateau Delanuit. She aims to infuriate Jacqueline so that she reveals her {@creature wererat} nature before her guests."]],"name":"Richemulot Adventures","page":153,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Two Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character avoids direct contact with anyone who might be infected."],["2","How many people brush up against the character as they push through the crowds? The character must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["3","A nearby person turns and coughs directly on the character, who must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["4","A {@creature rat} scurries across the character's foot. If the character isn't wearing metal armor, it scratches them and they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["5","A sobbing child is separated from their parents in a crowd. A character who physically interacts with the child must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A cutpurse tries to pick the character's pocket. If the character tries to physically stop the criminal, they must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."]],"name":"Stage Two: Outbreak; Stage Two Encounters","page":154,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Three Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dead body lies in the character's path. A character who touches the body must succeed on a DC 12 Constitution saving throw or contract the Gnawing Plague."],["2","A retching {@creature commoner} tries to grapple the character, begging for any help. Anyone the commoner touches must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["3","Three Casques Silencieux ({@creature animated armor}) gesture for the character to get indoors immediately. They turn hostile if the character resists."],["4","Several mangy {@creature Giant Rat||giant rats} attack. Anyone bitten by a giant rat must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["5","A {@creature swarm of rats} shadows the character as they travel. If confronted, the swarm attacks. Anyone bitten by the rats must succeed on a DC 14 Constitution saving throw or contract the Gnawing Plague."],["6","A young, well-heeled couple cavorts openly, oblivious to the quarantine. These {@creature Wererat||wererats} don't reveal their true nature unless they must, and then only to blend in with the swarms of rats."]],"name":"Stage Three: Illness; Stage Three Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Stage Four Encounters","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A desperate group of {@creature Commoner||commoners} tries to break through a sealed gate to escape quarantine. Anyone who tries to aid or deter them must succeed on a DC 16 Constitution saving throw or contract the Gnawing Plague."],["2","Three thieves attack someone who cries out for help. If a character intervenes, all four thieves reveal themselves to be {@creature Wererat||wererats} and attack."],["3","A squad of Casques Silencieux ({@creature animated armor}) marches through the street. If the Casques Silencieux spot a character, they try to force the character into a home where the residents are all dead."],["4","The character spots several rats in an alley using trash to enact a miniature courtroom drama. If a character interrupts or is critical of the rats' play, the rats become a {@creature swarm of rats} and attack."],["5","The character notices a {@creature giant rat} about to throw alchemist's fire at an inhabited home. If they intervene, the rat flees. Whether or not it escapes, the character's lodgings are soon the target of arson."],["6","A celebration takes place in a nearby house. Six {@creature Wererat||wererats} openly cavort in hybrid form, dancing and carousing with the corpses of the home's former owners."]],"name":"Stage Four: Pestilence; Stage Four Encounters","page":155,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tepest Adventures","colLabels":["d10","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Toxic, vision-inducing fungi taint the ruined village of Briggdarrow. Recently, homesteaders outside Viktal discovered the fungus on their properties and claim it's being spread by strange fungus-covered bipeds (myconids)."],["2","A hermit who once lived in the abandoned fortress on Cas Island hires the party to retrieve an heirloom she left behind. But she warns that the Avanc, a dangerous lake monster, swims nearby."],["3","A shepherd's youngest child went missing after a sinkhole opened in a nearby pasture, revealing a glowing cavern that leads into the tunnels of Arak."],["4","The Parrish family fled Viktal in fear of Mother. They seek help revealing her malice to their former neighbors before she finds them."],["5","Mother's Minders nail wicker dolls over the doors of a dozen houses in Viktal. Soon after, both the dolls and the inhabitants of those houses vanish."],["6","A druid seeks aid in reclaiming their people's holy site from an ancient, evil {@creature treant} called Blightroot. The druid doesn't mention that the surrounding forests are a clonal colony of the villainous plant."],["7","A grieving villager begs the characters to take their deceased loved one to the Cauldron, a pool said to restore life to a corpse bathed in its waters. The villager says nothing of the terrible price the pool's magic exacts."],["8","Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner."],["9","A character's reflection on the water warns of impending doom. The image insists they find the Seer's Glass, which can reveal the past and future."],["10","A strange old woman claims to have lost her child and begs the characters for help. Thus disguised, Lorinda hopes to have the party track down her runaway Laoirse."]],"name":"Tepest Adventures","page":159,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sights in Viktal","colLabels":["d8","Sight"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Locals weave flowers into crowns and sew cuts of meat into cloaks, creating traditional garb for an upcoming festival."],["2","Most children in town are hexbloods (see {@book chapter 1|VRGR|1|Hexblood}). Evasive locals refuse to say why."],["3","Villagers harvest wings and chrysalises from caged moths, which are powdered and used to make \"shift spice\"—a pervasive ingredient in local dishes."],["4","A group of young people dramatically sob at the window of an old woman, who tosses horned wicker dolls to those who sob loudest."],["5","A local fisher teaches knife-wielding youngsters how to debone live eels and create festive \"elver-crowns,\" a grim local decoration."],["6","With adult approval, youngsters affix hornlike sticks to a terrified animal's head."],["7","A lovingly carved door or mural depicts a woman's face made of moth wings, watching over an explicitly detailed scene of butchery or surgery."],["8","Villagers sing and dance in a circle around someone undergoing a ritual to have their left eye removed."]],"name":"Welcome to Viktal; Sights in Viktal","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tithe Events","colLabels":["d6","Event","Token"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1","Crooked Joust. Participants use stilts strapped to their arms and legs to topple one another.","Five-legged sheep figurine"],["2","Powrie Chase. Pursuers dress as wicked faeries, donning tattered red cloaks and using sharp darts in a game of tag.","Red wooden ring"],["3","Lost Siblings. Blindfolded participants identify other players by touching their hair.","Sheaf of black wheat"],["4","Gossamer Glutton. Whoever eats the most live moths wins.","Glass butterfly wing"],["5","Hungry Sister. A dozen players with a rope tied around them try to stop someone from getting past them and stealing a pear from a bowl.","A dried length of pear skin"],["6","Never Naughty. Participants take turns flattering three elderly villagers, who decide who wins and who gets paddled.","A reed switch"]],"name":"Tithe Events","page":160,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lorinda's Daughter","colLabels":["d6","Laoirse's Form","Statistics","CR"],"colStyles":["col-2 text-center","col-4","col-3 text-center","col-3 text-center"],"rows":[["1","Giant upright-walking ram","{@creature Minotaur}","3"],["2","Humanoid made of wicker","{@creature Shambling mound}","5"],["3","Dozens of stitched together corpses","{@creature Zombie clot|VRGR}*","6"],["4","Shivering, hairless, rabbit-bear","{@creature Abominable yeti}","9"],["5","Bipedal wolf-elk","{@creature Loup garou|VRGR}*","13"],["6","Giant, shrieking, bipedal sheep","{@creature Goristro}","17"]],"name":"Mother's Blessing; Lorinda's Daughter","page":161,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Adventures","colLabels":["d8","Adventure"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The Oselo joyously adopt a new member into their community, but the ceremony erupts in strife when Chakuna appears and demands that all newcomers participate in the Trial of Hearts."],["2","Shuaran warriors seek help in slaying a massive {@creature saber-toothed tiger} killing their people. They don't mention that they recently lost the Cat of Felkovic, a sentient magic item similar to a {@item figurine of wondrous power} that conjures a feline killer."],["3","A sapient {@creature giant spider} emerges from the caverns known as the Council of the Whip Spider. It demands that the Oselo provide it a sacrifice, or every arachnid in Valachan will attack the village."],["4","The {@creature tyrannosaurus rex} called Mother Heartless rampages from the Forest of Fossils, incensed by something amiss in her hunting grounds."],["5","The {@creature lizardfolk} of the lakes surrounding the Anquara Plateau discover a submerged ruin and unleash an {@creature aboleth} that now holds them in thrall."],["6","Beast-shaped {@creature Treant||treants} animate and lay siege to Pantara Lodge, obeying Urik von Kharkov's will."],["7","The merchant ship Zodiac runs aground on Kiru Island. The sailors seek help salvaging other shipwrecks and escaping back to sea—preferably before Chakuna notices them."],["8","A pack of {@creature Displacer Beast||displacer beasts} washes up dead in Sangui Cove. An enraged Chakuna prowls the jungle, slaying anyone she suspects of being involved."]],"name":"Valachan Adventures","page":164,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Valachan Hunt Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Chakuna appears and attacks. Roll a die. If you roll an even number, this occurs during another complication and you can roll again on this table. If you roll an odd number, Chakuna attacks suddenly without another complication."],["2","Dense foliage, swampy ground, clouds of insects, or thick fog slows the party's travel to a crawl. The party chooses one character, who must succeed on a DC 14 Wisdom ({@skill Survival}) check or the party's travel speed is reduced by half for the next hour (this is in addition to any speed reduction from {@quickref difficult terrain||3})."],["3","The area is riddled with traps set by Chakuna. A random character must succeed on a DC 15 Wisdom ({@skill Perception}) check or fall into a {@trap pits||spiked pit} (see the {@book Dungeon Master's Guide|DMG})."],["4","{@creature Chuul||Chuuls}, {@creature Vine Blight||vine blights}, or {@creature Zombie Plague Spreader|VRGR|zombie plague spreaders} (see {@book chapter 5|VRGR|5}) ambush the party."],["5","The characters find a tree bound in rope. One or more withered, oversized hearts hang from cords attached to its branches. Roll a die. If you roll an even number, the hearts look grim but are harmless. If you roll an odd number, the {@dice 1d6} hearts have the statistics of gnashing {@creature Death's Head|VRGR|death's heads} (see {@book chapter 5|VRGR|5}) and attack."],["6","Clouds of insects, persistent leeches, or other parasites torment the party. Each character must succeed on a DC 16 Wisdom ({@skill Survival}) check or gain 1 level of {@condition exhaustion}. Creatures immune to disease suffer no ill effects from the parasites."],["7","The party encounters a {@creature druid}, {@creature green hag}, or {@creature displacer beast} that is not part of the hunt. If a character succeeds on a DC 16 Charisma ({@skill Persuasion}) check, that creature shows them a route that allows them to move at double their speed for the next hour and avoid rolling on this table at the end of that time."],["8","An individual or a group of competitors—{@creature Gladiator||gladiators}, {@creature Scout||scouts}, or {@creature Tribal Warrior||tribal warriors}—attempts to ambush the party."],["9","Whispers in the Druidic language issue from the boughs of trees and cracks in the earth. They repeat one word: Blood."],["10","A desperate competitor appears. Roll a die. If you roll an even number, the competitor is gravely wounded, incoherent, and suffering from hallucinations. If you roll an odd number, the competitor offers to help the party break the trial's rules and is struck dead by an arrow from the forest seconds later."],["11","Dinosaurs, {@creature Giant Poisonous Snake||giant poisonous snakes}, or {@creature Hydra||hydras} attack the party."],["12","A rope bridge provides the only method of crossing a river or ravine. Each character must succeed on a DC 10 Dexterity ({@skill Acrobatics}) check to cross the bridge or fall 60 feet into the jungle or water below. The bridge has AC 11, 16 hit points, and immunity to poison and psychic damage."],["13","The party discovers an overgrown ruin. A character who succeeds on a DC 18 Wisdom ({@skill Perception}) check spots a relief carving of a wicked-looking figure ripping out its own heart."],["14","A random character must succeed on a DC 14 Wisdom ({@skill Perception}) check or fall into {@book quicksand|DMG|5|Quicksand} (see the {@book Dungeon Master's Guide|DMG})."],["15","{@creature Panther||Panthers}, {@creature Displacer Beast||displacer beasts}, or werepanthers ({@creature Weretiger||weretigers}) attempt to ambush the party."],["16","The characters discover the corpse of a competitor. Roll a die. If you roll an even number, the corpse has a {@item potion of healing}. If you roll an odd number, the corpse's heart has been removed."],["17","The party chooses one character who must succeed on a DC 16 Wisdom ({@skill Survival}) check. On a failed check, the party becomes lost. It takes the characters 1 hour to realize they are {@dice 1d4} miles away from their assumed location in a disadvantageous direction."],["18–20","No complication"]],"name":"Valachan Hunt Complications","page":167,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Domains of Ravenloft","colLabels":["d100","Domain"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","{@book Barovia|VRGR|3}*"],["05–06","{@book Bluetspur|VRGR|3}*"],["07–09","{@book Borca|VRGR|3}*"],["10–12","{@book Carnival|VRGR|3}*"],["13–14","{@book Cyre 1313|VRGR|3|Cyre 1313, The Mourning Rail}"],["15–18","{@book Darkon|VRGR|3}*"],["19–21","{@book Dementlieu|VRGR|3}*"],["22–24","{@book Falkovnia|VRGR|3}*"],["25–26","{@book Forlorn|VRGR|3|Forlorn}"],["27–28","{@book Ghastria|VRGR|3|Ghastria}"],["29–30","{@book G'henna|VRGR|3|G'henna}"],["31–33","{@book Har'Akir|VRGR|3}*"],["34–36","{@book Hazlan|VRGR|3}*"],["37–39","{@book I'Cath|VRGR|3}*"],["40–41","{@book Invidia|VRGR|3|Invidia}"],["42–44","{@book Kalakeri|VRGR|3}*"],["45–47","{@book Kartakass|VRGR|3}*"],["48–49","{@book Keening|VRGR|3|Keening}"],["50–51","{@book Klorr|VRGR|3|Klorr}"],["52–54","{@book Lamordia|VRGR|3}*"],["55–56","{@book Markovia|VRGR|3|Markovia}"],["57–59","{@book Mordent|VRGR|3}*"],["60–62","{@book Nightmare Lands|VRGR|3|The Nightmare Lands}"],["63–64","{@book Niranjan|VRGR|3|Niranjan}"],["65–66","{@book Nova Vaasa|VRGR|3|Nova Vaasa}"],["67–69","{@book Odaire|VRGR|3|Odaire}"],["70–71","{@book Rider's Bridge|VRGR|3|The Rider's Bridge}"],["72–74","{@book Richemulot|VRGR|3}*"],["75–76","{@book Risibilos|VRGR|3|Risibilos}"],["77–78","{@book Scaena|VRGR|3|Scaena}"],["79–81","{@book Sea of Sorrows|VRGR|3|Sea of Sorrows}"],["82–83","{@book Shadowlands|VRGR|3|The Shadowlands}"],["84–85","{@book Souragne|VRGR|3|Souragne}"],["86–87","{@book Staunton Bluffs|VRGR|3|Staunton Bluffs}"],["88–90","{@book Tepest|VRGR|3}*"],["91–92","{@book Tovag|VRGR|3|Tovag}"],["93–95","{@book Valachan|VRGR|3}*"],["96–97","{@book Vhage Agency|VRGR|3|Vhage Agency}"],["98–99","{@book Zherisia|VRGR|3|Zherisia}"],["100","DM's design"]],"name":"Domains of Ravenloft","page":168,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strangers in the Mists","colLabels":["d6","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Someone from another world who's just been drawn into a domain by the Mists"],["2","Someone fleeing the Darklord of another domain"],["3","A raven carrying a message from the Keepers of the Feather"],["4","Curious members of the Keepers of the Feather led by a {@creature wereraven|VRGR} (see {@book chapter 5|VRGR|5}) in disguise"],["5","A band of Vistani"],["6","A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman"]],"name":"Travelers in the Mists; Strangers in the Mists","page":174,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Keeper Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Keepers invite the characters to a social gathering where fortunes are told and attendees sample rare imported mumia—powdered mummy."],["2","A Keeper delivers a letter to the characters that arrived by raven. The message has no sender."],["3","Orphir Brindletop, a Kalakeri gnome occultist, is surprised to meet one of the characters, as he received a message for them in a séance long ago."],["4","The characters are invited to help a Keeper stake out a graveyard in hopes of spotting a legendary creature said to dwell there."],["5","The party is hired to collect a parcel from the Blue Water Inn in the Barovian town of Vallaki, which is secretly run by wereravens. They must not open the package and must get it out of Barovia swiftly."],["6","A character glimpses a raven-like figure. When they investigate, they find only the mysterious talisman that it left behind."]],"name":"Keeper Adventures","page":175,"source":"VRGR","chapter":{"name":"Domains of Ravenloft","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Gremishka|VRGR}"],["1/2","{@creature Death's head|VRGR}"],["1/2","{@creature Podling|VRGR}"],["1","{@creature Boneless|VRGR}"],["1","{@creature Carrionette|VRGR}"],["1","{@creature Swarm of zombie limbs|VRGR}"],["2","{@creature Swarm of gremishkas|VRGR}"],["2","{@creature Swarm of maggots|VRGR}"],["2","{@creature Wereraven|VRGR}"],["3","{@creature Brain in a jar|VRGR}"],["3","{@creature Carrion stalker|VRGR}"],["3","{@creature Swarm of scarabs|VRGR}"],["4","{@creature Strigoi|VRGR}"],["4","{@creature Zombie plague spreader|VRGR}"],["5","{@creature Vampiric mind flayer|VRGR}"],["6","{@creature Gallows speaker|VRGR}"],["6","{@creature Priest of Osybus|VRGR}"],["6","{@creature Zombie clot|VRGR}"],["7","{@creature Bodytaker plant|VRGR}"],["7","{@creature Necrichor|VRGR}"],["8","{@creature Inquisitor of the Mind Fire|VRGR}"],["8","{@creature Inquisitor of the Sword|VRGR}"],["8","{@creature Inquisitor of the Tome|VRGR}"],["8","{@creature Nosferatu|VRGR}"],["8","{@creature Relentless slasher|VRGR}"],["8","{@creature Unspeakable horror|VRGR}"],["9","{@creature Jiangshi|VRGR}"],["10","{@creature Dullahan|VRGR}"],["12","{@creature Relentless juggernaut|VRGR}"],["13","{@creature Loup garou|VRGR}"],["19","{@creature Lesser star spawn emissary|VRGR}"],["21","{@creature Greater star spawn emissary|VRGR}"]],"name":"Bestiary; Creatures by Challenge Rating","page":226,"source":"VRGR","chapter":{"name":"Monsters of Ravenloft","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Feywild Weather","colLabels":["d8","Weather Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Flower blossoms rain from a sky filled with sparkling, pastel-colored clouds."],["2","A grand fairy drama plays in the sky as a stylistically rendered illusion or a swirling aurora."],["3","It rains tiny fruit tarts. They fall slowly and disappear just before they hit the ground. If caught from the air and eaten, they're delicious."],["4","Fog rolls in and plays harmless tricks on the characters, giving them fog mustaches, fog eyebrows, and fog wigs of many styles—perhaps even fog cloaks or fog companions."],["5","Snow begins to fall, and the flakes grow bigger over time. Flakes as big as dinner plates, wagon wheels, and even a waterwheel fall, but they're light as a feather."],["6","The sky fills with iridescent bubbles that lazily fall to the ground. Giggling pixie children chase and pop the bubbles but turn {@condition invisible} and flee if spoken to or approached."],["7","A silvery rain lifts the spirits and brings a song to each heart that it touches."],["8","A howling wind blows through the party, and each party member must roll a {@dice d8}. Anyone who rolls an 8 has a trinket or some other tiny, nonmagical item (such as a coin) stolen from them by weather spirits."]],"name":"Feywild Weather","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Names","colLabels":["d8","Name"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fetter"],["2","Fiddlebones"],["3","Moonray"],["4","Pip"],["5","Starlight"],["6","Stumpwick"],["7","Thistledown"],["8","Whisperwind"]],"name":"Feywild Guides; Feywild Guide Names","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Identities","colLabels":["d8","Identity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Friendly forest gnome (use the {@creature scout} stat block, but change its size to Small)"],["2","Gloomy wood elf druid (use the {@creature druid} stat block)"],["3","Flamboyant {@creature pixie}"],["4","Happy-go-lucky {@creature satyr}"],["5","Ultra-competitive {@creature sprite}"],["6","Overly cautious {@creature treant sapling|wbtw} (see chapter 1 of The Wild Beyond the Witchlight for its stat block)"],["7","Giggly goblin warlock (use the {@creature cult fanatic} stat block, but change its size to Small)"],["8","Humorless {@creature centaur}"]],"name":"Feywild Guides; Feywild Guide Identities","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Feywild Guide Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Always hearkens back and compares things to \"the good old days\""],["2","Can't tell a lie without wiggling their nose first"],["3","Never takes off their hat"],["4","Loves food and isn't picky about what they eat"],["5","On a secret quest that they can't talk about, except to remind others that they're \"on a secret quest\""],["6","Afraid of something commonplace, such as heights, enclosed spaces, or bare hands and feet"],["7","Carries around a suitcase full of wigs, forks, ashes, glass orbs, left shoes, or something else strange"],["8","Full of folksy wisdom that usually starts with, \"Papa always said...\" or \"Mama always said...\""]],"name":"Feywild Guides; Feywild Guide Quirks","page":5,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Greater Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of your fingers"],["2","To take the next child born in your family and raise the child in the Feywild"],["3","The completion of three quests, each of which you must agree to before the contract is formed"],["4","Your everlasting fealty"],["5","The ruin or demise of the Fey's sworn enemy"],["6","A precious object (such as a rare, very rare, or legendary magic item) that was stolen by or belongs to the Fey's sworn enemy"],["7","An art object that is deemed priceless, such as a famous painting that hangs in a museum"],["8","Your youth (which the Fey can harvest and bestow on another creature)"]],"name":"Price of a Contract; Fey Desires for Greater Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Desires for Lesser Contracts","colLabels":["d8","What the Fey Wants"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your singing voice"],["2","A trinket that carries great sentimental value"],["3","Companionship (you remain in the Fey's company for an agreed-upon period of time)"],["4","The color in your eyes"],["5","The memory of your first kiss"],["6","The spring in your step or the sparkle in your eyes"],["7","A lock of your hair"],["8","Your name (requiring you to choose a new one for yourself)"]],"name":"Price of a Contract; Fey Desires for Lesser Contracts","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Greater Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You can't speak or cast spells with verbal components. Whenever you try to speak, you bray like a donkey instead."],["2–3","You magically transform into an owl. You retain your languages, your ability to speak, and your mental ability scores (Intelligence, Wisdom, and Charisma). You otherwise have the statistics of an owl."],["4–5","You can't attune to magic items. If you are currently attuned to one or more magic items, your attunement to those items ends immediately."],["6–7","You are {@condition petrified}."],["8","An iron thorn is magically lodged in your chest. Every day, you can feel it move closer to your heart. If this effect is not ended within 3 days, you die and can't be revived for {@dice 5d12} days."]],"name":"Breaking a Contract; Breaking a Greater Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Breaking a Lesser Contract","colLabels":["d8","Penalty"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Your appearance becomes more toad-like (warty skin, bulbous eyes, large mouth, and webbed digits). This transformation has no game effects."],["3","You smell like swamp gas. No amount of bathing can rid you of this stench."],["4","Your shadow does not match your movements, which other creatures find unsettling."],["5–6","Your appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat's tail). This transformation has no game effects."],["7","You cast no reflection. Superstitious folk who notice think you're a vampire."],["8","You are constantly surrounded by a small cloud of annoying but harmless flies."]],"name":"Breaking a Contract; Breaking a Lesser Contract","page":9,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Curses","colLabels":["d8","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Your ears are magically replaced by a pair of soft, fuzzy donkey ears. Moreover, when you try to speak, you instead bray."],["2","You gain {@dice 1d3} levels of {@condition exhaustion}. Until the curse ends, these levels of {@condition exhaustion} can't be removed."],["3","Spells can't restore hit points to you."],["4","The sound of pixie laughter fills your head while you are awake, drowning out all other sounds."],["5","Anything you try to pick up or hold in your hands slips through your fingers."],["6","Moonlight burns your flesh. You take {@damage 1d10} radiant damage when you start your turn in moonlight."],["7","You are magically transformed into an animated wooden doll that looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don't require air, food, or drink. Items worn or carried by you are unaffected."],["8","Whenever you tell a lie, you lose the ability to speak for {@dice 1d8} hours."]],"name":"Fey Curses","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Ending the Curse","colLabels":["d12","Ending the Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You must carve your name into a tree, whereupon the tree inherits the curse's magic and dies."],["2","You must drink the blood of a pixie or sprite while basking in moonlight."],["3","You must speak the true name of the creature that cursed you three times in a row."],["4","While standing in sunlight on an arched bridge over running water, you must beg the Summer Queen for her \"fair blessing.\""],["5","After filling your pockets with fool's gold, you must flap your arms and quack like a duck."],["6","You must bury an executioner's hood (a blackcapped mushroom found in the Feywild) in the earth and pour goat's milk over it while whistling."],["7","You must be bitten by a faerie dragon. (It's possible any faerie dragon might do, or the faerie dragon might have to be of a particular color.)"],["8","You must leave a bouquet of eight black roses at the place where you were cursed, or you must give the bouquet to the creature that cursed you."],["9","You must persuade a centaur to carry you on its back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest."],["10","You must obtain leaves or pinecones from three different species of treants and burn them in a campfire under a full moon while singing a particular campfire song."],["11","You must bake a small cake and leave it on the doorstep of a forest gnome's abode. Only when the gnome eats the whole cake does your curse end."],["12","You must persuade another creature to willingly take your name. If it does so, it inherits your curse, whereupon you are nameless and must choose a new name for yourself."]],"name":"Fey Curses; Ending the Curse","page":10,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Fey Abodes","colLabels":["d20","Abode"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pagoda overgrown with flowering vines that beckon visitors with pleasing scents"],["2","A crooked stone tower that has a moon-like orb of light circling its rooftop, which causes the tower's shadow to move like a clock hand"],["3","A decrepit mansion that is partially sunk in the middle of a bog"],["4","A rocky hill shaped like a sleeping satyr, with its open mouth forming a cave entrance"],["5","A windmill that walks around on giant crow's feet"],["6","A crumbling keep on a small island in the middle of a mist-shrouded loch"],["7","An old farm overgrown with giant pumpkins"],["8","A treehouse built in the boughs of a treant"],["9","A tower that used to be the trunk of a giant {@condition petrified} tree, with rope bridges connecting it to the giant living trees that surround it"],["10","One or more houses in hollowed-out mushrooms"],["11","A gingerbread cottage with a frosting-covered roof, frosting icicles, chocolate doors, and gumdrop gardens"],["12","A musty, web-shrouded stone cottage surrounded by an orchard of awakened apple trees"],["13","A walking stone colossus with a tower for a head"],["14","A cave-riddled hill that walks around on giant stone feet"],["15","A walled garden filled with friendly critters, talking flowers, and grasping vines"],["16","A well-preserved elven tomb overgrown with moss, decorated with statues, and festooned with bird nests"],["17","A giant beaver's lodge"],["18","An inn or hostel carved into the foot of a hill"],["19","A dragon skull lying in the sand"],["20","One or more giant rusty helmets that serve as houses, surrounded by an ancient battlefield"]],"name":"Fey Abodes","page":11,"source":"DoD","chapter":{"name":"Feywild Overview","ordinal":{"type":"chapter","identifier":1},"index":0}},{"caption":"Archfey's Presentation","colLabels":["d8","Presentation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adorable.} The archfey has taken on the form of something adorable, such as an otter, a fawn, a sugar glider, a wombat, or a beautiful butterfly."],["2","{@b Ancient.} This archfey appears to be eons old. They might have gnarled skin like teakwood and long, gray hair that looks like elaborate lacework."],["3","{@b Bizarre.} This archfey looks like something from the realm of dreams. They could take on the appearance of a scintillating ball of light, a floating mask, or a whispering shadow."],["4","{@b Floral.} Flowers bloom from the archfey's fingertips, and their skin is covered in petals. Their body might have thorns, or they could have vine-like hair covered in sweet-smelling blossoms."],["5","{@b Fluid.} The archfey can change body type or transform from one creature into another."],["6","{@b Iridescent.} The archfey floats off the ground and gazes about with glowing eyes, their body surrounded by a nimbus of light and their skin sparkling like sunlight on water."],["7","{@b Metallic.} The archfey appears to be made of metal. Their face is an exquisitely crafted mask of mithral, silver, or gold, and their body is made of finely tooled metal etched with organic designs or cryptic symbols."],["8","{@b Monstrous.} This archfey has a monstrous form. For example, they might resemble an enormous spider, a hydra whose heads look like oversized elf heads with fangs, or any other horrific form you can imagine."]],"name":"Archfey's Presentation","page":12,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey's Personality","colLabels":["d8","Personality"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Benevolent.} The archfey welcomes all into their domain and does everything in their power to assist those who come to them in true friendship or grave need."],["2","{@b Covetous.} The archfey hoards things they consider valuable and uses spies to find more of what they covet. The archfey never leaves their lair for fear that their hoard might be plundered."],["3","{@b Imperious.} The archfey surrounds themself with a court of sycophants and expects visitors to grovel before them. Their mercy is rare, and their superiority complex is legendary."],["4","{@b Madcap.} The archfey loves to sing, dance, drink, wear silly masks, do cartwheels, and throw parties where everyone is free to cavort and revel how they wish."],["5","{@b Mercurial.} The archfey has two personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met."],["6","{@b Mischievous.} The archfey is a trickster who likes to confound and frustrate visitors to their domain and who surrounds themself with sly creatures such as boggles, pixies, foxes, magpies, and crows."],["7","{@b Reclusive.} The archfey prefers to be left alone and seldom, if ever, leaves their domain. They might adopt disguises or turn {@condition invisible} when they travel, and they might use magic to conceal their lair."],["8","{@b Wild.} The archfey has the demeanor of a wild animal and shuns the trappings of society."]],"name":"Archfey's Personality","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Archfey Obsession","colLabels":["d8","Obsession"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Beauty.} The archfey does everything in their power to rid their domain of that which they consider ugly. What they consider beautiful is not always clear, however."],["2","{@b Color.} This archfey is obsessed with a particular color and puts their subjects to work making sure the archfey's favorite color is predominant. Wearing another color in the domain could be seen as laughable, obnoxious, or downright rude."],["3","{@b Etiquette.} The rules in the archfey's domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of etiquette."],["4","{@b Magic.} Magic in all its forms fascinates the archfey. They collect magic items and spellbooks, and they enjoy seeing demonstrations of magic from visitors."],["5","Material {@b Plane.} The archfey is obsessed with creatures and objects from the Material Plane. There is a scent, an energy, and a uniqueness to them that fascinates the archfey."],["6","{@b Monsters.} The archfey has a menagerie of monsters and is obsessed with finding marvelous new creatures to add to its collection."],["7","Rule of {@b Three.} The archfey is obsessed with the Rule of Three. They look for patterns, deeper meanings, and ill omens in things that occur in threes. The archfey's obsession is reflected throughout their domain, where things seem to naturally come in threes."],["8","{@b Stories.} The archfey wants nothing more than to listen to stories told by creatures from faraway places. They love to gather lore so they can build their own internal world of imagination or transform their domain with ideas from other worlds. Their lair is festooned with books, which give the archfey inspiration."]],"name":"Obsessions; Archfey Obsession","page":13,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Signature Magic","colLabels":["d8","Magic"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Arcane Antlers.} The archfey has antlers made of metal, crystal, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed antlers."],["2","{@b Compelling Voice.} The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder."],["3","{@b Dreamwalk.} When they sleep, the archfey projects a ghost-like version of themself that can leave their body and go anywhere in their domain."],["4","{@b Hand of Knowing.} One of the archfey's hands blurs as though it were in multiple places at once. The archfey can learn the entire history of a creature or object by touching it with that hand."],["5","{@b Health Aura.} The archfey's presence rids creatures and vegetation of disease. Healthy vegetation yields an overabundance of flowers and fruit."],["6","{@b Scrying Eye.} This archfey has an ornately crafted, removable eye that has the power of {@sense truesight} (as described in the Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey's empty eye socket."],["7","{@b Simulacra.} The archfey can make magical copies of themself and other creatures. These simulacra are similar to those created by the {@spell simulacrum} spell."],["8","{@b Time Distortion.} For each minute spent in the archfey's presence, an hour passes elsewhere."]],"name":"Signature Magic","page":14,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Magical Gifts","colLabels":["d8","Gift"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Charm.} The archfey bestows a charm of the DM's choice (see \"Supernatural Gifts\" in the Dungeon Master's Guide)."],["2","{@b Guide.} The archfey summons a magical guide that takes the form of a faerie dragon, a sprite, or some other creature. The guide is a harmless figment that can't be damaged, and it knows its way around the Feywild. It can't leave the Feywild and disappears after eight days."],["3","{@b Lore.} With a touch, the archfey magically imparts useful knowledge about a particular subject of the archfey's choice. This knowledge might be permanent, or it might fade over time."],["4","Magic {@b Item.} The archfey bestows a useful magic item (such as a crystal ball or an oathbow) but warns that the item will vanish after a specified period of time, which it does."],["5","{@b Refuge.} The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift's recipient can't enter this refuge without the recipient's consent. After a specified period of time, the refuge vanishes."],["6","{@b Resurrection.} The archfey offers one free casting of the {@spell true resurrection} spell, which they can cast as an action without material components once per century."],["7","{@b Training.} With a touch, the archfey grants the benefit of months of special training (see \"Marks of Prestige\" in the Dungeon Master's Guide for different benefits of training)."],["8","{@b Transformation.} The archfey offers one free casting of the {@spell true polymorph} spell, which they can cast without material components. The spell's effect can be made permanent, if you wish."]],"name":"Magical Gifts","page":15,"source":"DoD","chapter":{"name":"Creating an Archfey","ordinal":{"type":"chapter","identifier":2},"index":1}},{"caption":"Geographical Features","colLabels":["d8","Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A colossal, gnarled tree, its trunk riddled with passageways, halls, chambers, and staircases"],["2","A valley filled with grassy meadows and groves of trees along a running river, nestled between two snow-capped mountains that look like the points of a crescent moon"],["3","A crystal castle that sings in sunlight or moonlight"],["4","A vast thicket of thick roots, thorny vines, and sinuous creepers that weave together to form long tunnels, grand hallways, and enormous domes"],["5","A complex of caves connected by passageways formed by Fey magic to create grand galleries and soaring vaults"],["6","Rolling farmland that yields healthy, bountiful produce of amazing size"],["7","A forest of tower-sized mushrooms, or a forest of tiny mushrooms that characters must shrink down to explore"],["8","An island that is actually a colossal sleeping turtle"]],"name":"Geographical Features","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Theme","colLabels":["d8","Theme"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Adversarial.} Adversarial personalities are common here, even among the local wildlife. Animated trees swat at passersby, sentient flowers scoff and sneer, and local Fey are grumpy and uncooperative."],["2","{@b Crystalline.} This domain contains a profusion of crystal formations and outgrowths, as well as structures and trees made of crystal. Some of the crystals might generate light, music, or both."],["3","{@b Gloomy.} Everything here has a gloomy cast. Tree branches look like skeletal fingers, night creatures slink and flutter about, and skull-like faces appear on plants, stones, and sprites' wings."],["4","{@b Inquisitive.} Creatures in this domain are nosy and hungry for gossip. Animated trees use their branches to pick through backpacks when travelers aren't looking; pixies spy on strangers; and birds eavesdrop on conversations, repeating what they've heard to their masters."],["5","{@b Kaleidoscopic.} This domain is a riot of everchanging colors. Plants come in a dazzling array of colors, flowers change color to suit the prevailing mood, and Fey wear costumes of scintillating hues."],["6","{@b Lackadaisical.} The creatures here are easygoing. No one is in a hurry, and no task is greeted with a sense of urgency."],["7","{@b Musical.} This domain abounds with music. Frogs, toads, and insects break into multipart harmonies that sometimes crescendo into a symphonic rapture of melodious tweets, trills, chirps, and whistles. Fey in this domain are just as musically inclined."],["8","{@b Poisonous.} Almost every plant here has spines or thorns that cause anything from itchy welts to damage or out-of-body experiences. Other sources of poison might be present as well (for example, toxic bogs or giant, poisonous Beasts)."]],"name":"Domain Theme","page":16,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Fey Crossings","colLabels":["d8","Fey Crossing"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Altar.} This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in some other remote location. When certain stars align and the proper ritual is performed, the fey crossing appears as a portal above the altar."],["2","{@b Crystal Cave.} This cave is filled with natural crystalline formations and resembles a glittering cathedral. When moonlight shines into the cave at night, it causes a shimmering pool or spring in the center of the cave to transform into a fey crossing."],["3","{@b Hollow Tree.} The fey crossing lies within the hollow interior of an enormous tree. The crossing is open to anyone who carries a leaf or acorn from the tree."],["4","{@b Maze.} The fey crossing lies at the center of a maze that might change configuration from time to time. To use the crossing, one must walk or run from the maze's entrance to its center. Creatures who circumvent the maze using magic or flight find themselves unable to use the crossing."],["5","{@b Mushroom Circle.} This fey crossing appears as a circle of mushrooms. The size of the mushrooms and the width of the circle can vary, but activating the fey crossing requires that a particular act be performed inside it or a particular object or creature be present."],["6","{@b Ruined Tower.} The ruins of an ancient elven tower house a fey crossing. For three nights each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through."],["7","{@b Stone Bridge.} A Fey creature hides under this ancient stone bridge. In exchange for treasure or some other gift, this Fey can use its innate magic to create a portal atop the bridge that serves as a fey crossing."],["8","{@b Stone Circle.} This circle of stone megaliths contains a fey crossing that is active during equinoxes and solstices."]],"name":"Coming and Going; Fey Crossings","page":17,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Shortcut Routines","colLabels":["d8","Routine"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Picking petals from a flower while walking toward a beckoning sunset"],["2","Playing \"Ode to the Summer Queen\" on a {@item lute|PHB} while skipping counterclockwise around a tree"],["3","Eating a mushroom while gazing at one's own reflection in a clear pool or stream of water"],["4","Doing a headstand in a ring of stones"],["5","Staring at firelight while playing a {@item flute|PHB} or singing about a fond memory"],["6","Sitting by a creek while lost in childlike wonder"],["7","Whistling a tune while walking backward"],["8","Holding hands and dancing around a tree at twilight"]],"name":"Magical Shortcuts; Shortcut Routines","page":18,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Drama","colLabels":["d8","Drama"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cherished object or favorite pet belonging to the domain's archfey ruler has gone missing."],["2","Fomorians (or other hostile creatures) have emerged from a cave and are causing a ruckus."],["3","The domain's archfey ruler recently turned down an invitation to the Gloaming Court, offending the Queen of Air and Darkness, whose spies are now sowing discord throughout the domain."],["4","The domain's archfey has fallen into a magical slumber. Others are looking for someone they can trust to find a way to awaken the archfey."],["5","The vegetation is sick in part of the domain, and the contagion is spreading. The domain's archfey needs help finding the cause of the sickness."],["6","Part of the domain overlaps the domain of another archfey, and the Fey living in that region are tired of answering to two masters. They won't be happy until one archfey yields to the other."],["7","A sleeping knight in silver plate mail bearing no distinguishing symbols has been discovered in a hollow tree trunk. Local Fey wonder who she is and if they should revive her or not."],["8","An arranged wedding was supposed to unite two feuding villages, but one of the grooms has disappeared. Everyone is searching for him in the hope that the wedding will take place, bringing peace to the domain."]],"name":"Domain Drama","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Weird Magic Effects","colLabels":["d8","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Time visibly moves more quickly outside the region than inside it. For every minute the party spends inside the region, one hour passes outside the region."],["2","Flowers not only are abundant in the region but also have faces and limited sentience, allowing them to communicate with creatures in the Elvish and Sylvan tongues. They know what has transpired in the region within the past day and happilyshare this information."],["3","Each character in the region gains the benefit of a {@spell barkskin} spell that lasts for 8 hours."],["4","Each character who spends 1 hour in the region undergoes a magical transformation, gaining fur, a tail, and large ears reminiscent of a donkey's, goat's, or llama's. This effect ends on a character {@dice 3d8} hours after the character leaves the region. Any magic that ends a curse also restores the character's normal appearance."],["5","Harmless fireflies gather and flit around one character in the region, sharing that character's space for 1 hour. The fireflies generate bright light out to a range of 10 feet and dim light for an additional 10 feet. While surrounded by the fireflies, the character feels a profound sense of purpose and gains the benefit of the {@spell bless} spell."],["6","Creatures in the region can't leave it and find themselves covering the same ground over and over. By the time they realize this, {@dice 3d8} hours have passed, during which they have made no progress in their effort to leave. The effect then ends."],["7","One character in the region sees a wide, grinning mouth that floats in midair, 10 feet away from them. No other creature can see the grinning mouth. In a language the character understands, the mouth says, \"I'll answer three questions you put to me. Noes and yesses, I promise thee.\" The character can ask it three questions as if using the {@spell commune} spell."],["8","One character in the region triggers a wild magic effect that is determined by rolling on the {@table Wild Magic Surge|PHB} table in the \"Sorcerer\" section of the Player's Handbook. If the effect duplicates a spell, the character's spellcasting ability for that spell is Charisma."]],"name":"Weird Magic Effects","page":19,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Feywild Creatures","colLabels":["CR","Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","{@creature Awakened shrub}, {@creature baboon}, {@creature badger}, {@creature campestri|WBtW}, {@creature cat}, {@creature crab}, {@creature deer}, {@creature eagle}, {@creature frog}, {@creature giant fire beetle}, {@creature goat}, {@creature hawk}, {@creature hyena}, {@creature jackal}, {@creature lizard}, {@creature myconid sprout}, {@creature octopus}, {@creature owl}, {@creature rat}, {@creature raven}, {@creature scorpion}, {@creature sea horse}, {@creature shrieker}, {@creature spider}, {@creature vulture}, {@creature weasel}"],["1/8","{@creature Bandit}, {@creature blood hawk}, {@creature boggle|vgm}, {@creature brigganock|WBtW}, {@creature camel}, {@creature displacer beast kitten|WBtW}, {@creature flying snake}, {@creature giant crab}, {@creature giant rat}, {@creature giant weasel}, {@creature guard}, {@creature harengon brigand|WBtW}, {@creature mastiff}, {@creature merfolk}, {@creature mule}, {@creature poisonous snake}, {@creature pony}, {@creature stirge}, {@creature twig blight}"],["1/4","{@creature Blink dog}, {@creature boar}, {@creature bullywug}, {@creature constrictor snake}, {@creature draft horse}, {@creature drow}, {@creature elk}, {@creature flying sword}, {@creature giant badger}, giant crane ({@creature pteranodon}), {@creature giant frog}, {@creature giant lizard}, {@creature giant owl}, {@creature giant poisonous snake}, {@creature giant snail|WBtW}, {@creature giant wolf spider}, {@creature goblin}, {@creature harengon sniper|WBtW}, {@creature needle blight}, {@creature panther}, {@creature pixie}, {@creature pseudodragon}, {@creature riding horse}, {@creature sprite}, {@creature swarm of ravens}, {@creature violet fungus}, {@creature wolf}"],["1/2","{@creature Ape}, {@creature black bear}, {@creature cockatrice}, {@creature crocodile}, {@creature darkling|vgm}, {@creature giant dragonfly|WBtW}, {@creature giant goat}, {@creature giant sea horse}, {@creature giant wasp}, {@creature hobgoblin}, {@creature myconid adult}, {@creature satyr}, {@creature scout}, {@creature swarm of insects}, {@creature vine blight}, {@creature warhorse}, {@creature worg}"],["1","{@creature Animated armor}, {@creature brown bear}, {@creature bugbear}, {@creature dryad}, {@creature faerie dragon (red)||faerie dragon (young)}, {@creature giant eagle}, {@creature giant hyena}, {@creature giant octopus}, {@creature giant spider}, {@creature giant toad}, {@creature giant vulture}, {@creature goblin boss}, {@creature half-ogre (ogrillon)||half-ogre}, {@creature harpy}, {@creature hippogriff}, {@creature lion}, {@creature quickling|vgm}, {@creature scarecrow}, {@creature spy}, {@creature swarm of campestris|WBtW}, {@creature tiger}"],["2","{@creature Awakened tree}, {@creature bandit captain}, {@creature berserker}, {@creature centaur}, {@creature darkling elder|vgm}, {@creature druid}, {@creature ettercap}, {@creature faerie dragon (violet)||faerie dragon (old)}, {@creature giant boar}, {@creature giant constrictor snake}, {@creature giant elk}, {@creature griffon}, {@creature merrow}, {@creature myconid sovereign}, {@creature ogre}, {@creature peryton}, {@creature sea hag}, {@creature swarm of poisonous snakes}, {@creature treant sapling|WBtW}, {@creature will-o'-wisp}"],["3","{@creature Basilisk}, {@creature bugbear chief}, {@creature bullywug knight|WBtW}, {@creature bullywug royal|GoS}, {@creature displacer beast}, {@creature giant scorpion}, {@creature green hag}, {@creature hobgoblin captain}, {@creature knight}, {@creature manticore}, {@creature minotaur}, {@creature owlbear}, {@creature phase spider}, {@creature redcap|vgm}, {@creature veteran}, {@creature water weird}, {@creature winter wolf}, {@creature yeti}"],["4","{@creature Banshee}, {@creature elephant}, {@creature ettin}, {@creature sea hag} (in coven)"],["5","{@creature Bulette}, {@creature drow elite warrior}, {@creature giant crocodile}, {@creature giant shark}, {@creature gorgon}, {@creature green hag} (in coven), {@creature hill giant}, {@creature shambling mound}, {@creature troll}, {@creature unicorn}"],["6","{@creature Chimera}, {@creature cyclops}, {@creature galeb duhr}, {@creature hobgoblin warlord}, {@creature mage}, {@creature mammoth}, {@creature medusa}, {@creature wyvern}"],["7","{@creature Drow mage}, {@creature giant ape}, {@creature korred|vgm}, {@creature oni}, {@creature stone giant}, {@creature tree blight|cos}"],["8","{@creature Fomorian}, {@creature frost giant}, {@creature hydra}"],["9","{@creature Abominable yeti}, {@creature cloud giant}, {@creature fire giant}, {@creature treant}"],["11","{@creature Behir}, {@creature roc}"],["12","{@creature Archmage}"],["13","{@creature Jabberwock|WBtW}, {@creature storm giant}"],["17","{@creature Dragon turtle}"]],"name":"Domain Denizens; Feywild Creatures","page":20,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Domain Visitors","colLabels":["d8","Visitor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ranger (use the {@creature scout} stat block) searching for a missing companion, lover, or long-lost ancestor"],["2","A {@creature druid} searching for herbs, mushrooms, or seeds found only in the Feywild"],["3","A {@creature mage} or an {@creature archmage} who wants to serve the Summer Queen or the Queen of Air and Darkness but doesn't know how or where to find her"],["4","An elf (use the {@creature noble} stat block) from the Material Plane who is researching their Fey ancestry"],["5","A hunter (use the {@creature gladiator} or {@creature scout} stat block) who was lured into the Feywild by their prey"],["6","A {@creature githzerai zerth} studying the chaotic energy of the Feywild and the magic of Fey creatures"],["7","A would-be warlock (use the {@creature cultist} or {@creature cult fanatic} stat block) seeking an audience with the domain's archfey in the hope of gaining its patronage"],["8","A friendly {@creature arcanaloth} using {@spell alter self} spells to assume Humanoid form as it searches the Feywild for one of the Books of Keeping"]],"name":"Domain Visitors","page":21,"source":"DoD","chapter":{"name":"Creating a Domain of Delight","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Random Hometown","colLabels":["d4","Hometown","Themes","Suggested Group Patrons"],"colStyles":["col-1 text-center","col-2","col-2","col-8"],"rows":[["1","Athkatla","Sword and Sorcery, Urban","Adventurer's Guild, Church of Sune, Knights of Bahamut, Emerald Enclave, Harpers, Shadow Thieves"],["2","Baldur's Gate","Heroic Fantasy","Adventurer's Guild, Candlekeep, Church of Sune, Knights of Bahamut, Emerald Enclave, Flaming Fist, Harpers"],["3","Suldanesellar","Horror","Order of Icarus, Raven Circle"],["4","Ust Natha","Dark Fantasy, Underdark","Adventurer's Guild, Knights of Bahamut, Shadow Thieves"]],"name":"Campaign Villains; Random Hometown","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Group Patron","colLabels":["d10","Group Patron","Contacts","Themes","Overview"],"colStyles":["col-1 text-center","col-2","col-2","col-2","col-5"],"rows":[["1","Adventurer's Guild","Doc Watson, Flimp","Lighthearted","An unlikely pair who want to bankroll you to become famous adventurers. Why not have some laughs on your way to stardom."],["2","Candlekeep","{@creature Valygar|MaBJoV|Valygar Corthola, Xan}","High adventure","Work for the most prestigious academy in the world. Seek out ancient secrets and rare artifacts and place them in the care of the monks of Candlekeep."],["3","Church of Sune","{@creature Naes Inuus|MaBJoV}, {@creature Tiberius Inuus|MaBJoV}","Epic Fantasy and War","Join in the epic struggle between good and evil and help ensure that war doesn't engulf the world."],["4","Emerald Enclave","{@creature Faldorn|MaBJoV}, {@creature Kivan|MaBJoV}","Exploration","Become an explorer who travels to the edges of the world."],["5","Flaming Fist","Borivik, {@creature Nauk|MaBJoV}","Mercenaries and War","Work for the world's most feared mercenaries."],["6","Harpers","{@creature Jaheira|MaBJoV|Jaheira, Vellin}","Spies and Intrigue","Join the Harpers, a famed organization that works from the shadows to keep the world from falling into ruin."],["7","Knights of Bahamut","{@creature Suldil Baldoriel|MaBJoV|Suldil}, {@creature Minsc and Boo!|MaBJoV|Minsc}","Dragonriders","Lost in the Feywild for more than a millennium, Suldil wants you to help her resurrect the ancient Knights of Bahamut."],["8","Order of Icarus","{@creature Jon Irenicus|MaBJoV}, {@creature Bodhi Irenicus|MaBJoV}","Horror","Rulers and prisoners of a haunted elven city consumed by the Shadowfell. You must help them escape."],["9","Raven Circle","{@creature Viktor|MaBJoV}, {@creature Lothar|MaBJoV|Lothar of the Raven}","Lovecraftian horror","Grizzled veterans recruit you to aid the enigmatic Raven Queen in her quest to collect memories."],["10","Shadow Thieves","{@creature Imoen|MaBJoV}, {@creature Montaron and the Laughing Skull|MaBJoV|Montaron}","Urban","The oldest and most dangerous thief's guild in Faerûn, the Shadow Thieves have long ago grown beyond simple thievery."]],"name":"Campaign Villains; Random Group Patron","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Campaign Villain","colLabels":["d6","Campaign Villain","Overview","Henchmen"],"colStyles":["col-1 text-center","col-2","col-7","col-2"],"rows":[["1","{@creature Baalzebul|MaBJoV}","The lord of lies. He spins a web of intrigue and untruths that threatens to make a mockery of all that is good and decent.","{@creature Dagryn|MaBJoV|Dagryn the Lost}, {@creature Saemon Havarian|MaBJoV}"],["2","Bhaal","The god of murder. Thought dead for more than a century. Recently reborn, he seeks to wash the world in blood in order to rebuild his power.","{@creature Pelyious Avhoste|MaBJoV|Pelyious}, {@creature Kagain|MaBJoV}, {@creature Sarevok|MaBJoV|Sarevok Anchev}"],["3","{@creature Cryonax|MaBJoV}","A prince of elemental evil. Ruler of the plane of ice. He wants to bring a winter to the world that never ends.","{@creature Darien|MaBJoV}, {@creature Viconia DeVir|mabjov|Viconia}"],["4","{@creature Mephistopheles|MaBJoV}","The archdevil of Hellfire. Second only to Asmodeus in power and deviousness. Why corrupt a single soul when you can corrupt the soul of an entire world.","{@creature Aribeth de Tylmarande|mabjov}, A Group Patron"],["5","{@creature Pazuzu|MaBJoV}","The first and most ancient demon lord. He has been trapped in an {@item iron flask} and must be kept imprisoned until a way is found to destroy him.","{@creature Eo Ashmajiir|MaBJoV}, {@creature Edwin Odesseiron|mabjov}"],["6","Ssendam","The first Slaad. Lord of chaos and insanity. She wants to spread her anarchy and filth across the entire world.","{@creature Xzar the Chaos Clone|mabjov|Xzar, Death Slaad}"]],"name":"Campaign Villains; Random Campaign Villain","page":6,"source":"MaBJoV","chapter":{"name":"Heroic Stories","index":1}},{"caption":"Random Encounters in Athkatla","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Demodand in pursuit of an escaped Carceri prisoner"],["2","{@creature Dread Doppelganger|MaBJoV} posing as a fellow adventurer"],["3","Shadow Thief Slavers ({@creature thug||thugs}) looking to replace escaped slaves"],["4","Cowled Wizards ({@creature mage||mages}) seeking to incarcerate illegal magic users"],["5","{@creature Tasloi|MaBJoV} who have infested a forest or sewer system"],["6","{@creature Sirene|MaBJoV} band hunting to retrieve a stolen sacred item"]],"name":"Random Encounters in Athkatla","page":12,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magical Item at Waukeen's Promenade","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["11-15","{@item Rope of climbing}","250 gp"],["16-24","Simple {@item +1 Weapon||weapon, +1}—{@item +1 dagger||dagger}, {@item +1 mace||mace} or {@item +1 sickle||sickle}","300 gp"],["25-26","{@item +1 Battleaxe||Battleaxe, +1}","400 gp"],["27-28","{@item +1 Shortsword||Shortsword, +1}","400 gp"],["29-30","{@item +1 Warhammer||Warhammer, +1}","400 gp"],["31-35","{@item Potion of growth}","200 gp"],["36-40","{@item Potion of greater healing}","300 gp"],["41-45","{@item +1 Shield||Shield, +1}","300 gp"],["46-50","{@item Lantern of revealing}","400 gp"],["51-55","{@item Medallion of thoughts}","400 gp"],["56-60","{@item Robe of useful items}","500 gp"],["61-65","{@item Driftglobe}","600 gp"],["66-70","{@item Wand of secrets}","600 gp"],["71-75","{@item Wand of magic missiles}","1000 gp"],["76-80","{@item +2 Shield||Shield, +2}","3,000 gp"],["81-83","{@item Potion of invulnerability}","4,000 gp"],["84-86","{@item +1 Breastplate||Breastplate, +1}","7,500 gp"],["87-88","{@item Rope of entanglement}","7,500 gp"],["89-90","{@item +2 Shortbow||Shortbow, +2}","8,000 gp"],["91-92","{@item Belt of hill giant strength}","9,000 gp"],["93-94","{@item Mantle of spell resistance}","9,000 gp"],["95-96","{@item +2 Rapier||Rapier, +2}","9,000 gp"],["97","{@item Portable hole}","11,000 gp"],["98","{@item +2 Studded leather armor||Studded leather, +2}","25,000 gp"],["99","{@item Crystal ball} (very rare version)","32,500 gp"],["00","{@item Greatsword of sharpness}","36,000 gp"]],"name":"Random Magical Item at Waukeen's Promenade","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Shop of the Bizarre Finds","colLabels":["Roll","DMG Treasure Tables","Chance of Being Illusionary"],"colStyles":["col-1 text-center","col-9","col-2 text-center"],"rows":[["01-20","Roll 3 times on Table A, 3 times on Table B","0%"],["21-30","Roll {@dice 4d4} times on Table B","10%"],["31-40","Roll {@dice 2d4} times on Table B, Roll {@dice 2d4} times on Table C","10%"],["41-50","Roll {@dice 3d4} times on Table B, Roll {@dice 1d4} times on Table D","20%"],["51-60","Roll {@dice 2d4} times on Table C, Roll {@dice 1d4} times on Table D","20%"],["61-65","Roll {@dice 2d4} time on Table C, Roll {@dice 1d4} times on Table E","20%"],["66-73","Roll {@dice 1d4} times on Table E, Roll {@dice 2d4} times on Table F","20%"],["74-80","Roll {@dice 3d4} times on Table F","30%"],["81-85","Roll {@dice 2d12} times on Table F","40%"],["86-90","Roll {@dice 1d12} times on Table F, Roll {@dice 2d4} times on Table G","50%"],["91-94","Roll {@dice 2d12} times on Table G","60%"],["95-98","Roll {@dice 2d12} times on Table H","70%"],["99-00","Roll {@dice 2d12} times on Table I","80%"]],"name":"Shop of the Bizarre Finds","page":13,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Baldur's Gate","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Dread doppelganger|mabjov} posing as a Flaming Fist captain"],["2","{@creature Gibberling|MaBJoV} horde erupts from burrows on the roadside"],["3","{@creature Wolfwere|MaBJoV} hunt for victims during the night"],["4","{@creature Skeleton warrior|MaBJoV} hunting for its golden circlet"],["5","{@creature Hamadryad|MaBJoV} seek vengeance on human loggers"],["6","Bhaal cultist ({@creature assassin}) looking to kill in the name of her god"]],"name":"Random Encounters in Baldur's Gate","page":18,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Rilsa Rael's Wares","colLabels":["Magic Item","Persuasion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Deck of illusions}","12","400 gp"],["{@item Gloves of thievery}","12","500 gp"],["{@item Bead of force}","18","5,000 gp"],["{@item Ring of free action}","18","9,000 gp"],["{@item Sword of life stealing}","22","11,000 gp"],["{@item Wand of binding}","22","11,000 gp"],["{@item Elven chain}","22","11,000 gp"],["{@item Mace of terror}","22","12,000 gp"],["{@item Arrow-catching shield}","22","13,000 gp"],["{@item Ioun Stone, Reserve||Ioun stone (reserve)}","22","13,000 gp"]],"name":"Rilsa Rael (Fence); Rilsa Rael's Wares","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at Sorcerous Sundries","colLabels":["Magic Item","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Dust of disappearance}","–","100 gp"],["{@item Potion of growth}","–","100 gp"],["Wizard {@item Spell Scroll (1st Level)||scroll (1st level)}","–","100 gp"],["{@item Potion of fire breath}","–","150 gp"],["{@item Alchemy jug}","–","200 gp"],["{@item Spell Scroll (2nd Level)||Wizard scroll (2nd level)}","5","200 gp"],["{@item Bag of holding}","5","500 gp"],["{@item Spell Scroll (3rd Level)||Wizard scroll (3rd level)}","5","800 gp"],["{@item Spell Scroll (4th Level)||Wizard scroll (4th level)}","10","2,000 gp"],["{@item Oil of etherealness}","10","3,000 gp"],["{@item Spell Scroll (5th Level)||Wizard scroll (5th level)}","10","4,000 gp"],["{@item Ring of protection}","10","9,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell Globe of Invulnerability}","10","10,000 gp"],["{@item spell scroll (6th level)||Wizard scroll}—{@spell True Seeing}","10","10,000 gp"],["{@item spell scroll (7th level)||Wizard scroll}—{@spell Mordenkainen's Magnificent Mansion}","10","15,000 gp"],["{@item +3 Wand of the war mage||Wand of the war mage, +3}","15","40,000 gp"]],"name":"Magic Items at Sorcerous Sundries","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the High House of Wonders","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Instrument of the Bards, Doss Lute||Instrument of the bard (Doss lute)}","12","500 gp"],["{@item Broom of flying}","12","600 gp"],["{@item Gauntlets of ogre power}","12","700 gp"],["{@item Heward's handy haversack}","18","8,000 gp"],["{@item Instrument of the Bards, Canaith Mandolin||Instrument of the bard (Canaith mandolin)}","18","9,000 gp"],["{@item Wings of flying}","22","12,000 gp"],["{@item Chime of opening}","22","12,000 gp"],["{@item Quaal's Feather Token, Swan Boat||Quaal's feather token (swan boat)}","22","12,000 gp"],["{@item Figurine of Wondrous Power, Onyx Dog||Figurine of wondrous power (onyx dog)}","22","14,000 gp"],["{@item Horseshoes of a zephyr}","22","27,000 gp"],["{@item Helm of brilliance}","22","33,000 gp"],["{@item Spellguard shield}","24","40,000 gp"],["{@item Ioun stone, intellect||Ioun stone (intellect)}","15","45,000 gp"]],"name":"Magic Items at the High House of Wonders","page":19,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Encounters in Suldanessellar","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Hamadryad|MaBJoV} haunt an abandoned elven house"],["2","{@creature Sirene|MaBJoV} crazed from the influence of the Shadowfell"],["3","{@creature Wolfwere|MaBJoV} hunt for victims in the Black Branches"],["4","{@creature Skeleton warrior|MaBJoV} seeking to punish one who has transgressed against {@creature Jon Irenicus|MaBJoV}"],["5","{@creature Sword spider|MaBJoV|Sword spiders} hunt the outskirts"],["6","{@creature Vampire spawn} seeking victims for {@creature Bodhi Irenicus|MaBJoV}"]],"name":"Random Encounters in Suldanessellar","page":21,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Magic Items at the House of the Horn","colLabels":["d100","Magic Item","Intimidation DC","Cost"],"colStyles":["col-1 text-center","col-2","col-7 text-center","col-2 text-right"],"rows":[["1-10","{@item Pipes of haunting}","12","500 gp"],["11-20","{@item Ring of mind shielding}","12","600 gp"],["21-30","{@item Shortbow of warning}","12","800 gp"],["31-40","{@item Mariner's plate armor}","12","1,200 gp"],["41-50","{@item Ring of feather falling}","18","7,500 gp"],["51-60","{@item +2 Rod of the pact keeper||Rod of the pact keeper, +2}","18","9,000 gp"],["61-67","{@item Vicious weapon}","20","10,000 gp"],["68-74","{@item Cloak of the bat}","20","11,000 gp"],["75-82","{@item +2 Greatsword||Greatsword, +2}","20","12,000 gp"],["83-89","{@item Scale Mail of Cold Resistance||Scale mail armor of resistance (cold)}","20","12,000 gp"],["90-93","{@item Staff of withering}","22","12,000 gp"],["94-97","{@item Robe of eyes}","22","15,000 gp"],["98-00","{@item Shortsword of wounding}","22","20,000 gp"]],"name":"Random Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Curses","colLabels":["d10","Curse"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The previous owner, a vampire, will hunt down the purchasers in {@dice 1d4} weeks"],["2","The item requires two attunement slots (if the item does not normally require attunement, it now requires one)"],["3","After {@dice 2d4} days, the item disappears, returning to the Shadar-Kai's store"],["4","A commoner will find the new owner after {@dice 1d4} weeks and explain the item was stolen from her and that she needs the money from selling it or else her family will starve"],["5","The item is part of a game between two rakshasa. They gamble to see how long each owner of the item survives after obtaining it. Within {@dice 3d6} days one of the rakshasa will attempt to kill the owner"],["6","Within {@dice 1d6} weeks an adult gold dragon will confront the new owner when she recognizes the item as belonging to the lair of her recently slain child"],["7","1 week after first obtaining the item, the new owner loses {@dice 4d4} from their hit point maximum until a {@spell greater restoration} spell is cast upon the item"],["8","Within {@dice 1d6} days of purchasing the item, it becomes a normal version of its base item"],["9","Each day the item changes to a random color"],["10","The item begins to stink after {@dice 1d4} weeks, giving disadvantage to anyone within 10 ft. making Wisdom ({@skill Perception}) checks involving smell."]],"name":"House of the Horn; Random Curses","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the House of the Horn","colLabels":["Magic Item","Religion DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Potion of healing}","12","30 gp"],["{@item Elixir of health}","12","100 gp"],["{@item Potion of greater healing}","12","300 gp"],["{@item Boots of elvenkind}","12","600 gp"],["{@item Stone of good luck} (luckstone)","12","600 gp"],["{@item Boots of striding and springing}","12","600 gp"],["{@item Mithral chain mail}","12","800 gp"],["{@item Cloak of elvenkind}","18","1,000 gp"],["{@item Mariner's chain mail} armor","18","1,000 gp"],["{@item Potion of flying}","18","9,000 gp"],["{@item Elven chain}","22","12,000 gp"],["{@item Bracers of defense}","22","13,000 gp"],["{@item Boots of levitation}","22","15,000 gp"],["{@item Folding boat}","22","15,000 gp"],["{@item Oathbow}","24","50,000 gp"]],"name":"Magic Items at the House of the Horn","page":23,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random encounters in Ust Natha","colLabels":["d6","Encounter"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","{@creature Achaierai|MaBJoV} band hunting for vengeance"],["2","{@creature Demodand, Farastu|mabjov|Demodands} pursuing an escaped prisoner"],["3","{@creature Phaerimm|MaBJoV} seeking victims to experiment upon"],["4","{@creature Deep Spider|MaBJoV|Deep Spiders} in service of house Despana"],["5","Drow war band"],["6","{@creature Aboleth} in water filled crystal bowl carried by four {@creature chuul}"]],"name":"Random encounters in Ust Natha","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Common Items at the Trade Center","colLabels":["Magic Item","Cost"],"colStyles":["col-10","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)}","50 gp"],["{@item Potion of healing}","40 gp"],["{@item +1 Ammunition||Ammunition, +1}—{@item +1 Arrow||arrows} (10), {@item +1 crossbow bolt||bolts} (10) or {@item +1 sling bullet||sling bullets} (20)","100 gp"],["{@item Elixir of health}","125 gp"],["{@item Potion of poison}","125 gp"],["{@item Spell scroll (2nd level)}","300 gp"],["{@item +1 weapon||Weapon, +1}—any simple or martial","400 gp"],["{@item Bag of holding}","500 gp"],["{@item Cloak of elvenkind}","600 gp"],["{@item Driftglobe}","700 gp"],["{@item Wand of secrets}","750 gp"],["{@item Cloak of protection}","800 gp"],["{@item Adamantine Half Plate Armor||Adamantine half plate}","900 gp"]],"name":"Common Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Rare Magic Items at the Trade Center","colLabels":["d100","Magic Item","Cost"],"colStyles":["col-1 text-center","col-9","col-2 text-right"],"rows":[["1-10","{@item Spell scroll (3rd level)}","300 gp"],["11-20","{@item Potion of greater healing}","400 gp"],["21-25","{@item Medallion of thoughts}","600 gp"],["26-30","{@item Ring of mind shielding}","700 gp"],["31-40","{@item Adamantine plate armor||Adamantine plate}","2,000 gp"],["41-45","{@item Dimensional shackles}","3,000 gp"],["46-55","{@item Spell scroll (4th level)}","6,500 gp"],["56-60","{@item +2 Weapon||Weapon, +2}—any simple or martial (ranged)","9,000 gp"],["61-65","{@item Mantle of spell resistance}","12,000 gp"],["66-70","{@item +2 Weapon||Weapon, +2}—any martial","12,500 gp"],["71-75","{@item Wand of lightning bolts}","15,000 gp"],["76-80","{@item Periapt of proof against poison}","20,000 gp"],["81-85","{@item +3 Shield||Shield, +3}","30,000 gp"],["86-89","{@item +2 Splint armor||Splint armor, +2}","40,000 gp"],["90-91","{@item +3 Weapon||Weapon, +3}—heavy crossbow, rapier or morningstar","60,000 gp"],["92-93","{@item +3 Rapier||Rapier, +3}","60,000 gp"],["94-95","{@item +3 Morningstar||Morningstar, +3}","60,000 gp"],["96-00","{@item +3 Rod of the pact keeper||Rod of the pact keeper, +3}","60,000 gp"]],"name":"Random Rare Magic Items at the Trade Center","page":25,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Magic Items at the Aboleth Bowl","colLabels":["Magic Item","Intimidation DC","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Oil of slipperiness}","12","200 gp"],["{@item Periapt of wound closure}","12","500 gp"],["{@item Wand of magic detection}","18","1,200 gp"],["{@item Staff of swarming insects}","18","9,000 gp"],["{@item Ring of evasion}","22","12,000 gp"],["{@item Nolzur's marvelous pigments}","22","32,500 gp"],["{@item Amulet of the planes}","22","35,000 gp"],["{@item Horn of Valhalla, Bronze||Horn of valhalla (bronze)}","24","40,000 gp"],["{@item Efreeti bottle}","24","45,000 gp"],["{@item Ioun stone} (fortitude)","24","50,000 gp"],["{@item Tome of leadership and influence}","24","55,000 gp"],["{@item Ring of regeneration}","24","60,000 gp"],["{@item Cloak of invisibility}","26","150,000 gp"]],"name":"Magic Items at the Aboleth Bowl","page":26,"source":"MaBJoV","chapter":{"name":"Hometowns","ordinal":{"type":"chapter","identifier":1},"index":2}},{"caption":"Random Quests From the Adventurer's Guild","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Monster Hunter. You take missions to hunt down and capture or kill monsters"],["2","Archaeologist. You track down ancient treasures of historical significance and bring them back to museums"],["3","Treasure Hunter. You purchase treasure maps to dungeons, tombs and ruins that haven't yet been plundered"],["4","Mercenaries. You hire out to anyone who needs the unique set of skills that your group provides. As long as the money is good"],["5","Surveyor. You go into and map unexplored lands for kingdoms and city states"],["6","Zoology. You seek out monsters to research and write about"]],"name":"Random Quests From the Adventurer's Guild","page":28,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Henchmen Rates and Risk-taking DCs","colLabels":["Henchman","Daily Rate","Intimidation DC","Persuasion DC"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["Talkative {@creature tasloi|MaBJoV}","1 gp","12","10"],["Slobbering {@creature gibberling|MaBJoV}","1 gp","10","20"],["Flatuelent {@creature thug}","2 gp","20","12"],["Anxious {@creature scout}","2 gp","12","15"],["Egotistical svirfneblin","2 gp","15","15"],["Alluring {@creature sirene|MaBJoV}","10 gp","15","15"],["Ridiculous {@creature berserker}","10 gp","20","10"]],"name":"Henchmen Rates and Risk-taking DCs","page":29,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests From Candlekeep","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Retrieval. You must retrieve a rare tome that was stolen from the library"],["2","Tomb Raiding. Break into an ancient tomb and bring back any relics, scrolls or ancient texts"],["3","Archeology. Investigate a newly discovered Netherese ruins. Bring back any secrets found"],["4","Evil Magic User. Defeat a necromancer or lich and take their magical relics or tomes to be sealed up in Candlekeep"],["5","Corrupting Relic. Track down an evil relic that is corrupting a forest/river/town"],["6","Artifact. An ancient book that has the location of a powerful artifact has been discovered. Track it down before it falls into the wrong hands"]],"name":"Random Quests From Candlekeep","page":34,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Adventurer's Guild Arcane Secrets","colLabels":["Magic Item Recipe","Assistant","Components Needed","Arcana Roll Bonus","Material Cost"],"colStyles":["col-3","col-3","col-3","col-1-5 text-center","col-1-5 text-right"],"rows":[["{@item Flame tongue}","Force a Salamander to forge it","Remorhaz heart","+8","2000 gp"],["{@item Glamoured Studded Leather||Glamoured leather armor}","Convince a Deva to bless it","Behir hide","+8","2000 gp"],["{@item +2 Shield||Shield, +2}","Force a Fire Giant to forge it","Young Red Dragon hide","+8","2000 gp"],["{@item Staff of charming}","Complete a task for a hag coven to get their assistance","Incubus/Succubus tail","+8","2000 gp"],["{@item Helm of brilliance}","A Dao must forge it","Crown of a Mummy Lord","+12","20,000 gp"],["{@item Robe of stars}","A cloud giant must help you forge it","Sail from a Githyanki astral ship","+12","20,000 gp"],["{@item +3 Shield||Shield +3}","Force an Efreet to forge it","Dragon Turtle shell","+12","20,000 gp"],["{@item Ioun stone} (mastery)","Convince an Archmage to help you","A Pit Fiend's {@condition petrified} eye","+15","100,000 gp"],["{@item Staff of power}","Best a Planetar in a friendly single combat to gain his aid","A rare magical rod or staff","+15","100,000 gp"],["{@item Talisman of pure good}","Prove yourself to an Adult Gold Dragon in a contest to gain its aid","A rare magical ring","+15","100,000 gp"]],"name":"Adventurer's Guild Arcane Secrets","page":35,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Church of Sune","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Musical Prodigy. Rescue a musical prodigy who has been taken prisoner by a goblin or orc war band"],["2","Architect. Escort a famed architect to a far-off town where he is to set down the foundations of a new temple to Sune"],["3","Necromancers. Hunt down a band of necromancers who have been vandalizing beautiful monuments and terrorizing artists"],["4","Cult. Root out and destroy a cult devoted to an infernal lord that is especially abhorrent to Sune"],["5","Warlord. Assassinate a powerful warlord who leads an alliance of orcs, hobgoblins and giants"],["6","Siege Breaker. Break the siege of an important town by destroying the siege equipment of the enemy force"]],"name":"Random Quests from The Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Religious Relics from the Church of Sune","colLabels":["Religious Relics","Religious Service","Required Level","Cost"],"colStyles":["col-6","col-2 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Gem of brightness}","None","–","600 gp"],["{@item Pearl of power}","Required","5","600 gp"],["{@item Periapt of wound closure}","Required","5","500 gp"],["{@item Ring of Warmth}","None","5","100 gp"],["{@item Wind fan}","None","5","100 gp"],["{@item Amulet of health}","Required","10","4,000 gp"],["{@item Gem of seeing}","Required","10","18,000 gp"],["Glamoured leather armor","None","10","5,000 gp"],["{@item Ioun stone, awareness||Ioun stone (awareness)}","Required","10","6,000 gp"],["{@item Ioun stone, sustenance||Ioun stone (sustenance)}","Required","10","6,000 gp"],["{@item Mace of disruption}","Required","10","10,000 gp"],["{@item Necklace of prayer beads}","None","10","10,000 gp"],["{@item Ring of x-ray vision}","Required","10","4,000 gp"],["{@item Staff of charming}","None","10","8,000 gp"],["{@item Staff of healing}","Required","10","10,000 gp"],["{@item Ioun stone, leadership||Ioun stone (leadership)}","None","15","30,000 gp"],["{@item Rod of security}","Required","15","30,000 gp"],["{@item Tome of leadership and influence}","None","15","40,000 gp"]],"name":"Religious Relics from the Church of Sune","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Required Religious Service","colLabels":["d20","Religious Service"],"colStyles":["col-1 text-center","col-11"],"rows":[["1-4","Seduce an important noble's daughter/son"],["5-8","Restore a desecrated shrine of Sune"],["9-12","Destroy a necromancer who has been raising an army of dead"],["13-15","Stamp out a potential warlord"],["16-19","Protect a young and powerful noble in the Lord's Alliance who has recently converted to Sune. Assassins have targeted the noble"],["20","Vanquish a powerful foe of the Church"]],"name":"Religious Relics; Required Religious Service","page":41,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Emerald Enclave","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Logging Camp. Raid a {@creature hobgoblin} logging camp"],["2","Spider Nest. Clear out a den of {@creature sword spider|MaBJoV|sword spiders} and giant spiders that have infested a forest"],["3","Inferno. {@action Help} to put out a forest fire by destroying the efreet who is keeping it going"],["4","Snake Men. Destroy the nest of yuan-ti that is poisoning the headwater of a major river"],["5","Shadow Druid. Capture the shadow druid who is terrorizing a town with his {@condition charmed} animals"],["6","Alkilith. Close a portal to the abyss that is corrupting a beautiful mountain valley"]],"name":"Random Quests from the Emerald Enclave","page":46,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Emerald Enclave Secret Trails","colLabels":["Trail","The Trail Leads to...","Required Level","Dangers of the Trail"],"colStyles":["col-2","col-6","col-2 text-center","col-2"],"rows":[["Folk path","Llyrath forest in the Moonshae islands","1","Blights"],["Mythal paths","Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor","1","Quicklings"],["The unicorn run","The Star Mounts or the Grandfather Tree in the High Forest","3","Displacer beasts"],["Forest pool to the Feywild","The fens bordering the Summer Court","5","Ettercaps and giant spiders"],["Tree roots to Ysgard","The Gates of the Moon—home to the goddesses Selune and Sune","7","Lone green hag or a coven"],["Forest paths to the Beastlands","The Grove of the Unicorns—the realm of the goddess Mielikki","7","Fomorian giants"],["Mushroom ring to Bytopia","Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer","7","Lone night hag or a coven"]],"name":"Emerald Enclave Secret Trails","page":47,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from The Flaming Fist","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Exploration. The Flaming Fist is considering building a new fort. You are sent on a mission to scout out the area where it is to be built"],["2","Siege Breaker. You are sent to a town or city that is under siege by the Flaming Fist. You must help break the siege by opening the main gate, blowing a hole in the city wall or some other means"],["3","Scout. You must scout out an enemy army and determine their numbers, access to magic, monstrous allies, etc."],["4","Destabilize. You are to foment tensions in a region so that war is more likely"],["5","Extraction. You must rescue a Flaming Fist agent or prisoners of war"],["6","Defense. You are to defend a bridge or other choke point against a large warband of orcs"]],"name":"Random Quests from The Flaming Fist","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Ranks","colLabels":["Rank","Equivalent","Level"],"colStyles":["col-2","col-8","col-2 text-center"],"rows":[["Fist","Common soldier","1"],["Manip","Sergeant","2"],["Flame","Captain","5"],["Blaze","General","8"],["Marshal","Commander of the Flaming Fist","12"]],"name":"Flaming Fist Ranks","page":52,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Salaries","colLabels":["Rank","Lifestyle","Pay"],"colStyles":["col-2","col-2 text-center","col-8 text-center"],"rows":[["Fist","Modest","5 sp per day"],["Manip","Modest","1 gp per day"],["Flame","Modest","5 gp per day"],["Blaze","Wealthy","10 gp per day"],["Marshal","Aristocratic","Every month roll on the Treasure Horde: Challenge 0-4 in the DMG"]],"name":"Flaming Fist Salaries","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Flaming Fist Land Grants","colLabels":["Land Grant","Required Rank","Monthly Upkeep Cost","Donation"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-right"],"rows":[["Fortified Tower","Flame","5 gp","5,000 gp"],["Fort","Flame","10 gp","10,000 gp"],["Keep","Blaze","20 gp","25,000 gp"],["Castle","Marshal","100 gp","100,000 gp"]],"name":"Flaming Fist Land Grants","page":53,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Harpers","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","The Black Network. Take out a Zhentarim safe house in a major city"],["2","Devil Worshippers. Expose an Athkatlan noble family that secretly worships a lord of the Nine Hells"],["3","Demon Possession. Banish a demon that has possessed the lord of a major city"],["4","Slavers. Take out the transport ships of a major slave ring operation"],["5","Assassination. Assassinate an evil noble who threatens to destabilize the Lord's Alliance"],["6","Spies. Infiltrate the court of a powerful king who has been preparing to go to war against his neighbors"]],"name":"Random Quests from the Harpers","page":58,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Items Aquired via Harper Fences","colLabels":["Magic Item","Required Trade","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["Armor, +1 of your choice","Armor, +1","200 gp"],["{@item Bag of holding}, {@item bag of tricks}, {@item boots of elvenkind}, {@item cloak of elvenkind}, {@item cloak of protection}, {@item robe of useful items}, {@item winged boots}","Uncommon magical bag, boots or cloak","75 gp"],["{@item Eyes of charming}, {@item eyes of minute seeing}, {@item eyes of the eagle}, {@item gloves of missile snaring}, {@item gloves of swimming and climbing}, {@item gloves of thievery}, {@item hat of disguise}","Any uncommon magical wondrous item","75 gp"],["{@item Wand of magic detection}, {@item wand of magic missiles}, {@item wand of secrets}, wand of the war mage, {@item wand of web}","Any magical wand","100 gp"],["{@item +1 Weapon||Weapon, +1} of your choice","{@item +1 Weapon||Weapon, +1}","100 gp"]],"name":"Items Aquired via Harper Fences","page":59,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Knights of Bahamut","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Relic of Bahamut. Track down an ancient relic blessed by Bahamut"],["2","Dragon Egg. Steal a dragon egg from a chromatic dragon that raided the nest of a metallic dragon"],["3","Recovery. Recover dragon eggs from the lair of a recently slain metallic dragon"],["4","Pearls. Loot a horde of pearls from the bottom of the ocean to give to an ancient gold dragon as a gift (pearls are a food delicacy to such beings)"],["5","Assault. Join an adult bronze dragon in an assault against a castle ruled by goblinoids and devils"],["6","Silver Dragon. Accompany an adult silver dragon into the Anauroch desert to investigate Netherese ruins"]],"name":"Random Quests from the Knights of Bahamut","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Dragon Eggs from Suldil","colLabels":["Dragon Egg","Required Level","Magic Item"],"colStyles":["col-4","col-4 text-center","col-4 text-center"],"rows":[["Copper","12","Very Rare"],["Brass","12","Very Rare"],["Bronze","14","Very Rare"],["Silver","16","Legendary"],["Gold","18","Legendary"]],"name":"Dragon Eggs from Suldil","page":64,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Order of Irenicus","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Domain of Dread. Steal a relic from a rival Dark Lord in another Domain of Dread"],["2","Elemental Evil. Loot a temple dedicated to the Elder Elemental Eye"],["3","Netherese Ruins. Explore the ruins of a crashed Netherese city"],["4","Horrific Tomb. Steal the spell books of a rival lich"],["5","Mythal. Investigate a recently discovered Mythal"],["6","Dark Elf Vault. Infiltrate a dark elf city and break into the vault of their magical academy"]],"name":"Icarus Quests; Random Quests from the Order of Irenicus","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Scrolls and Books","colLabels":["Scroll","Required Level","Cost"],"colStyles":["col-8","col-2 text-center","col-2 text-right"],"rows":[["{@item Spell scroll (1st level)||Spell scroll—1st level wizard spells}","1","100 gp"],["{@item Spell scroll (2nd level)||Spell scroll—2nd level wizard spells}","1","200 gp"],["{@item Spell scroll (3rd level)||Spell scroll—3rd level wizard spells}","3","500 gp"],["{@item Spell scroll (4th level)||Spell scroll—4th level wizard spells}","3","900 gp"],["{@item Spell scroll (5th level)||Spell scroll—5th level wizard spells}","9","2,000 gp"],["{@item Spell scroll (6th level)||Spell scroll—6th level wizard spells}","12","4,000 gp"],["{@item Spell scroll (7th level)||Spell scroll—7th level wizard spells}","12","7,500 gp"],["{@item Scroll of protection}","3","1,500 gp"],["{@item Manual of Clay Golems||Manual of golems—clay}","12","5,000 gp"],["{@item Manual of flesh Golems||Manual of golems—flesh}","9","5,000 gp"]],"name":"Magical Scrolls and Books; Scrolls and Books","page":70,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Item Transmutation Components and Costs","colLabels":["Magic Item","Magical Component","Arcana Check DC","Material Component Cost"],"colStyles":["col-4","col-4 text-center","col-2 text-center","col-2 text-right"],"rows":[["{@item Amulet of the planes}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Belt of fire giant strength}","Rare or Very Rare Wondrous Item","25","7,500 gp"],["{@item Crystal ball}","Rare or Very Rare Wondrous Item","20","1,500 gp"],["{@item Efreeti bottle}","Rare or Very Rare Wondrous Item","25","5,000 gp"],["{@item Ring of shooting stars}","Rare or Very Rare Ring","20","1,500 gp"],["{@item Robe of stars}","Rare or Very Rare magical Cloak or Robe","20","1,500 gp"],["{@item Staff of fire}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of frost}","Rare or Very Rare Magical Rod or Staff","20","1,500 gp"],["{@item Staff of power}","Rare or Very Rare Magical Rod or Staff","25","7,500 gp"],["{@item Spellguard shield}","Rare or Very Rare Shield","20","1,500 gp"]],"name":"Magical Item Transmutation; Item Transmutation Components and Costs","page":71,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Raven Circle","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Vecna. Collect the memories from an archmage who is dedicated to Vecna"],["2","Fallen Paladin. Collect the memories of an oath breaking paladin"],["3","Corrupt Despot. A powerful lord or king rules with an iron fist while drowning himself in drink and debauchery to forget the many tragedies of his life. Complete his fall by engineering his overthrow"],["4","Faithless Priestess. Collect the memories of a priestess who has lost faith in her god after the death of her husband and children"],["5","Obsessed Vigilante. Capture or kill a vigilante that has been terrorizing a city. Collect the memories of the tragedy that drives his obsession"],["6","Dark Lord. Stop a Dark Lord's scheme to escape the Domain of Dread that she rules"]],"name":"Random Quests from the Raven Circle","page":78,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Devotion Tokens","colLabels":["CR","Neutral","Chaotic","Lawful","Lycanthrope, Intelligent Undead*, Cursed**","Good, Used To Be Evil","Evil, Used To Be Good"],"colStyles":["col-2","col-1-3 text-center","col-1-3 text-center","col-1-3 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["5-9","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["10-12","Feather","Feather","Feather","Gold Coin","Gold Coin","Gem"],["13-15","Feather","Feather","Feather","Gold Coin","Gem","Gem"],["16-18","Feather","Feather","Gold Coin","Gold Coin","Gem","Gem"],["19+","Feather","Feather","Gold Coin","Gem","Gem","Gem"]],"footnotes":["* Intelligent undead must have an Intelligence or Wisdom score of at least 16. Examples include dracoliches, liches, mummy lords, vampires.","** DMs discretion; examples include driders, medusa, shadow dragons."],"name":"Collect Memories; Devotion Tokens","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Raven Queen Sentient Weapon Bonuses","colLabels":["CR","Rare","Very Rare","Legendary"],"colStyles":["col-3","col-3 text-center","col-3 text-center","col-3 text-center"],"rows":[["5-9","+1","+1","+2"],["10-15","+2","+2","+3"],["16+","+2","+3","+3"]],"name":"Weapons of the Raven Queen; Raven Queen Sentient Weapon Bonuses","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Sentient Weapon Powers","colLabels":["Devotion Cost","Level Required","Power"],"colStyles":["col-2","col-1 text-center","col-9"],"rows":[["Feather token","1","The weapon can speak, read, and understand one language. This can be taken multiple times"],["Gold token","3","The weapon can communicate telepathically with any character that carries or wields it"],["Gem token","3","Roll on the Magic Item Minor Property table of the DMG. This can only be taken three times"],["Feather token","3","The weapon has hearing and normal vision out to 30 feet"],["Gold token","5","The weapon has hearing and normal vision out an additional 30 feet (to a maximum of 120 ft.)"],["Gold token","7","The weapon has {@sense darkvision} (requires hearing and normal vision)"],["Gem token","7","The weapon has advantage on all {@skill Perception} checks"],["Feather token","9","One aspect of the weapon's alignment can be changed (good to evil, chaotic to lawful)"],["Gold token","9","The weapon scores a critical hit on a roll of 19 or 20"],["Gem token","12","Roll once on the Artifact Minor Beneficial Properties table in the DMG. This can only be taken three times"]],"name":"Sentient Weapon Powers","page":79,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Random Quests from the Shadow Thieves","colLabels":["d6","Quest"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","Assassination. Kill an enemy of the Shadow Thieves"],["2","Difficult Heist. Rob a high-profile target such as a noble family estate, temple or palace"],["3","Prison Break. Break a number of Shadow Thief operatives out of a prison"],["4","Destroy a rival. Destroy an existing thief's guild in a town or city so that the Shadow Thieves can move in"],["5","Disrupt Slave Lords. {@action Attack} a slaver stockade run by the Zhentarim"],["6","Infiltrate the Undercity. Spy on a newly started organization with ties to Xanathar based out of the undercity of a major city"]],"name":"Random Quests from the Shadow Thieves","page":84,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Heist Details","colLabels":["Heist","Magical Treasure","Gold","Guardians","Lock DC"],"colStyles":["col-3","col-3 text-center","col-1-5 text-center","col-3 text-center","col-1-5 text-center"],"rows":[["Diamond Dragon Jewelers in Athkatla","{@item Gem of seeing}","15,000 gp in jewels","1 mage, 4 veterans","20"],["Seven Songs import in Athkatla","{@item Nolzur's marvelous pigments}","8,000 gp","12 thugs, 1 assassin","15"],["High House of Wonders in Baldur's Gate","{@item Apparatus of kwalish}, shield guardian control medallion","20,000 gp in art objects","2 clay golems, 1 stone golem, 1 iron golem","25"],["Duchal Palace in Baldur's Gate","{@item Figurine of wondrous power}—obsidian steed","15,000 gp in platinum ingots","12 knights, 2 mages","25"],["Temple of Lolth in Ust Natha","{@item Candle of invocation}","10,000 gp","6 elite drow warriors, 4 drow priestesses","20"]],"name":"Heist Targets; Heist Details","page":85,"source":"MaBJoV","chapter":{"name":"Group Patrons","ordinal":{"type":"chapter","identifier":2},"index":3}},{"caption":"Draconic Character Ties","colLabels":["d10","Draconic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with heightened dragonsight, such as Aasterinian, Ashardalon, or Chronepsis. (Cleric, paladin, warlock)"],["2","I revere or host a draconic spirit, akin to a nature or ancestral spirit. (Barbarian, druid, ranger)"],["3","I was part of an order that preserves the teachings of an ancient dragon founder. (Fighter, monk, paladin, wizard)"],["4","I have a dragon for a mentor or patron. (Bard, druid, fighter, rogue, sorcerer, warlock)"],["5","I use my class features to take on draconic characteristics. (Barbarian, sorcerer)"],["6","I have a dragon tooth, horn, claw, or scale that I use as a focus for my spellcasting. (Cleric, druid, paladin, ranger, sorcerer, warlock, wizard)"],["7","A dragon ancestor, or a dragon's gift to my ancestor, fuels my might. (Barbarian, fighter, sorcerer)"],["8","My connection to nature gives me a strange link to a dragon whose presence alters the fabric of nature around the dragon's lair. (Druid, ranger)"],["9","I recently discovered that a person I loved and trusted was a dragon in disguise. (Any)"],["10","I have an apparently mundane item that was stolen from a dragon's hoard, and inexplicable things happen when I carry it with me. (Any)"]],"name":"Heroes of the Dragon; Draconic Character Ties","page":16,"source":"FTD","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Conc.","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Nathair's Mischief|FTD}","Illusion","Yes","No","Bard, Sorcerer, Wizard"],["2nd","{@spell Rime's Binding Ice|FTD}","Evocation","No","No","Sorcerer, Wizard"],["3rd","{@spell Ashardalon's Stride|FTD}","Transmutation","Yes","No","Artificer,* Ranger, Sorcerer, Wizard"],["4th","{@spell Raulothim's Psychic Lance|FTD}","Enchantment","No","No","Bard, Sorcerer, Warlock, Wizard"],["5th","{@spell Summon Draconic Spirit|FTD}","Conjuration","Yes","No","Druid, Sorcerer, Wizard"],["6th","{@spell Fizban's Platinum Shield|FTD}","Abjuration","Yes","No","Sorcerer, Wizard"],["7th","{@spell Draconic Transformation|FTD}","Transmutation","Yes","No","Druid, Sorcerer, Wizard"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":19,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hoard Item States","colLabels":["State","Age"],"colStyles":["col-7 text-center","col-5 text-center"],"rows":[["Slumbering","—"],["Stirring","Young"],["Wakened","Adult"],["Ascendant","Ancient"]],"name":"Hoard Magic Items; Hoard Item States","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Quirks","colLabels":["d8","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When resting on the ground, the item points in the direction of the last hoard it steeped in."],["2","The item's bearer can speak and understand Draconic."],["3","The item glows softly when within 60 feet of a Dragon or another hoard item."],["4","The item's bearer gains a swimming speed equal to their walking speed."],["5","The item's bearer has advantage on Intelligence ({@skill History}) checks."],["6","The item's bearer has advantage on Charisma ({@skill Intimidation}) checks made against non-Dragons."],["7","The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in."],["8","The item's bearer dreams of the dragon whose hoard the item last steeped in."]],"name":"Hoard Item Quirks; Draconic Quirks","page":25,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Marks","colLabels":["d4","Visual Manifestation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One or both of the character's eyes change color to resemble the dragon's eyes or scales."],["2","The character's hair (or a streak of it) changes color to match the color of the dragon's scales."],["3","A mark like a stylized dragon eye or claw appears on the body."],["4","Patches of scales appear on the character's body, typically on the neck, shoulders, or forearms."]],"name":"Draconic Gifts; Draconic Marks","page":27,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Draconic Gift Rarity","colLabels":["Rarity","Age Category"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Uncommon","Wyrmling"],["Rare","Young"],["Very rare","Adult"],["Legendary","Ancient"]],"name":"Draconic Gift Descriptions; Draconic Gift Rarity","page":28,"source":"FTD","chapter":{"name":"Dragon Magic","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Dragon Appearance","colLabels":["d20","Appearance"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Draconic letters or symbols engraved on prominent scales"],["2","Large scar"],["3","One eye missing or milky"],["4","Crooked teeth"],["5","Notably overweight or underweight"],["6","Elongated, sinuous body"],["7","Shortened, stocky body"],["8","Coins or gems embedded in hide"],["9","Sculpted horns or claws"],["10","Rings piercing crest or wing edges"],["11","Draped in some semblance of clothing, from a stole to a full robe"],["12","Unusual coloration (for example, a red dragon with an orange, brown, or purple cast)"],["13","Crouched, predatory posture like a stalking cat's"],["14","Erect, almost bipedal posture"],["15","Scales covered with painted handprints of minions, admirers, or children"],["16","Necklaces made of bones, horns, claws, or teeth taken from enemies"],["17","Extra horns or spines"],["18","Elongated, fang-like teeth, or extra rows of teeth"],["19","Sharpened or serrated scales"],["20","Elemental energy matching the dragon's breath weapon, seeping out between the scales"]],"name":"Dragon Characters; Dragon Appearance","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Mannerisms","colLabels":["d20","Mannerism"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rotates head from side to side when listening or speaking"],["2","Tail writhes constantly in a snakelike fashion"],["3","Slowly and constantly fans wings"],["4","Lowers head to speak eye-to-eye to smaller creatures—unless angry"],["5","Uses Draconic words and phrases even when speaking other languages"],["6","Punctuates speech with bestial sounds—growls, roars, croaks, chirps, or whistles"],["7","Fiddles with tip of tail"],["8","Absently chews on or picks at teeth with swords, spears, or lances"],["9","Quickly forgets names and invents random nicknames instead"],["10","Burdens conversation with extensive historical context, whether or not it's relevant"],["11","Constantly twitches tail—and occasionally pounces on it"],["12","Speaks an archaic form of Common (equivalent to Shakespearean English) and doesn't understand contemporary slang and idioms"],["13","Prone to uttering terrifying, guttural sounds, which are actually laughter"],["14","Enjoys mimicking Humanoid voices"],["15","Dismisses modern cultures as historical curiosities sure to collapse imminently"],["16","Has trouble discerning details of anything as small as Humanoids"],["17","Sharpens claws or horns on nearby stone surfaces"],["18","Manifests small signs of the breath weapon, such as exhaling smoke rings, setting arc lightning dancing over teeth, or blowing acid bubbles"],["19","Sighs restlessly, giving an impression of tremendous boredom"],["20","Deeply suspicious, treating all Humanoids encountered as probable agents of a rival dragon"]],"name":"Dragon Characters; Dragon Mannerisms","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Bonds","colLabels":["d10","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I treasure one particular item in my hoard—a gift from a person I loved, who is long since dead."],["2","I am close to my siblings, whose lairs are nearby. I would go to great lengths to protect them—or avenge them."],["3","A nearby person intrigues me with fascinating questions and bizarre ideas."],["4","I collect information about the worlds of the Material Plane, and I would love to visit another world someday."],["5","I am devoted to Bahamut or Tiamat and put their interests ahead of my own."],["6","I'm determined to destroy the adventurers who slew my parent—and everyone connected to them."],["7","I'm obsessed with attracting the attention of another dragon."],["8","I feel an obligation to protect the creatures that inhabit my territory (except the ones I eat)."],["9","I am trying to collect an extremely rare set of priceless treasures."],["10","I won't rest until I retrieve an item stolen from my hoard."]],"name":"Dragon Characters; Dragon Bonds","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Flaws and Secrets","colLabels":["d10","Flaw or Secret"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I find adventurers fearsome, and I'm convinced that I'll meet my doom at their hands one day."],["2","One item in my possession is worth as much as the rest of my hoard combined, and the fear that it might be stolen consumes me."],["3","Given the opportunity, I eat to excess and then fall into a long, deep sleep."],["4","I would rather let my fearsome reputation scare away intruders than fight them off."],["5","Other dragons would scorn me if they knew how fondly I regard my minions. They're so cute!"],["6","I am terrified of creatures from the Outer Planes—especially modrons."],["7","Another dragon has sworn to find and destroy me."],["8","Humanoids are not ready to learn the horrible cosmic truths in the books in my hoard."],["9","The prospect of living for centuries more exhausts me."],["10","I'm convinced that a version of me on a different world in the Material Plane is hoping to destroy me and steal my hoard."]],"name":"Dragon Characters; Dragon Flaws and Secrets","page":31,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Name Elements","isNameGenerator":true,"colLabels":["d20","1","2","3","4"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["1","Aeros","Agha","Akkan","Alae"],["2","Andra","Andusk","Angkar","Aradace"],["3","Arauth","Arveia","Aryz","Atar"],["4","Auntyr","Auth","Bahr","Bala"],["5","Calaun","Ciym","Claug","Daerev"],["6","Dalagh","Durg","Eir","Elden"],["7","Endar","Ethar","Fel","Galad"],["8","Gaul","Golos","Guth","Ingeir"],["9","Ix","Iyliam","Jhar","Kerin"],["10","Lham","Lothtor","Malae","Marun"],["11","Mere","Miir","Morn","Nabal"],["12","Nur","Nym","Oloth","Ontor"],["13","Othim","Palar","Raali","Ragoth"],["14","Rith","Rysear","Saryx","Ser"],["15","Skad","Surr","Thal","Thanach"],["16","Thoth","Thrax","Thriin","Tostyn"],["17","Tratain","Treori","Turace","Ualin"],["18","Umer","Uryte","Uxin","Vaer"],["19","Vala","Valos","Vinc","Voar"],["20","Vureem","Waur","Zundae","Zyreph"]],"name":"How to Name Your Dragon; Dragon Name Elements","page":33,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Wyrmling Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish independence from adult dragons (or other powerful creatures)"],["2","Acquire one valuable magic item or art object to build a hoard around"],["3","Acquire minions who will bring food and treasure"],["4","Establish dominance over other wyrmlings in the same brood"],["5","Secure a partnership with a more powerful creature for safety"],["6","Find a good spot for a first independent lair"]],"name":"Wyrmlings; Wyrmling Goals","page":35,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Young Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Establish a lair and develop the land around it to maximize safety and good hunting"],["2","Amass as much treasure as possible"],["3","Acquire magical wards to help protect the lair"],["4","Sabotage the efforts of other young dragons to establish lairs in the local area"],["5","Earn the fear and respect of other creatures living near the lair through displays of power"],["6","Secure the allegiance of loyal and powerful minions"]],"name":"Young Dragons; Young Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Adult Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Find a good location for an additional lair"],["2","Acquire an artifact or a powerful magic item for the hoard"],["3","Establish a dynastic bloodline by producing young"],["4","Eliminate younger dragons who could become rivals or threats if they are allowed to grow older"],["5","Transform a large region into an environment suitable for the dragon's preferred sort of lair"],["6","Develop dragonsight to pursue goals across multiple worlds"]],"name":"Adult Dragons; Adult Dragon Goals","page":36,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ancient Dragon Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Avoid decline by becoming Undead or seeking magical alternatives to aging"],["2","Transcend the limits of physical existence on a single world by uniting echoes across multiple worlds or establishing a lair on another plane of existence"],["3","Acquire a particular artifact, perhaps to complete a set (all three parts of the Regalia of Evil, the {@item Eye of Vecna} and {@item Hand of Vecna}, and so forth)"],["4","Collect a complete set of artistic treasures, such as all the paintings of a great master, manuscripts for a famed author's entire body of writings, or every piece of jewelry made by a master artisan"],["5","Transform an entire world into an extreme environment suitable as a lair—a volcanic hellscape, a frozen wonderland, an arid wasteland, or the like"],["6","Destroy one or more gods as an act of vengeance or to ascend to godhood"]],"name":"Greatwyrms; Ancient Dragon Goals","page":37,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Origin of Dragon Eggs","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Spontaneous Reincarnation}. When an adult or older dragon dies, one or more eggs form in the dragon's decomposing body. These eggs might grow like fungus as the body rots away, they could appear among the ashes after the body is consumed by fire, or they might need to be mined out from a corpse that has turned to solid stone or metal."],["2","{@b Seedlings of the First World}. At the heart of the world (underground, or in a remote area of pristine wilderness) stands a tree on which dragon eggs grow like fruit. Once in a lifetime, each dragon feels an overwhelming urge to seek out this tree. After finding it, the dragon must persuade its guardian to relinquish one or more eggs."],["3","{@b Consuming Treasure}. By eating a significant portion of their own hoards, dragons cause themselves to lay clutches of eggs."],["4","{@b Magical Crafting}. Mirroring the creative acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them."],["5","{@b Draconic Transformation}. Enlightened non-dragons (most often Humanoids) are transformed into dragon eggs when they die, when they experience profound enlightenment, or when they undergo a ritual that might involve bathing in dragon blood or being devoured by a dragon. Humanoids and dragons alike understand the transformation to be a transition into a higher state of existence."],["6","{@b Divine Origin}. Only Bahamut and Tiamat can create dragon eggs—each egg is the result of divine intervention."],["7","{@b Spontaneous Formation}. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or in extreme environments (volcanoes, arctic wastes, deadly swamps, and so forth) for chromatic dragons. The eggs might hatch on their own, or they might have to be unearthed first by another creature, whether that's an adult or older dragon or a hapless miner."],["8","{@b Parthenogenesis}. An adult or older dragon can lay a clutch of eggs whenever the dragon feels ready to rear a clutch of wyrmlings—or to impose that responsibility on others."],["9","{@b Dragon Conclave}. Five adult or older dragons of different kinds come together to create a clutch of eggs, with each giving up a bit of life energy as part of the process. This clutch of eggs hatches five dragons of different kinds, depending on the dragons making up the conclave."],["10","{@b Rejuvenation}. An ancient dragon voluntarily enters a deep trance and eventually dies, leaving behind a single egg."]],"name":"Reproduction; Origin of Dragon Eggs","page":38,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Half-Dragon Origin","colLabels":["d6","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Regional Effects}. The magical influence of a dragon's lair causes half-dragons to spontaneously arise among the area's other creatures."],["2","{@b Forbidden Fruit}. A dragon can cause a particular tree to produce magical fruit. When eaten by a creature able to bear children, the fruit causes the creature to bear a half-dragon."],["3","{@b True Love's Gift}. Love occasionally blossoms between dragons and creatures of other kinds, and this life bond can result in half-dragon children. Most half-dragons born of love are created as a magical gift."],["4","{@b Blood Transformation}. A creature that bathes in or drinks the blood of a dragon can sometimes be transformed into a half-dragon. A dragon might voluntarily offer some blood to bring this about, or it could happen accidentally when a would-be dragonslayer is splashed with dragon blood."],["5","{@b Cradle Favor}. A dragon might bestow the gift of draconic power on a newborn baby or an unborn child—as either a blessing or a curse."],["6","{@b Hoard Thieves}. The hoard of an older dragon is imbued with that dragon's power. Those who steal from such a hoard might transform into half-dragons as that power leaches into them."]],"name":"Half-Dragons; Half-Dragon Origin","page":39,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Death Throes","colLabels":["d6","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon immediately uses one of its lair actions, centering the effect on itself. For example, a fallen black dragon and any characters around it might be pulled into a nearby pool of water, and a copper dragon's body might be swallowed suddenly in mud."],["2","The dragon uses its breath weapon one last time."],["3","The dragon's body transforms into stone, metal, lava, ice, or mist. Or the body dissipates, leaving behind only a transformed heart or other organ."],["4","Roll on the {@table Wild Magic Surge|PHB} table in the \"{@class Sorcerer|phb}\" section of the {@book Player's Handbook|PHB}, rerolling any inappropriate result."],["5","A surge of life energy erupts from the dragon, causing each creature within 120 feet of the body to gain the benefit of finishing a long rest."],["6","The body is drawn through a portal to the lair of one of the dragon's echoes on another world, increasing that echo's power."]],"name":"Death of a Dragon; Dragon Death Throes","page":40,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Undead Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dragon seeks help, desperate to prevent a dracolich-worshiping cult from convincing the dragon's sibling, mate, or rival to become a dracolich."],["2","A dragon suffering from a wasting affliction asks the characters to travel to another world, where they must destroy an echo of that dragon who has become a dracolich."],["3","A pirate crew under the command of a {@creature ghost dragon|FTD} fights to recover the dead dragon's scattered hoard."],["4","A {@creature hollow dragon|FTD} guards an artifact meant to be used in the dire circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won't let the artifact be used for its intended purpose."],["5","A gem dragon from another world is searching for the dragon's echo, which has become a {@creature draconic shard|FTD}."],["6","A dracolich keeps returning after being destroyed. The dracolich's connection to its echoes on other worlds is keeping its soul intact, like a phylactery, and the connection must be severed before the creature's threat can be ended."]],"name":"Undeath; Undead Dragon Adventure Hooks","page":41,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Echo Characteristics","colLabels":["d8","Echo Characteristics"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Same dragon kind and age, differing only in physical appearance"],["2","Same dragon kind and age, differing only in a peculiar mannerism"],["3","Same dragon kind and age, but significantly different in personality, ideals, or alignment"],["4","Same dragon kind and generally alike, but older or younger by one category"],["5","Same age, different kind within the same family (chromatic, gem, or metallic), and similar in appearance and personality"],["6","Same age, different kind in a different family (with a similar breath weapon or habitat), with similar appearance but very different ideals or alignment"],["7","Radically different in almost every way imaginable but still bound by fate across the worlds"],["8","Roll again, and in addition the echo is Undead (a dracolich, {@creature hollow dragon|FTD}, {@creature ghost dragon|FTD}, or {@creature draconic shard|FTD}) or a shadow dragon."]],"name":"Echoes across the Worlds; Dragon Echo Characteristics","page":42,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cult of the Dragon Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group of cultists has stolen a dragon egg, with the dual goal of hatching a minion for themselves and gaining leverage over the dragon who was caring for the egg. But the dragon wants the egg back."],["2","A group of cultists is trying to access a magic portal linking the Material Plane to Tiamat's domain, hoping to break the seal that has kept the portal closed for centuries."],["3","A dragon whose echo on another world has become a dracolich suffers from a wasting affliction (see \"{@book Undeath|FTD|3|Undeath}\" above). Members of the Cult of the Dragon are trying to persuade the afflicted dragon to become a dracolich as well."],["4","A dragon and a dracolich, representing the opposing factions of the Cult of the Dragon, war against each other. Their battle is devastating the region between their lairs and endangers countless innocents."],["5","A group of cultists searches for all the {@item Orb of Dragonkind||Orbs of Dragonkind}, planning to use them to bend dragons to their will."],["6","A fringe group of cultists decides to focus on the \"shattered thrones\" part of the ancient prophecy and attempts to assassinate rulers and destroy their seats of power."]],"name":"Cult of the Dragon Adventure Hooks","page":45,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Chamber Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An agent of the Chamber has plundered the research of an eccentric sage whose work is widely considered nonsense, suggesting that something important is hidden in the sage's notes."],["2","A dragon of the Chamber is convinced that dragonmarked Humanoids on Eberron have echoes on other worlds of the Material Plane, and seeks ways to identify them."],["3","A dragon of the Chamber draws the characters from one Material Plane world to another, trying to glean information about the Prophecy by examining the relationship between the two worlds."],["4","A member of the Chamber seeks to hire the characters to explore a dungeon that was recently discovered behind a sigil-inscribed stone seal."],["5","A member of the Chamber believes that one of the characters could serve as \"the Child of Winter\" (or some similar title) mentioned in the Prophecy and tries to manipulate the character into bringing the terms of the Prophecy to pass."],["6","A Fiend tries to trick the characters into slaying a dragon belonging to the Chamber."]],"name":"Chamber Adventure Hooks","page":46,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lauth Goals","colLabels":["d6","Goal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Support the establishment of a powerful empire to maintain order in the lauth's territory"],["2","Bring about the downfall of a powerful empire"],["3","End the influence of Aberrations originating in the Underdark"],["4","Seek out and destroy hundreds of cursed magic items created by an ancient lich"],["5","Destroy an archdevil, a demon prince, a powerful Celestial, or an archfey whose extraplanar influence is altering the lauth's territory"],["6","Bring about (or prevent) the fulfillment of a prophecy uttered by an ancient dragon centuries ago"]],"name":"Common Purpose; Lauth Goals","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Wards","colLabels":["d6","Ward Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@b Immutability}. The dragon is immune to any spell or effect that would alter its form."],["2","{@b Inscrutability}. The dragon is immune to any effect that would sense its emotions or read its thoughts. Wisdom ({@skill Insight}) checks made to ascertain its intentions or sincerity have disadvantage."],["3","{@b Magic Resistance}. The dragon has advantage on saving throws against spells and other magical effects."],["4","{@b Damage Resistance}. The dragon has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."],["5","{@b Additional Resistance}. The dragon has resistance to one type of damage. Roll a {@dice d8}, rerolling if you get a damage type the dragon is already resistant or immune to: 1, acid; 2, cold; 3, fire; 4, lightning; 5, necrotic: 6, psychic; 7, radiant; 8, thunder."],["6","{@b Death Ward}. The dragon can cast the {@spell death ward} spell on itself and regains the ability to do so after a long rest."]],"name":"Engraved Wards; Hidecarved Wards","page":47,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hidecarved Dragons Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hidecarved dragon hires the characters to undertake a quest in pursuit of the lauth's goal."],["2","A lauth becomes convinced that their goal demands the destruction of the characters."],["3","A lauth unexpectedly aids the characters' quest, which aligns with the hidecarved dragons' goal."],["4","A lauth opposes the characters' quest, which is at odds with the hidecarved dragons' goal."],["5","Following reports of a dangerous dragon in the region, the characters discover the dragon is part of a lauth whose goal is worth aiding."],["6","A dragon asks the characters to help figure out why mysterious arcane markings have suddenly appeared on the dragon's scales. Solving this puzzle might mean journeying to another world or finding a way to help awaken the dragon's dragonsight."]],"name":"Hidecarved Dragons Adventure Hooks","page":48,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Inheritors of the First World Adventure Hooks","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fleeing foe disappears into a magic portal linked to another world of the Material Plane. When the characters follow this enemy, they draw the attention of dragons who want to know more about the world they came from."],["2","The lair of a gem dragon turns out to be a magical nexus containing portals linked to the lairs of the dragon's echoes on several other worlds."],["3","The characters discover an enormous ruby deep in the Underdark. When word of their find gets out, the gem becomes the target of thieves and eventually of dragons who believe it is the heart of Sardior and a key to the Ruby Dragon's return."],["4","A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragon's echo and solve the mystery of why their patron has been unable to learn dragonsight."],["5","Priests or dragon servitors of Bahamut send the characters to combat the Inheritors of the First World, worried that any attempt to restore Bahamut and Tiamat's primal creation will anger the gods and rekindle the ancient wars between dragons and Humanoids."],["6","Dragons establish a permanent portal connecting two worlds of the Material Plane, establishing an exciting era of discovery and trade between them. But the longer the portal remains open, the larger it grows, seemingly drawing the two worlds together into a catastrophic collision."]],"name":"Inheritors of the First World Adventure Hooks","page":49,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Relationships and Adventures","colLabels":["d20","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon is trying to eliminate a business rival through ruthless competition or underhanded means, and the rival seeks the characters' help. (Business owner)"],["2","A struggling merchant hires the characters to identify a mysterious competitor who seems to have unlimited resources. (Business owner)"],["3","A repentant enemy comes to the characters, telling them that a former companion of the enemy is actually a manipulative dragon—and asking them to help get revenge. (Companion)"],["4","The characters develop an ever-closer friendship with a secretive person who seems to have inexhaustible wealth and an endless supply of useful information. (Companion)"],["5","A city council asks the characters to help put an end to a deadly war between two criminal gangs, not knowing one of the gangs is led by a dragon. (Crime boss)"],["6","While the characters fight a crime family in a major city, they discover their patron is a dragon hoping to take over the criminal enterprise. (Crime boss)"],["7","A small nation is worried about the aggressive expansion of a dragon-ruled empire on the opposite side of a desert, ocean, or mountain range. Its leaders seek aid from powerful adventurers who can protect the nation from conquest. (Emperor)"],["8","As the characters become powerful enough that they might conceivably threaten a dragon ruler, they are given a choice: enter government service or face exile in the wild borderlands. (Emperor)"],["9","Two nobles worry about the amount of money their heir is donating to a new temple. (God)"],["10","A dragon with developed dragonsight is trying to bring together worshipers from multiple worlds to perform a ritual that will let the dragon ascend to true godhood. (God)"],["11","A dragon noble's servants have kidnapped a well-known storyteller or musician because the dragon is having trouble sleeping. (Noble)"],["12","An aristocrat is being blackmailed by someone threatening to reveal that the noble is actually a dragon in disguise. (Noble)"],["13","When the characters defeat a powerful enemy, the enemy's \"pet\" dragon tries to adopt the characters. (Parental figure)"],["14","When the characters kill a dragon's minions, the distraught dragon surrenders and agrees to leave the area—while secretly plotting revenge against the party. (Parental figure)"],["15","Another group of adventurers—supplied with superior equipment and information by their dragon patron—is pursuing the same goal as the characters. (Patron)"],["16","Local aristocrats complain that the best artists and performers are being lured away by a mysterious patron's promises of riches. (Patron)"],["17","A dragon can teach great magical secrets. But any would-be disciples must prove their worth by acquiring a valuable item to add to the dragon's hoard. (Teacher)"],["18","A dragon teacher from a character's past (whom the character might not know is a dragon) asks for help tracking down a student who has turned to evil. (Teacher)"],["19","A marauding group of bandits has grown from an irritation to a significant threat after coming under the leadership of a dragon. (Warlord)"],["20","The warlike minions of two dragons are clashing in skirmishes across the region, devastating peaceful villages and farmlands. (Warlord)"]],"name":"Warlord; Relationships and Adventures","page":51,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Dragon Encounter Complications","colLabels":["d20","Complication"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The dragon has no interest in fighting and tries to avoid the characters, until they anger the dragon through significantly injury or insult."],["2","The dragon is too bored to fight and offers the characters a tiny amount of treasure if they'll leave."],["3","The dragon hates a certain type of character (sneaky rogues, healers, or heavily armored fighters, perhaps) and directs at least one attack each round at such a character."],["4","The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about, damaging their equipment, insulting them, or showing how ineffectual their attacks are."],["5","The dragon has a way to call for help hidden deep inside the lair, such as a magic horn that summons minions, an {@item iron flask} with a powerful Fiend inside, or a magic portal to an echo's lair. The characters must prevent the dragon from summoning aid or face a new threat."],["6","The dragon is desperately trying to protect a particular treasure, one or more eggs, or perhaps a minion, bargaining to protect this treasure and flying into a rage if it is harmed."],["7","The previous occupant of the dragon's lair left behind a curse, a trap, or a lingering spirit that clever characters can turn against the dragon."],["8","The dragon's lair is almost impossible to navigate without access to one or more of the dragon's special movement modes (typically flight, but possibly burrowing, swimming, or climbing)."],["9","It's been so long since anyone has dared to intrude on the dragon's lair that the dragon is more interested in showing off the lair—and impressive lair actions—than in doing serious harm to the characters. If the characters escape and spread stories of the dragon's grandeur, so much the better."],["10","When the dragon is agitated, the regional effects that alter the terrain around the lair create visible changes around the dragon each round."],["11","Factions and grudges within the ranks of the dragon's minions erupt when the characters challenge the dragon, resulting in infighting that might tip the odds in the main battle in either direction."],["12","A feature in the dragon's lair has an unpredictable magical effect, perhaps similar to a {@item wand of wonder}, a sorcerer's {@table Wild Magic Surge|PHB}, or a {@book dungeon trick|DMG|10|Random Tricks} as described in the {@book Dungeon Master's Guide|DMG}. The dragon avoids the feature unless the encounter is going badly, then either activates the feature or tries to goad the characters into doing so."],["13","Spell effects and breath weapons used inside the dragon's lair cause dramatic destruction, including chasms opening up, ceilings collapsing, pillars toppling, and other effects that can damage or hinder the characters and the dragon equally."],["14","The dragon has a rival who notices the characters approaching the dragon's lair and keeps tabs on the fight. This rival might step in to help the characters or the dragon, depending on the circumstances, or might ambush the characters when they leave the dragon's lair."],["15","The dragon takes tremendous pleasure in adopting Humanoid form and pretending to be a minion, groveling and sniveling when intruders enter the lair and claiming that the dragon is away."],["16","The dragon's only goal is to learn a key piece of information about the characters' larger goals and then escape."],["17","The dragon enjoys combat, roaring in appreciation each time the characters pull off effective attacks or flashy spells. But if seriously hurt, the dragon quickly calls for a truce."],["18","Each round of combat with the dragon, the characters catch an eerie glimpse of another world where one of the dragon's echoes is active."],["19","The dragon has a plan to feign death in case of attack—apparently being buried in a cave-in, tumbling into a deep chasm, drowning in lava, or some similarly dramatic exit. After escaping, the dragon plots revenge."],["20","At the same time the characters are confronting the dragon, another group of adventurers is confronting one of the dragon's echoes on another world. Halfway through the fight, either the dragons or the characters and the other adventurers switch places."]],"name":"Dragon Encounters; Dragon Encounter Complications","page":53,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Cross-Purposes","colLabels":["d6","The Dragon's Schemes..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","...directly target one or more characters. The adventure begins when the dragon or the dragon's minions confront the characters."],["2","...threaten a character's bond or an NPC who's important to one or more characters."],["3","...challenge a character's ideal or exploit a flaw. The character might hear rumors of the dragon's activity, spurring them into action."],["4","...trap the characters between clashing forces."],["5","...create an opportunity for a character to pursue a personal goal."],["6","...cause an accident or catastrophe that threatens the characters."]],"name":"Dragon as Schemer; Cross-Purposes","page":56,"source":"FTD","chapter":{"name":"Dragons in Play","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Lair Location","colLabels":["d10","Unusual Feature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The area is a climate anomaly—a cool and lush oasis in a hot desert, a balmy spring within a frozen tundra, a drifting iceberg in a warm sea, a barren waste in the midst of a verdant forest, or the like."],["2","The area is a wild magic zone. Whenever a creature casts a spell of 1st level or higher or activates a magic item, roll a {@dice d10}. On a 1, roll on the {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}."],["3","Natural rock formations align with celestial phenomena at particular times of the year. Stars and planets might line up with rock spires and windows on solstices and equinoxes, for example."],["4","A dead god or titan is buried in the area."],["5","The area is a vast crater, at the center of which is a long-buried meteorite."],["6","A magical portal to another plane of existence releases dangerous energy—and sometimes creatures—into the area."],["7","The area was a battlefield in an ancient war where thousands of soldiers were annihilated in a devastating magical assault."],["8","Gravity does not function as expected in the area, which might manifest as giant floating earth motes or similar terrain."],["9","An enormous tree—possibly the oldest living organism in the world—grows at the heart of the area."],["10","A god left a profound impression on the site during an ancient visit to the Material Plane—perhaps a footprint, a pool of tears, or a splash of blood that has permanently infused the ground."]],"name":"Dragon Lairs; Lair Location","page":63,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Linking Items","colLabels":["d10","Linking Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The broken pieces of an artifact (such as the Rod of Seven Parts)"],["2","A set of large gemstones, each engraved with the seal of a particular nation or the symbol of a deity"],["3","Numbered volumes of an encyclopedia or comprehensive history"],["4","Statuettes depicting different kinds of dragons"],["5","Portraits of the members of a well-known historical family"],["6","Ornate nesting dolls that feature a large gemstone egg at the heart of the set"],["7","Regalia—an orb, a crown, a scepter, and so forth—belonging to a recently deposed monarch"],["8","Pieces of a full suit of armor that once belonged to an ancient hero"],["9","A set of teeth from a rival dragon, a prophet, or a rare creature"],["10","Pieces of a chess set or another board game, or cards from a deck of playing cards, a {@deck tarokka deck|CoS}, or a {@item deck of many things}"]],"name":"Linking Hoards; Hoard Linking Items","page":67,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Unfinished Business","colLabels":["d6","Unfinished Business"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Entrust the haunted item to the ghost's heir"],["2","Entomb the haunted item with the ghost's corpse"],["3","Destroy the haunted item"],["4","Use the haunted item for a specific purpose"],["5","Reunite the haunted item with other items forming a set"],["6","Destroy the ghost's killer: a dragon who is an echo of the hoard's owner on another world"]],"name":"Haunted Hoards; Unfinished Business","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Curse Effects","colLabels":["d6","Hoard Curse Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Each affected creature gains 1 level of {@condition exhaustion} that can't be removed until the curse is broken."],["2","Each affected creature automatically fails saving throws against dragons' breath weapons and Frightful Presence."],["3","Each affected creature gains vulnerability to the damage type of the breath weapon of the dragon who cursed the hoard."],["4","Each affected creature's speed is reduced by 10 feet."],["5","Affected creatures can't spend Hit Dice to regain hit points during a short rest."],["6","When an affected creature dies, its soul becomes imprisoned by the slain dragon's spirit, preventing the creature from being raised from the dead."]],"name":"A Dragon's Curse; Hoard Curse Effects","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Breaking a Hoard Curse","colLabels":["d4","Rite Elements"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cast the {@spell hallow} spell"],["2","Make an offering of blood from everyone who participated in killing the dragon (or those creatures' nearest kin)"],["3","Bathe or sprinkle the treasure in the dragon's blood"],["4","Make a sacrifice to Bahamut, Tiamat, or both"]],"name":"A Dragon's Curse; Breaking a Hoard Curse","page":68,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic","colLabels":["d6","Magical Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Create a permanent protective ward covering a city-state or small kingdom"],["2","Destroy a large magical ward protecting a region"],["3","Create a dead magic zone where spells and magic items won't function"],["4","Repair the fabric of magic in a dead magic zone"],["5","Reassert the dominance of the Material Plane in a region, banishing influence that has been seeping in from another plane of existence"],["6","Open a portal to another plane of existence or another world of the Material Plane"]],"name":"Competition for a Hoard; Hoard Magic","page":69,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Coin Origins","colLabels":["d10","Origin"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Equivalent value in {@book trade goods|PHB|5|Trade Goods} (see the {@book Player's Handbook|PHB}) rather than coins"],["2–3","Coins from an ancient culture local to this region, ancestral to the people who live here now"],["4–5","Coins from an ancient culture in a distant region"],["6–7","Coins from a nearby contemporary culture"],["8–9","Coins from a local contemporary culture"],["10","Coins from another world"]],"name":"Coins; Coin Origins","page":70,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Mundane Items","colLabels":["d100","Mundane Items"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–04","A painting by an artist long forgotten by everyone except the dragon"],["05–08","A hogshead (large cask) containing 65 gallons of clean drinking water"],["09–12","Several embroidered throw pillows depicting wyrmling dragons"],["13–16","A funerary urn containing remains the dragon can't identify"],["17–20","A set of seven candlesticks bearing a god's holy symbol"],["21–24","A tarnished brazier with pleasant-smelling ash"],["25–28","A drum for use in religious rites, with a foreboding echo to its beat"],["29–32","A stuffed Monstrosity appropriate to the local terrain"],["33–36","The skull of a Fiend or Celestial"],["37–40","A spinning wheel"],["41–44","An hourglass filled with sparkling sand"],["45–48","A crude flute with a pleasing sound"],["49–52","Hundreds or thousands of fake coins interspersed with the real treasure"],["53–56","A treatise on alchemy etched on steel cylinders"],["57–60","The battle standard of one of the dragon's ancient foes"],["61–64","A sketchbook from another world of the Material Plane, depicting unfamiliar creatures and one very familiar dragon"],["65–68","A set of irregular polyhedral dice (with 9, 13, 25, and 34 sides)"],["69–72","A map showing the dragon's lair in relation to villages and other long-gone landmarks"],["73–76","A kneeling bench, which anyone addressing the dragon is required to use"],["77–80","A scroll containing a long epic poem in praise of the dragon"],["81–84","A star chart showing Bahamut and a one-headed Tiamat as constellations, with \"Elegy for the First World\" written between the stars"],["85–88","A large, noisy wind chime"],["89–92","A small shrine with a statuette, a brazier, and an altar dedicated to a god worshiped by many of the dragon's minions"],["93–96","A jar with a dead illithid tadpole floating in preserving chemicals"],["97–00","An extensive historical record in the form of carefully knotted strings"]],"name":"Creating a Hoard; Hoard Mundane Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Gems","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Gem Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–43","01–51","01–18","01–14","10 gp"],["44–99","52–75","19–36","15–28","50 gp"],["00","76–99","37–54","29–42","100 gp"],["—","00","55–77","43–58","500 gp"],["—","—","78–99","59–93","1,000 gp"],["—","—","00","94–00","5,000 gp"]],"name":"Creating a Hoard; Hoard Gems","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Art Objects","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Art Object Value"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–95","01–53","01–49","01–22","25 gp"],["96–00","54–99","50–75","23–42","250 gp"],["—","00","76–99","43–58","750 gp"],["—","—","00","59–93","2,500 gp"],["—","—","—","94–00","7,500 gp"]],"name":"Creating a Hoard; Hoard Art Objects","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Hoard Magic Items","colLabels":["Wyrmling d100","Young d100","Adult d100","Ancient d100","Magic Items"],"colStyles":["col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center","col-2-4 text-center"],"rows":[["01–34","01–21","01–06","—","Common minor item ({@table Magic Item Table A}*)"],["35–61","22–49","07–18","—","Uncommon minor item ({@table Magic Item Table B}*)"],["62–77","50–64","19–41","01–12","Rare minor item ({@table Magic Item Table C}*)"],["—","65–72","42–64","13–56","Very rare minor item ({@table Magic Item Table D}*)"],["—","—","65–69","57–67","Legendary minor item ({@table Magic Item Table E}*)"],["78–96","73–91","70–72","—","Uncommon major item ({@table Magic Item Table F}*)"],["97–00","92–97","73–80","68–73","Rare major item ({@table Magic Item Table G}*)"],["—","98–00","81–91","74–82","Very rare major item ({@table Magic Item Table H}*)"],["—","—","92–00","83–00","Legendary major item ({@table Magic Item Table I}*)"]],"footnotes":["*See the {@book Dungeon Master's Guide|DMG}."],"name":"Creating a Hoard; Hoard Magic Items","page":72,"source":"FTD","chapter":{"name":"Lairs and Hoards","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Amethyst Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am never so content as when contemplating the beauty and wonders of the multiverse."],["2","I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise."],["3","What use is vast knowledge or insight if it is not shared with those who can appreciate it?"],["4","Although some are fascinated by words, I think numbers are the true foundations of creation."],["5","To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge."],["6","I see a far more kaleidoscopic reality than you do... or than any of your selves do, really."],["7","It is not my place to interfere. I merely seek to observe, learn, and understand."],["8","With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one."]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Personality Traits","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)"],["2","Knowledge. We are the whole of creation, seeking to understand itself. (Any)"],["3","Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any)"],["4","Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)"],["5","Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)"],["6","Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)"]],"name":"Creating an Amethyst Dragon; Amethyst Dragon Ideals","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan."],["2","A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard."],["3","An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction."],["4","An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back."],["5","A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon."],["6","An {@creature amethyst dragon wyrmling|FTD} is actually the temporally displaced form of an {@creature ancient amethyst dragon|FTD} who already exists in the same time line."],["7","An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment."],["8","An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior."]],"name":"Amethyst Dragon Adventures; Amethyst Dragon Adventure Hooks","page":76,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature amethyst dragon wyrmling|FTD} is in the care of a cloistered religious order of scribes."],["2","A half-amethyst dragon cares for an {@creature amethyst dragon wyrmling|FTD} sibling after the disappearance of their dragon parent."],["3","A {@creature Faerie Dragon (Violet)||violet faerie dragon} is the playmate and guardian of an {@creature amethyst dragon wyrmling|FTD}."],["4","An {@creature amethyst dragon wyrmling|FTD} lives alone in a lair, cared for by a cadre of animated objects."],["5","A cloister of {@creature Flumph||flumphs} protects an {@creature amethyst dragon wyrmling|FTD} while feeding on the wyrmling's excess psionic energy."],["6","A circle of druids looks after an {@creature amethyst dragon wyrmling|FTD} lairing in the circle's mountain tarn."]],"name":"Connected Creatures; Amethyst Dragon Wyrmling Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Amethyst Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A myconid community dwells in tunnels near a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time."],["2","A {@creature young amethyst dragon|FTD} and a {@creature githzerai zerth} travel together, learning about the multiverse."],["3","A {@creature young amethyst dragon|FTD} wants to take over the cavern lair of a {@creature hydra}."],["4","A deep pool in a {@creature Young Amethyst Dragon|FTD|young amethyst dragon's} lair leads to the underground domain of an {@creature aboleth} the dragon has been seeking to eliminate."],["5","A {@creature young amethyst dragon|FTD} and a {@creature cloud giant} regularly host each other to play strategy games."],["6","{@creature Pegasus||Pegasi} nesting in the mountain heights are under the protection of a {@creature young amethyst dragon|FTD}."]],"name":"Connected Creatures; Young Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Amethyst Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Merfolk} dwelling near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair are under threat from {@creature sahuagin} raiders."],["2","Clusters of {@creature Shrieker||shriekers} serve as a warning system in the tunnels of an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair."],["3","The Enlightened Dragon Master of an isolated monastery is, in fact, an {@creature adult amethyst dragon|FTD}."],["4","An {@creature adult amethyst dragon|FTD} is at war with a {@creature beholder} that has moved into the dragon's domain."],["5","{@creature Xorn} serve as lookouts and spies for an {@creature adult amethyst dragon|FTD} who rewards them with gems."],["6","To repay a favor long owed to a monastery of githzerai warrior-monks, an {@creature adult amethyst dragon|FTD} sends them aid against a {@creature mind flayer} colony."],["7","An apostate community of githyanki follows the tutelage of an {@creature adult amethyst dragon|FTD}, who safeguards their creche on the Material Plane."],["8","The crystal-infused clay near an {@creature Adult Amethyst Dragon|FTD|adult amethyst dragon's} lair is ideal for the creation of {@creature Clay Golem||clay golems}, and the dragon can perceive everything those golems do."]],"name":"Connected Creatures; Adult Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Amethyst Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yuan-ti cult known as the Serpents of the Dreaming City draws power from an {@creature ancient amethyst dragon|FTD}, which the cultists keep in eternal slumber with braziers of enchanted smoke."],["2","A rogue {@creature purple worm} swallowed a large portion of an amethyst dragon's hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm's movement."],["3","An {@creature ancient amethyst dragon|FTD} is able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon's students."],["4","After centuries guarding the world against incursions from the Far Realm, an {@creature ancient amethyst dragon|FTD} has been corrupted by aberrant influences and now leads a cult the dragon once opposed."]],"name":"Connected Creatures; Ancient Amethyst Dragon Connections","page":77,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Amethyst Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A complex orrery of the planes of existence made of engraved movable plates of precious metals and set with gemstones"],["2","A two-foot-long rod of pale crystal that gives off eerie sounds when touched, with the tone varying up and down the length of the rod"],["3","A life-sized human skull carved from a single piece of crystal, including a hollow interior"],["4","A beautifully engraved gong, 3 feet in diameter, suspended from an ornate, inlaid frame"],["5","A crystal singing bowl etched with mantras in Gith, accompanied by an inlaid wooden mallet"],["6","A beautifully illuminated treatise on the planes of existence, bound in ebony covers with metal corner caps and a cover boss set with polished gems"],["7","An etched crystal that projects a star map showing an unfamiliar star field and constellations when set on top of a light source"],["8","A ring in the shape of a coiling dragon, with tiny gemstones for eyes"]],"name":"Amethyst Dragon Treasures; Amethyst Dragon Art Objects","page":79,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I demonstrate my brilliance through the cruel subtlety of my actions."],["2","Watching the works of lesser beings crumble and fall into ruin fills me with joy."],["3","I never confront a threat directly when deceit and skulduggery are available options."],["4","Subjugating others is preferable to destroying them. Thralls make life so much more pleasant."],["5","I will go to great lengths to obtain deadly new magical knowledge."],["6","Nothing lasts forever. But I promise to outlast you."],["7","I have witnessed the rise and fall of civilizations. What consideration does a creature as pitiful and short-lived as you deserve?"],["8","Collecting antiquities and learning why lost cultures vanished are my reasons for existing. If you can help me in that, I'll let you live."]],"name":"Creating a Black Dragon; Black Dragon Personality Traits","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Envy. If the achievements of others cannot be eclipsed, they can always be torn down. (Evil)"],["2","Acquisitiveness. Possessing what others covet is immensely satisfying. (Any)"],["3","Cunning. Destroying your foes without exposing yourself to danger is an art. (Evil)"],["4","Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)"],["5","Patience. There's no need to rush a poorly constructed plan when time is on your side. (Any)"],["6","Serenity. Observing a culture sliding into oblivion along the trek of time puts life in perspective. (Any)"]],"name":"Creating a Black Dragon; Black Dragon Ideals","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Black Dragon||Young}","13","{@spell blindness/deafness}, {@spell create or destroy water}"],["{@creature Adult Black Dragon||Adult}","16","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell plant growth}"],["{@creature Ancient Black Dragon||Ancient}","19","{@spell blindness/deafness}, {@spell create or destroy water}, {@spell insect plague}, {@spell plant growth}"]],"name":"Creating a Black Dragon; Black Dragon Spellcasting","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A black dragon recently took control of a band of pirates and their backwater hideout. Emboldened, the pirates have started raiding nearby shipping lanes."],["2","A conflict-averse black dragon is secretly spraying an alchemical defoliant on local farmland to push people living in the area away from the dragon's lair. The resulting famine is devastating the countryside."],["3","Rival realms are secretly being driven to war by the machinations of a black dragon, who hopes to revel in the resulting carnage."],["4","When swamplands shrink due to a prolonged drought, two black dragons form a temporary alliance to destroy a nearby town for more living space."],["5","The acidic bile of a black dragon is the only substance able to melt the lock of a despot's vault."],["6","A potent artifact is rumored to lie in the ruins where a black dragon dwells."],["7","A group of adventurers and a black dragon are hunting the same treasure in the ruins of a partially sunken city."],["8","A black dragon with epicurean tastes is poaching game in a noble's hunting preserve at a frightening pace."]],"name":"Black Dragon Adventures; Black Dragon Adventure Hooks","page":80,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After breaking free from captivity at the hands of a cocky mage, a cunning {@creature black dragon wyrmling} claimed the mage's amulet—and the suits of {@creature animated armor} the amulet controls."],["2","A band of {@creature Troglodyte||troglodytes} is cowed into serving a {@creature black dragon wyrmling} as bodyguards."],["3","The recent appearance of a {@creature black dragon wyrmling} has altered the local ecosystem, allowing various types of blights to spread prodigiously and upset nature's balance."],["4","A {@creature black dragon wyrmling} is setting cunning traps along local roadways, hoping to injure horses and draft animals for easy butchering."],["5","Kobolds dwelling under a tropical city serve as safecrackers and tunneling burglars to amass treasure for their beloved {@creature black dragon wyrmling} master."],["6","A gnome relic hunter looting a long-abandoned city strikes up an unlikely partnership with a {@creature black dragon wyrmling} to plunder an archaeological dig."]],"name":"Connected Creatures; Black Dragon Wyrmling Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Black Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young black dragon} with a talent for alchemy has weaponized the spores of a myconid colony."],["2","A {@creature merrow} war band has negotiated an alliance with a {@creature young black dragon} to sack a nearby trading port."],["3","A pack of {@creature Ghoul||ghouls} infesting a necropolis serve as a {@creature Young Black Dragon||young black dragon's} bodyguards and enforcers."],["4","A {@creature young black dragon} has cultivated an awakened carnivorous plant (use the {@creature awakened tree} stat block) as a lair guardian and has been abducting travelers to feed the plant creature."],["5","Lizardfolk worshiping a {@creature young black dragon} have been raiding a local fishing community."],["6","A {@creature young black dragon} has struck up a mutual assistance pact with a {@creature roper} that haunts the ruins outside the dragon's lair."]],"name":"Connected Creatures; Young Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Black Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult black dragon} has learned to domesticate swamp-bred {@creature Chimera||chimeras} as guardians and has sold a few of the creatures to local warlords."],["2","A cult of assassins worships an {@creature adult black dragon} as an avatar of their deity. The dragon now uses the cult to destabilize the local sovereign's rule."],["3","Ruins rumored to hold the treasury of a lost empire are guarded by an elaborate network of ooze-based traps designed by a restless {@creature adult black dragon}."],["4","The appearance of a {@creature spirit naga} in the domain of an {@creature adult black dragon} encourages the dragon to study necromancy."],["5","An {@creature adult black dragon} has hidden a cache of gems in a dismal topiary maze filled with {@creature Shambling Mound||shambling mounds}, traps, and noxious plant life, all for the amusement of testing adventurers."],["6","An {@creature adult black dragon} has bound {@creature Water Elemental||water elementals} to the task of bringing food to the dragon's lair."],["7","A bullywug community seeks help to defeat an {@creature adult black dragon} who has been feasting on the bullywugs' domesticated {@creature Giant Frog||giant frogs}."],["8","Two nations—one led by an {@creature adult black dragon} and the other by a {@creature yuan-ti abomination}—are on the brink of joining forces to destroy a third nation. The threatened nation is recruiting adventurers to defend it."]],"name":"Connected Creatures; Adult Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Black Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient black dragon}, after studying blasphemous texts dedicated to alien gods, issues a warning that a corrupted {@creature planetar} will soon fall to earth like a meteor in the fens outside a great city's walls."],["2","An illithid community has spent nearly a millennium raising and preparing a black dragon to become an {@creature elder brain dragon|FTD} (described in {@book chapter 6|FTD|6|Elder Brain Dragon}), so the {@creature elder brain|VGM} can wreak ruin upon its rivals."],["3","The decades-long machinations of an {@creature ancient black dragon} and an evil {@creature archmage} are nearing fruition. If their pact succeeds, they will unleash devastation on a continental scale."],["4","An {@creature ancient black dragon} rules a vast, decadent city built on artificial islands within a polluted lake. The site is threatened with destruction by an enraged {@creature archdruid|VGM}—but destroying the city means thousands of innocents will die."]],"name":"Connected Creatures; Ancient Black Dragon Connections","page":81,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Black Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elegant necklace owned by a beloved noble who disappeared years ago"],["2","Stone carvings representing a pantheon of deities that passed from common knowledge long ago"],["3","The lost secret to forging an alloy imbued with arcane potential, etched on twelve metal disks the size of dinner plates"],["4","A sealed platinum flask containing the last known aqua vitae created by a master dwarf distiller"],["5","A ceremonial longsword with an embossed silver hilt and a blade of amber"],["6","A lavishly illustrated genealogy kept in a magically sealed container that disputes a current monarch's right to the throne"],["7","Heretical religious symbols carved on a trio of gemstones the size of apples"],["8","An elaborately carved mask representing a god of harvest and fertility"],["9","Metal horn caps inset with gems, made for the dragon by loyal cultists"],["10","A beautifully enameled urn holding the desiccated heart of the dragon's former green dragon rival"]],"name":"Black Dragon Treasures; Black Dragon Art Objects","page":84,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I enforce order and social hierarchies because I believe this is how strong societies are built."],["2","Why waste time and energy murdering weaker creatures when I can make them entertain me instead?"],["3","My children, whether born to me or chosen by me, are treasures."],["4","Nothing is funnier than tricking a thirsty traveler into drinking a mouthful of sand."],["5","I have standards for my hoard. Not just any gem or trinket will do."],["6","I'm so pleased with myself and my own good fortune that I can't stop laughing or chuckling."],["7","I would rather destroy my lair and lose my hoard than allow anyone to steal from me."],["8","I am sometimes secretly impressed by what other peoples can accomplish with the proper guidance."]],"name":"Creating a Blue Dragon; Blue Dragon Personality Traits","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)"],["2","Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)"],["3","Taste. I value my possessions for more than just their beauty and consider gauche displays of wealth a sign of inferiority. (Any)"],["4","Family. Blood ties are irrevocable, and even if one doesn't particularly like one's family members, they come before anyone else. (Lawful)"],["5","Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)"],["6","Loyalty. I don't form bonds with those outside my kindred often. But when I do, I am an unshakable and powerful ally. (Good)"]],"name":"Creating a Blue Dragon; Blue Dragon Ideals","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Blue Dragon||Young}","15","{@spell create or destroy water}, {@spell major image}"],["{@creature Adult Blue Dragon||Adult}","17","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}"],["{@creature Ancient Blue Dragon||Ancient}","20","{@spell arcane eye}, {@spell create or destroy water}, {@spell major image}, {@spell project image}"]],"name":"Creating a Blue Dragon; Blue Dragon Spellcasting","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A blue dragon family demands tribute from desert communities in exchange for protection."],["2","Enraged at the loss of a wyrmling, a blue dragon is causing lightning storms to destroy coastal settlements and refuses to stop until someone delivers the adventurer responsible."],["3","A prosperous-looking city appears among the desert dunes, drawing explorers and treasure hunters aplenty, but it's an illusion created by a blue dragon."],["4","A blue dragon promises great wealth to anyone who offers worthy treasures—but eats anyone who misses the mark."],["5","A blue dragon recently acquired trunks full of dress clothes and costumes and is abducting people to put on a fashion show."],["6","A pair of blue dragons is hiring adventurers to find their missing egg, which appears to have been stolen by another blue dragon related to them."],["7","Rock slides have closed a mountain pass, and the only other road through the area wends through the territory of a blue dragon notorious for playing illusory tricks on travelers."],["8","{@creature Blue Dragon Wyrmling||Blue dragon wyrmlings} are playing deadly pranks on the people in their territory, and those people are afraid to ask the wyrmlings' parents to stop them."]],"name":"Blue Dragon Adventures; Blue Dragon Adventure Hooks","page":85,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A recently hatched brood of {@creature Blue Dragon Wyrmling||blue dragon wyrmlings} has adopted a wounded {@creature pseudodragon} as a sibling."],["2","A {@creature blue dragon wyrmling} frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty."],["3","A clan of druids has taken in an orphaned {@creature blue dragon wyrmling}, and its members are trying to teach the creature the value of compassion."],["4","A family of gnolls is holding a {@creature blue dragon wyrmling} hostage in an attempt to force the wyrmling's parents to leave the gnolls' hunting grounds."],["5","Because of the friendship between a bandit leader's child and a {@creature blue dragon wyrmling}, the wyrmling's parents are considering allowing the bandits to move into the dragons' territory."],["6","The accidental death of a {@creature blue dragon wyrmling} has caused a sibling to seek revenge."]],"name":"Connected Creatures; Blue Dragon Wyrmling Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Blue Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Young Blue Dragon||young blue dragon's} family was killed, and the dragon is building a whole realm as a base for exterminating those responsible."],["2","A {@creature young blue dragon} claims the rule of a fast-growing city to impress the dragon's family."],["3","A {@creature young blue dragon} running a protection racket has run afoul of an {@creature efreeti}, who has decided the area would be better off without dragons."],["4","A tough but fair {@creature young blue dragon} leads a fanatically loyal mercenary squad."],["5","A {@creature young blue dragon} schemes to take over a {@creature Guardian Naga||guardian naga's} ancient temple."],["6","A {@creature mummy lord} keeps a {@creature young blue dragon} bodyguard as a sign of power."]],"name":"Connected Creatures; Young Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Blue Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult blue dragon} rules a city and applies exacting standards of aesthetic perfection to everything and everyone in it, swiftly disposing of anyone who fails to meet those standards."],["2","An {@creature adult blue dragon} and an {@creature efreeti} have formed a friendship over the decades. They now share a territory and assist one another in protecting it."],["3","Feeling unappreciated and disrespected in one family, an {@creature adult blue dragon} offers allegiance to a rival dragon family, setting off a blood feud."],["4","A pair of {@creature Adult Blue Dragon||adult blue dragons} has decided to take over a thriving, wealthy city, whose governor is desperate to buy them off."],["5","Decades ago, a {@creature gynosphinx} insulted an {@creature adult blue dragon}, earning the lasting enmity of a whole dragon family."],["6","An {@creature adult blue dragon} has adopted a half-blue dragon as an heir and is setting this heir up to be a puppet ruler."],["7","An {@creature adult blue dragon} plans to present a loyal bandit clan to a bronze dragon as a courting gift."],["8","An {@creature adult blue dragon} is obsessed with getting at the treasure guarded by a {@creature medusa}."]],"name":"Connected Creatures; Adult Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Blue Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient blue dragon} is worried that no members of the younger generation are strong enough to inherit the ancient dragon's territory, and this elder is trying to start a war to test the younger dragons and determine which, if any, might be a worthy heir."],["2","An {@creature ancient blue dragon} without offspring has adopted wyrmlings of various colors—including a number stolen from the wyrmlings' parents."],["3","An {@creature ancient blue dragon} is training an {@creature androsphinx} as heir to the region the dragon rules and searching for magic items that will allow the sphinx to control the weather as the dragon does."],["4","Under the pretense of helping an {@creature ancient blue dragon} become a dracolich, an {@creature archmage} is actually hoping to claim the dragon's vast hoard."]],"name":"Connected Creatures; Ancient Blue Dragon Connections","page":86,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Blue Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An intricately carved seal from a civilization that worshiped the dragon's ancestors as gods"],["2","An extensive collection of elaborate jewelry, including a tiara, tail rings, and claw covers, which the dragon wears when meeting with supplicants"],["3","A set of sculptures depicting the dragon's deceased relatives, all adorned with ground-up jewels"],["4","A jeweled mosaic map of the dragon's territory"],["5","A glass bell that creates the sound of rainstorms and thunder for 1 hour when struck"],["6","An ornately tooled tome recording the lineages of all the blue dragon families in the area"],["7","A massive geode that contains spectacular blue, purple, and black crystals"],["8","A blue silk fan painted with ground gems that creates a briny breeze when hung from the ceiling"]],"name":"Blue Dragon Treasures; Blue Dragon Art Objects","page":88,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I don't ask for much in a conversation partner—just smile, occasionally nod, and stay awake!"],["2","I'm skilled at making others feel that I'm interested in the details of their tiny, meaningless lives."],["3","Every word I say is worth hearing, so I speak loudly and eloquently to make sure I get my point across."],["4","I don't care about the opinions of creatures that are less intelligent than I am. But I'm fascinated by creatures that are significantly more intelligent."],["5","Hoarding knowledge is no fun. It's best when you can trade knowledge away for treasure."],["6","I'm fascinated by intelligence with no brain—talking swords, sapient Constructs, and the like."],["7","I love hearing stories and songs and sharing them with others to bring comfort and calm."],["8","I have no patience for people who imagine their lives are the least bit important."]],"name":"Creating a Brass Dragon; Brass Dragon Personality Traits","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. The best way to show you value others is to learn as much as you can about them. (Good)"],["2","Perspective. Everyone sees things differently, so if you want to know about the world, gather as many different points of view as you can. (Any)"],["3","Knowledge. What's the point of living for centuries if you don't learn all there is to know? (Any)"],["4","Self-Determination. All creatures have the right to make their own decisions about their lives and ultimate destinies. (Chaotic)"],["5","Compassion. Sharing each other's pain and loss brings us all closer to peace and unity. (Good)"],["6","Cruelty. The most hilarious thing about lesser creatures who think they're important is how outraged they get when I hurt them. (Evil)"]],"name":"Creating a Brass Dragon; Brass Dragon Ideals","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Brass Dragon||Young}","13","{@spell create or destroy water}, {@spell speak with animals}"],["{@creature Adult Brass Dragon||Adult}","16","{@spell create or destroy water}, {@spell speak with animals}, {@spell suggestion}"],["{@creature Ancient Brass Dragon||Ancient}","18","{@spell create or destroy water}, {@spell locate creature}, {@spell speak with animals}, {@spell suggestion}"]],"name":"Creating a Brass Dragon; Brass Dragon Spellcasting","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A brass dragon has discovered an unfamiliar settlement and is determined to learn everything about the site's inhabitants, drastically disrupting the inhabitants' lives."],["2","A brass dragon is the secret power behind the throne in an aggressively colonizing realm, using this position to learn about neighboring realms without regard for the consequences."],["3","A brass dragon is the most likely source of crucial information about how to stop an extraplanar incursion that coincides with a certain comet's arrival."],["4","A caravan is being held captive by a brass dragon who is delighted to have such wonderfully diverse conversation partners."],["5","Offended by the sudden departure of a rude guest, a brass dragon rampages through a nearby settlement—and demands the return of a treasure the guest stole."],["6","An intelligent magic item in a brass dragon's hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose."],["7","A windstorm uncovers part of a brass dragon's hoard, and various people and creatures carry off parts of it. The dragon wants every scattered coin and trinket back."],["8","A brass dragon, tired of the increasing traffic, starts leading caravans away from safe water sources and stranding them in the desert."]],"name":"Brass Dragon Adventures; Brass Dragon Adventure Hooks","page":90,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Captured by a band of gnolls, a {@creature brass dragon wyrmling} is patiently trying to teach the gnolls to speak Draconic."],["2","Grieved by the fate of a former friend, a {@creature brass dragon wyrmling} guards a tomb haunted by a {@creature wight}."],["3","Yuan-ti have captured a {@creature brass dragon wyrmling} and are picking up the dragon's twisted sense of humor."],["4","A party of {@creature Bandit||bandits} stole a brass dragon egg, and now the hatched wyrmling is manipulating the bandits to do the dragon's whimsical bidding."],["5","A lost {@creature brass dragon wyrmling} was raised by {@creature Hyena||hyenas} and now leads the pack."],["6","A {@creature druid} who tends a desert oasis has been keeping watch over several {@creature Brass Dragon Wyrmling||brass dragon wyrmlings} since adventurers killed the wyrmlings' parents."]],"name":"Connected Creatures; Brass Dragon Wyrmling Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Brass Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young brass dragon} and a {@creature young blue dragon} fight over territory."],["2","A {@creature young brass dragon} frequently visits a {@creature couatl} who is charged with guarding an ancient temple, sharing stories to help the couatl pass the years."],["3","A {@creature lamia} and a {@creature young brass dragon} lair in the same desert ruin, mostly leaving each other alone—but the lamia hopes to corrupt the dragon."],["4","A {@creature Young Brass Dragon||young brass dragon's} lair occasionally spawns {@creature Air Elemental||air elementals} that roam around the area for a while, causing havoc before eventually dissipating."],["5","A {@creature young brass dragon} and a {@creature weretiger} have become close friends as they try to keep a region safe from a growing horde of malicious gnolls."],["6","A {@creature young brass dragon} allowed a group of {@creature Cyclops||cyclopes} to shelter in the dragon's lair when they were harassed by a blue dragon. Now the cyclopes won't leave, so the dragon is trying to educate them."]],"name":"Connected Creatures; Young Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Brass Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult brass dragon} enjoys trading riddles with a {@creature gynosphinx}."],["2","Long ago, an {@creature adult brass dragon} swore service to a human priest, expecting to outlive the priest. But now the priest is a {@creature mummy lord}, and the dragon remains bound to serve."],["3","An {@creature efreeti} wants to claim an {@creature Adult Brass Dragon||adult brass dragon's} palatial lair and fabulous hoard."],["4","A pair of {@creature Roc||rocs} have nested too close to an {@creature Adult Brass Dragon||adult brass dragon's} lair, and they harass the dragon whenever they can."],["5","A {@creature guardian naga} charged with protecting an ancient artifact has decided that the artifact—as well as the naga—would be safer in an {@creature Adult Brass Dragon||adult brass dragon's} hoard than left alone in some crumbling ruin."],["6","A half-brass dragon {@creature yuan-ti abomination} leads other yuan-ti in worshiping an {@creature adult brass dragon} as a serpent god, much to the dragon's amusement."],["7","Two {@creature Adult Brass Dragon||adult brass dragons} are rearing a clutch of wyrmlings together, and they allow the infant dragons to wreak innocent havoc on nearby settlements."],["8","A solitary {@creature adult brass dragon} has adopted a {@creature blue dragon wyrmling} found starving in the desert."]],"name":"Connected Creatures; Adult Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Brass Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient brass dragon} once ruled a temple-state through a puppet sovereign, who is now a {@creature mummy lord} ruling a city of {@creature Ghoul||ghouls} that owe the dragon fealty."],["2","An {@creature ancient brass dragon} believes that a local {@creature androsphinx} is an insufferable know-it-all with no sense of humor and enjoys playing pranks on the sphinx."],["3","An {@creature ancient brass dragon} and an {@creature ancient blue dragon} have a centuries-old rivalry, and each dragon manipulates adventurers into harassing the other."],["4","An {@creature ancient brass dragon} rules a mighty city whose folk have erected massive stone monuments to honor the dragon over the centuries."]],"name":"Connected Creatures; Ancient Brass Dragon Connections","page":91,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Brass Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A finely carved bust of a long-dead human ruler, which the dragon has named Cornelius and argues with incessantly"],["2","An elegant locket holding a watercolor portrait of a dragonborn the dragon fondly calls Lux"],["3","A polished platter engraved with an elaborate scene showing a person talking to a sphinx; the dragon likes to imagine being in the scene, dominating the conversation"],["4","A sculpture depicting a pod of dolphins leaping among stone waves, all of which the dragon has named and imagines as pets"],["5","A cameo pendant depicting a human woman the dragon calls \"Bruno\" and imagines to be a brilliant philosopher"],["6","A statuette of an important deity, which the dragon calls by a diminutive version of the god's name and baby-talks to"],["7","A large tapestry depicting a party of elves riding stags through the woods; the dragon has named all the stags and offers condolences on their being saddled and mounted"],["8","A sculpted bird in an ornate cage; the dragon calls the bird Fweep and sings to it"],["9","A large mirror in a frame studded with gemstones; the dragon likes to gaze in the mirror and imagine having a mate"],["10","An idol of an obscure minor divinity; the dragon addresses it reverently as \"O mighty Froglet\" (its shape is only vaguely frog-like)"]],"name":"Brass Dragon Treasures; Brass Dragon Art Objects","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The weakest creatures sometimes display the greatest courage. I respect all beings who risk their lives in defense of something greater than themselves."],["2","My payment is a matter of principle. Requiring even a small fee for my service allows those I help to preserve their dignity. It's really for your benefit."],["3","I have no time for chitchat or insinuation. I get to the point and expect others to do the same."],["4","I respect law and order, but it's no excuse for tyranny. Those who abuse power must be stripped of it, and soldiers have a responsibility to refuse immoral orders."],["5","I strive to treat foes honorably, but not at the expense of strategy. A quick death in combat is its own kind of courtesy."],["6","I trust my gut. I'd rather act on incomplete information than be hamstrung by indecision."],["7","I'm fascinated by other species' military technology, especially magic armaments and siege engines—the bigger, the better!"],["8","Conflict drives evolution. By sparking wars between nations, I contribute to the advancement of their civilizations. (And they pay me for it, too!)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Personality Traits","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Action. Passivity is shameful. We owe it to the world and ourselves to try to improve things, even if we can't guarantee success. (Any)"],["2","Analysis. When possible, dig into the root of a conflict before committing to end it, to ensure you aren't fighting for the wrong side. (Any)"],["3","Honor. I never lie outright, though I choose my words carefully. I will fight to the death rather than break my word or abandon a comrade. (Lawful)"],["4","Discipline. Disorganization breeds defeat. I demand self-control from both myself and those who fight beside me. (Lawful)"],["5","Guardianship. It's the duty of the strong to protect the weak. (Good)"],["6","Dominance. Anyone who opposes my will is either an underling to be punished or an enemy to be vanquished. (Evil)"]],"name":"Creating a Bronze Dragon; Bronze Dragon Ideals","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Bronze Dragon||Young}","14","{@spell beast sense}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Adult Bronze Dragon||Adult}","17","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell speak with animals}"],["{@creature Ancient Bronze Dragon||Ancient}","20","{@spell beast sense}, {@spell control water}, {@spell detect thoughts}, {@spell heroes' feast},* {@spell speak with animals}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Bronze Dragon; Bronze Dragon Spellcasting","page":94,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Attempts to salvage a sunken merchant ship are being thwarted by a bronze dragon who claims \"finder's rights.\""],["2","Betrayed by corrupt city officials, a bronze dragon is punishing the city by preventing ships from entering its harbor, but the citizens are suffering."],["3","A bronze dragon gathers crusaders to rescue a hero imprisoned in the Abyss—a mission that will mean almost certain death for the rank-and-file troops."],["4","A bronze dragon has conscripted a local militia into an ongoing conflict with a black dragon who lives in the waterlogged ruins of a magical academy."],["5","The bronze dragon who protects a coastal nation is stricken by a curse, and the cure lies in a sunken temple the dragon destroyed generations ago."],["6","Believing that the winner of a city's democratic election is unworthy of the job, a bronze dragon is now supporting an authoritarian leader instead."],["7","A bronze dragon has been approached by both sides in a war and needs agents to get close to both leaders to discover which has the worthier claim."],["8","A bronze dragon fears that a remote library-fortress is no longer the best place to safeguard an infamous tome called the Antitheorem Codex—and has decided to prove it by attacking the site."]],"name":"Bronze Dragon Adventures; Bronze Dragon Adventure Hooks","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flight of {@creature Pseudodragon||pseudodragons} has raised an orphaned {@creature bronze dragon wyrmling}, who is quickly growing too large for the group's usual activities."],["2","A {@creature knight} rescued a {@creature bronze dragon wyrmling} from sacrifice at the hands of a cult, and the two now travel together in search of wrongs to right."],["3","A {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} murdered tutor rose as a {@creature revenant}, and the dragon seeks anyone who can help obtain justice."],["4","A {@creature bronze dragon wyrmling} has chosen a lair filled with {@creature Poisonous Snake||poisonous snakes}, admiring the elegance with which they slither through the flooded tunnels."],["5","A {@creature bronze dragon wyrmling} has been captured by {@creature sahuagin} raiders and manipulated into serving as the band's icon and war leader."],["6","A group of {@creature merrow} stole a {@creature Bronze Dragon Wyrmling||bronze dragon wyrmling's} hoard, and the wyrmling is training a {@creature plesiosaurus} to help attack the merrow's stronghold."]],"name":"Connected Creatures; Bronze Dragon Wyrmling Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Bronze Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature guardian naga} and a {@creature young bronze dragon} each defend half of an artifact called the Sundered Crown."],["2","A {@creature young bronze dragon} and a {@creature medusa} have been enemies for so long that they've developed mutual respect, communicating by way of a magical book that teleports back and forth between them."],["3","A {@creature young bronze dragon} seeks to turn a band of {@creature Cyclops||cyclopes} into a disciplined army, with little success."],["4","A {@creature young bronze dragon} has been magically bound to the service of a {@creature marid}, and the dragon is unable to take direct action to get free of the genie."],["5","A {@creature young bronze dragon} runs a prestigious military academy, training paladins of smaller species to fight for justice beneath the dragon's banner."],["6","Dragonborn pirates bribe a {@creature young bronze dragon} into helping them steal ship cargoes for a sizable cut of the profits."]],"name":"Connected Creatures; Young Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Bronze Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature rakshasa} disguised as a pirate lord seeks revenge on the {@creature adult bronze dragon} who has killed the Fiend three times so far."],["2","An {@creature adult bronze dragon} regularly consults a {@creature storm giant} whose prophecies give hints as to which conflicts the dragon should seek out and engage in."],["3","An {@creature adult bronze dragon} keeps a {@creature roc} as a beloved pet and views the creature's predations on local settlements as simply part of the natural order."],["4","An {@creature adult bronze dragon} swore an oath to a comrade who later became a {@creature vampire}. The dragon reluctantly continues to protect the vampire, all the while searching for a way to reverse the transformation."],["5","An {@creature adult bronze dragon} sends regular tributes of treasure to an {@creature adult topaz dragon|FTD}, not wanting the topaz dragon's enmity to become a threat to coastal communities under the bronze dragon's protection."],["6","An {@creature archmage} and an {@creature adult bronze dragon} who have been friends since they fought together in the mage's youth often visit each other to share stories."],["7","An {@creature adult bronze dragon} attempting to raise a clutch of wyrmlings alone is in desperate need of tutors and babysitters who can survive the assignment."],["8","An obsessed shadow dragon plots to trap an {@creature adult bronze dragon} in the Shadowfell until the bronze dragon too is transformed."]],"name":"Connected Creatures; Adult Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Bronze Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient bronze dragon} is locked in a centuries-old conflict with a {@creature kraken} that destroyed a settlement under the bronze dragon's protection."],["2","Two ancient dragons, one {@creature Ancient Bronze Dragon||bronze} and one {@creature Ancient Silver Dragon||silver}, support different nations locked in a war, each believing that their side has the moral high ground."],["3","An {@creature ancient bronze dragon} controls a network of privateers who prey on pirates and accept government commissions if the dragon deems a cause worthy."],["4","An {@creature ancient bronze dragon} guards a {@creature merfolk} monastery that's risen mysteriously from the depths, prompting attacks by greedy coastal nations even as the monks warn of a coming apocalypse."]],"name":"Connected Creatures; Ancient Bronze Dragon Connections","page":95,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Bronze Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A painting of the bronze dragon alongside a human woman wearing an outdated military uniform"],["2","An ornate, mostly complete collection of Oristene's multi-volume Military History of the Outer Planes"],["3","A heavy cloak of shimmering blue scales, with an attached half-mask"],["4","An oversized key of living wood, with seemingly natural whorls in the bark that form the words, \"For service not forgotten\""],["5","A dragon-sized drinking vessel crafted from a behir horn"],["6","Framed blueprints of a siege engine called the Moonhammer"],["7","An aquatic howdah made of sharkskin and bearing an emblem of a lonely black tower perched high atop a sea stack"],["8","A statue of a dishonored elf general, which is surrounded by historical treatises recounting the general's disgrace and notes that suggest the dragon has vowed to redeem this former hero"],["9","An idol of an insectile devil, with a blindfold tied carefully around its compound eyes"],["10","An elaborate clockwork zoetrope that, when activated, displays a moving picture of a bronze dragon fighting a red dragon over a burning city"]],"name":"Bronze Dragon Treasures; Bronze Dragon Art Objects","page":98,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am generous with my time, my words, and my considerable wisdom—but my treasure is mine."],["2","I love music. It is truly the universal language, able to express ideas far better than mere words alone."],["3","I find the notion of trade and barter fascinating, and sometimes even find ways to participate in them."],["4","There is no sound I love more than laughter, a powerful balm for hearts and minds."],["5","I enjoy games of all kinds, especially challenges of wit and intellect—and those I can decisively win."],["6","I admire how brightly short-lived creatures shine before their lights go out."],["7","Nothing is more satisfying than deflating the egos of the high-and-mighty with a well-placed jibe."],["8","When I'm bored, stirring up a settlement and watching its people scurry about amuses me."]],"name":"Creating a Copper Dragon; Copper Dragon Personality Traits","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beauty. The ability to create, appreciate, and sustain beauty is the true measure of a creature or civilization. (Good)"],["2","Curiosity. The world holds so much to experience. I value different perspectives and insights. (Any)"],["3","Creativity. Our purpose is to create something new and clever, and I admire those who do so. (Any)"],["4","Change. The only constant is change, and we must change with the world. (Chaotic)"],["5","Fairness. Life is often unfair, and it is up to us to rebalance its scales from time to time. (Good)"],["6","Cruelty. Existence is a cruel joke. You can either be in on the joke, or be made a fool by it. (Evil)"]],"name":"Creating a Copper Dragon; Copper Dragon Ideals","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Copper Dragon||Young}","13","{@spell lesser restoration}, {@spell phantasmal force}"],["{@creature Adult Copper Dragon||Adult}","16","{@spell lesser restoration}, {@spell phantasmal force}, {@spell stone shape}"],["{@creature Ancient Copper Dragon||Ancient}","19","{@spell lesser restoration}, {@spell move earth}, {@spell phantasmal force}, {@spell stone shape}"]],"name":"Creating a Copper Dragon; Copper Dragon Spellcasting","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A copper dragon holds an annual competition of poetry and music. The winner dwells with and entertains the dragon for a year—providing a perfect opportunity to access the dragon's lair and hoard."],["2","An area of reputedly haunted hills is the domain of a copper dragon, who takes advantage of local legend and trickery for amusement and to deter intruders."],["3","A copper dragon is found half buried in a rock slide, badly injured and unable to recall what happened—or the location of the dragon's lair."],["4","A reclusive, eccentric noble who sometimes employs adventurers turns out to be a copper dragon working through various intermediaries."],["5","An {@creature adult copper dragon} wants {@creature Griffon||griffons} nesting near the dragon's lair gone but hopes to have the griffons—and their eggs—relocated rather than killed."],["6","A message found in the Underdark was meant for a copper dragon, who has believed for generations that the message's original bearer betrayed them."],["7","A copper dragon has been trying to engineer peace for two nearby domains by facilitating a romance between the heirs of those lands' rulers."],["8","A {@creature hobgoblin warlord} scarred by a copper dragon in youth has raised an army to slay the dragon and plunder the dragon's hoard."]],"name":"Copper Dragon Adventures; Copper Dragon Adventure Hooks","page":99,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature aarakocra} shelters a {@creature copper dragon wyrmling} from {@creature Gargoyle||gargoyles} hunting in the mountains."],["2","A {@creature copper dragon wyrmling} guards a hidden pass that leads into a sylvan valley populated by {@creature Centaur||centaurs}, {@creature Pixie||pixies}, and {@creature Satyr||satyrs}."],["3","A {@creature copper dragon wyrmling} has killed a number of domestic animals. A group of {@creature Druid||druids} wants the wyrmling captured and relocated, rather than killed."],["4","A ruined manor house being reclaimed by a newly titled noble is the lair of a {@creature copper dragon wyrmling}."],["5","A {@creature copper dragon wyrmling} follows a wizard everywhere, fascinated by {@spell prestidigitation} tricks."],["6","An {@creature ettin} is trying to keep a captured {@creature copper dragon wyrmling} as a pet."]],"name":"Connected Creatures; Copper Dragon Wyrmling Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Copper Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young copper dragon} has enticed a band of {@creature Kobold||kobolds} to undertake activities for the dragon's amusement—and to rein in the band's more chaotic tendencies."],["2","The head of a local thieves' guild is a {@creature young copper dragon} who delights in tales of daring thefts and skims the best stolen art objects as tribute."],["3","A {@creature young copper dragon} needs aid to root out a {@creature behir} that has claimed the dragon's lair."],["4","A band of raiders tithes treasure and tales to a {@creature young copper dragon}, in exchange for using the canyons around the dragon's lair as a haven."],["5","A {@creature dryad} dwelling in the woods near a {@creature Young Copper Dragon||young copper dragon's} lair helps to ward off intruders."],["6","A child's imaginary friend is a very real {@creature young copper dragon} who can cast {@spell invisibility}."]],"name":"Connected Creatures; Young Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Copper Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult copper dragon} befriended a {@creature djinni} after granting the genie freedom. Now the two meet yearly to talk and exchange news."],["2","{@creature Centaur} communities in the foothills surrounding an {@creature Adult Copper Dragon||adult copper dragon's} lair gather yearly to offer tribute to the dragon, who settles disputes and dispenses advice for them."],["3","A {@creature galeb duhr} acts as the guardian of an {@creature Adult Copper Dragon||adult copper dragon's} hoard."],["4","An {@creature adult copper dragon} regularly visits the {@creature Treant||treants} of the nearby forest to help protect their woods from encroachment."],["5","A band of {@creature Fomorian||fomorians} believe they have allied with a red dragon to burn a Feywild grove, but an {@creature adult copper dragon} has deceived them."],["6","An {@creature adult copper dragon} serves as the patron of a community of gnome tinkerers, who present their best ideas to the dragon in hopes of being funded."],["7","A community of {@creature Stone Giant||stone giants} believes an {@creature adult copper dragon} is a key figure in a prophecy—and the dragon has decided to play along for fun."],["8","An {@creature adult copper dragon} sends agents into a {@creature goristro} demon's labyrinth to steal a lost soul, as part of a centuries-long game."]],"name":"Connected Creatures; Adult Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Copper Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient copper dragon} and an {@creature ancient red dragon} have been playing a complex game of strategy for centuries, using whole communities as their pawns and nations as their game board."],["2","An {@creature ancient copper dragon} guards the sealed entrance to a ruined temple filled with devils."],["3","A renowned gnome trickster, now deceased, so impressed an {@creature ancient copper dragon} that the dragon assumes the gnome's form from time to time to help keep their legend alive."],["4","The {@creature ancient copper dragon} progenitor of a lineage of dragon-blooded sorcerers likes to check in on these descendants from time to time."]],"name":"Connected Creatures; Ancient Copper Dragon Connections","page":100,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Copper Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A jeweled cloak pin bearing the symbol of an ancient secret society"],["2","A smooth piece of amber with what appears to be a tiny sprite frozen inside it"],["3","A metal egg that unfolds into a lotus-like flower"],["4","A harp that plays by itself on command"],["5","A six-foot-tall mirror of silvered glass in a precious frame carved with the shapes of coiling dragons"],["6","A complex puzzle box made of rare woods and inlaid with stone"],["7","The figurehead of a ship, carved in rare woods and set with gemstones—and bearing the likeness of the copper dragon's head"],["8","A complex astrological clock, with tiny gemstones marking out stars and constellations"]],"name":"Copper Dragon Treasures; Copper Dragon Art Objects","page":102,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","If you're not a thief or a frost giant, let's talk!"],["2","Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay?"],["3","Jokes are as valuable as any gemstone and more fun to share."],["4","My empathy is a bottomless well. I can't help but lose myself in the emotions of others."],["5","The stars have much to tell us, and folk need me to interpret what the stars say."],["6","All play and no work—those are the words I live by."],["7","I am always the first to offer a compliment."],["8","Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders!"]],"name":"Creating a Crystal Dragon; Crystal Dragon Personality Traits","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Exploration. Yesterday is already known. Today is for something new. (Chaotic)"],["2","Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good)"],["3","Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral)"],["4","Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)"],["5","Fun and Games. Play is learning, but without the boredom. (Chaotic)"],["6","Control. Everyone is welcome, as long as they follow my rules. (Lawful)"]],"name":"Creating a Crystal Dragon; Crystal Dragon Ideals","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A towering palace of ice and quartz that was once the abode of an {@creature ancient crystal dragon|FTD} is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it."],["2","Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible."],["3","A crystal dragon invites the greatest bards and philosophers to partake in \"the Great Dialogue\" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun."],["4","A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew."],["5","A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return."],["6","A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others."],["7","A crystal dragon seeks bold adventurers to steal an egg from an {@creature ancient white dragon} who is infamous for abject cruelty and utter remorselessness."],["8","A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands."]],"name":"Crystal Dragon Adventures; Crystal Dragon Adventure Hooks","page":103,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature crystal dragon wyrmling|FTD} rides a sled pulled by a trained pack of {@creature Wolf||wolves} and frets about outgrowing this favorite pastime."],["2","A {@creature crystal dragon wyrmling|FTD} has foreseen an untimely end for the {@creature Bandit||bandits} who raided the wyrmling's lair and follows the bandits to keep them safe."],["3","A {@creature crystal dragon wyrmling|FTD} has befriended a {@creature white dragon wyrmling}. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern."],["4","A {@creature crystal dragon wyrmling|FTD} encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon."],["5","A {@creature crystal dragon wyrmling|FTD} finds {@creature Ice Mephit||ice mephits} to be the perfect household servants—if only they would stop trying to kill the dragon's guests."],["6","A {@creature crystal dragon wyrmling|FTD} is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks."]],"name":"Connected Creatures; Crystal Dragon Wyrmling Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Crystal Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young crystal dragon|FTD} tries to protect a local population of rare {@creature Snowy Owlbear|IDRotF|snowy owlbears} from poachers and hunters."],["2","A {@creature young crystal dragon|FTD} has adopted a group of {@creature Kobold||kobolds} and is trying to teach them the value of a good practical joke."],["3","A {@creature young crystal dragon|FTD} has captured a pack of {@creature Winter Wolf||winter wolves} loyal to a {@creature frost giant}, intent on convincing the wolves to change their evil ways."],["4","A lonely {@creature werebear} enjoys long conversations with a {@creature young crystal dragon|FTD} but doesn't always appreciate the dragon's sense of humor."],["5","A {@creature young crystal dragon|FTD} finds some {@creature Manticore||manticores'} bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature."],["6","A {@creature young crystal dragon|FTD} uses {@spell dancing lights} and {@spell hypnotic pattern} to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients."]],"name":"Connected Creatures; Young Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Crystal Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult crystal dragon|FTD} convinces a {@creature druid} to cast the {@spell awaken} spell on creatures around the dragon's lair, so the dragon will never want for conversation."],["2","A family of {@creature Yeti||yetis} seized an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair and hoard, and the dragon seeks help to drive the yetis out."],["3","An {@creature adult crystal dragon|FTD} and an elf {@creature archmage} have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is grieving as the elf approaches the end of life."],["4","A pair of {@creature Adult Crystal Dragon|FTD|adult crystal dragons} lairing on neighboring mountaintops have enjoyed a decades-long snowball war, but their antics sometimes cause avalanches that threaten nearby villages."],["5","An {@creature adult crystal dragon|FTD} enjoys shaping the ice and snow near a den of {@creature Troll||trolls} into a labyrinth and watching the trolls try to make their way through it."],["6","{@creature Remorhaz||Remorhazes} infest the glacier beneath an {@creature Adult Crystal Dragon|FTD|adult crystal dragon's} lair, posing an imminent threat to the dragon's home and hoard."],["7","A {@creature revenant} persuades an {@creature adult crystal dragon|FTD} to help get revenge on the {@creature Frost Giant||frost giants} who murdered her."],["8","An {@creature adult crystal dragon|FTD} teaches astronomy to students of a renowned university, but the students must travel to the dragon's mountain lair for class."]],"name":"Connected Creatures; Adult Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Crystal Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A clan of dwarves has discovered a self-renewing vein of quartz near an {@creature Ancient Crystal Dragon|FTD|ancient crystal dragon's} lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the future."],["2","An {@creature ancient crystal dragon|FTD} is stalked by a villainous ranger who has already claimed a dozen draconic trophies."],["3","An {@creature ancient crystal dragon|FTD} follows a pod of whales from one sea to another, having grown fond of the valuable ambergris they leave in their wake. Now whalers are scheming to kill the dragon."],["4","A community of seal hunters reveres an {@creature ancient crystal dragon|FTD} as the spirit of their glacier home. Such worship amuses and flatters the dragon, who keeps the hunters safe and leads them to locations where seals are plentiful."]],"name":"Connected Creatures; Ancient Crystal Dragon Connections","page":104,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Crystal Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An armillary sphere revealing the positions of several unknown worlds in the Material Plane (relative to the one the dragon is on)"],["2","A set of handmade {@deck Tarokka Deck|CoS|tarokka cards} depicting the various wizard clans of a magocracy called Glantri"],["3","A dazzling array of crystals carved to refract any light passing through them into star-like patterns"],["4","An oversized monocle custom-made for the crystal dragon, who thinks it looks stylish"],["5","A children's coin bank shaped like an owlbear, with beautiful blue gemstone eyes"],["6","An ancient water clock that tells the time with perfect accuracy"],["7","A star chart reproducing the night sky of some other Material Plane world"],["8","A magnificent fresco depicting a noble court in the Feywild"],["9","Alabaster panels etched with unusual glyphs, designed to be hung in windows to catch the light"],["10","Astrological birth charts for every year since the dragon was born"],["11","A vast number of colored glass bottles collected from dozens of cultures and historical periods"],["12","A fine divan set with gemstone buttons and stitched with silver thread"]],"name":"Crystal Dragon Treasures; Crystal Dragon Art Objects","page":106,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead."],["2","It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts."],["3","I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict."],["4","I have no interest in going to the surface world. It's where one sends one's servants."],["5","While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or {@creature aboleth} flesh."],["6","I might be willing to exert myself to take out a {@creature mind flayer}. Those disgusting creatures must be stopped."],["7","I dream of seeing the deepest places in the ocean."],["8","I find I rather enjoy the company of people—as long as they remain unaware of my true nature."]],"name":"Creating a Deep Dragon; Deep Dragon Personality Traits","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any)"],["2","Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any)"],["3","Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any)"],["4","Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic)"],["5","Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil)"],["6","Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good)"]],"name":"Creating a Deep Dragon; Deep Dragon Ideals","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Deep Dragon|FTD|Young}","14","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}"],["{@creature Adult Deep Dragon|FTD|Adult}","16","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell water breathing}"],["{@creature Ancient Deep Dragon|FTD|Ancient}","19","{@spell command}, {@spell dissonant whispers}, {@spell faerie fire}, {@spell passwall}, {@spell water breathing}"]],"name":"Creating a Deep Dragon; Deep Dragon Spellcasting","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve."],["2","Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor."],["3","A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business."],["4","A talented young ranger is kidnapped by a deep dragon who wants a hunting partner."],["5","A friendly {@creature young copper dragon} seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust."],["6","A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate."],["7","Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility."],["8","A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city."]],"name":"Deep Dragon Adventures; Deep Dragon Adventure Hooks","page":107,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ogre} has acquired a {@creature deep dragon wyrmling|FTD} as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large."],["2","An inquisitive {@creature deep dragon wyrmling|FTD} has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers."],["3","A {@creature deep dragon wyrmling|FTD} whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves."],["4","An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch."],["5","A {@creature deep dragon wyrmling|FTD} with an experimental bent has created a \"garden\" of {@creature Gray Ooze||gray oozes}."],["6","An orphaned {@creature deep dragon wyrmling|FTD} is cared for by a {@creature giant constrictor snake} that is the recipient of a druid's {@spell awaken} spell."]],"name":"Connected Creatures; Deep Dragon Wyrmling Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Deep Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young deep dragon|FTD} has captured a number of {@creature kuo-toa} and has decided to try them out as servants instead of eating them."],["2","A {@creature young deep dragon|FTD} maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers."],["3","A rather snooty {@creature Bone Naga (Spirit)||bone naga} serves as a {@creature Young Deep Dragon|FTD|young deep dragon's} loyal butler, as it did for the dragon's parent."],["4","A {@creature young deep dragon|FTD} has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit."],["5","A {@creature doppelganger} mimics a {@creature Young Deep Dragon|FTD|young deep dragon's} Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon."],["6","Despite repeated {@creature mind flayer} attacks, a {@creature young deep dragon|FTD} refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a {@creature ghost}."]],"name":"Connected Creatures; Young Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Deep Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult deep dragon|FTD} has played chess with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors' long struggle for domination in the Underdark."],["2","A {@creature fire giant} who accidentally insulted a deep dragon is tormented by the dragon's servants in ways that can't be tied to the dragon conclusively."],["3","A group of {@creature Cyclops||cyclopes} wants a deep dragon to protect them from {@creature Mind Flayer||mind flayers}, but the dragon is uninterested in meeting with them despite their repeated petitions."],["4","A nest of {@creature Vampire||vampires} has developed a taste for deep dragon blood."],["5","An {@creature adult deep dragon|FTD} craves the knowledge stored in an {@creature Aboleth||aboleth's} nearby lair."],["6","A {@creature spirit naga} desperately wants to claim the key to a mysterious underground door from the hoard of an {@creature adult deep dragon|FTD}."],["7","An {@creature adult deep dragon|FTD} has ended up rearing a {@creature young brass dragon} and is running out of patience for the young dragon's mischief."],["8","An {@creature adult deep dragon|FTD} takes pride in breeding {@creature Hell Hound||hell hounds} but can't control them."]],"name":"Connected Creatures; Adult Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Deep Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient deep dragon|FTD} has taken on a {@creature young red shadow dragon} as a protégé."],["2","Two ancient dragon lovers—one {@creature Ancient Deep Dragon|FTD|deep} and one {@creature Ancient White Dragon||white}—see each other only once every hundred years, when they choose targets for a deadly hunting spree."],["3","Two {@creature Ancient Deep Dragon|FTD|ancient deep dragons} fight over territory. Unwilling to move against each other directly, they use local settlements—and any competent visitors—as pawns in their struggle."],["4","An {@creature ancient deep dragon|FTD} has put the folk of a city to work building the dragon a metropolis to rule in the center of a vast underground salt lake."]],"name":"Connected Creatures; Ancient Deep Dragon Connections","page":108,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Deep Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of an unknown winged antelope-like creature carved from a single massive opal"],["2","A preserved juvenile purple worm on an ebony stand set with amethysts"],["3","A cunningly worked metal automaton of a sphinx that, when addressed directly, answers every question with a question referencing forgotten civilizations"],["4","A set of filigreed gold claw covers set with gems that change color according to the wearer's mood"],["5","A silver pelt that belonged to a long-extinct species of bear and sheds snowflakes when touched"],["6","A painting of a caldera island with unique fauna that shows how to access the interior by swimming through an underwater cave"],["7","A magic chandelier that projects images of the most inaccessible places in the world on the wall, changing the images each time the chandelier is relit"],["8","A magical goblet activated when the creature holding it speaks the name of a country, whereupon the goblet fills with the finest wine from that land's vineyards"],["9","A set of exquisite miniature dragons made of precious metals, jewels, and stone, with one representing each kind of chromatic, metallic, and gem dragon"],["10","The jewel-encrusted skull of an ancient dragon, which the deep dragon always keeps close at hand and talks to when lonely"],["11","A magnificent set of drums painted with scenes from the folklore of an isolated mountain community"],["12","A beautifully worked statue of the deep dragon in a favorite Humanoid form, made by an artist the dragon knew centuries ago"]],"name":"Deep Dragon Treasures; Deep Dragon Art Objects","page":109,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance."],["2","I am more interested in the shiny baubles people carry than in anything they have to say."],["3","I think of ships as kindred spirits and like to rub affectionately against their keels."],["4","I like to show visitors the vastness of my domain, so they appreciate how insignificant they are."],["5","I attack anyone I notice taking from the sea's bounty without offering something in return."],["6","I think of sailors' songs as their \"water speech\" and try to converse with them by humming snippets of tunes I have overheard."],["7","I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching."],["8","I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land."]],"name":"Creating a Dragon Turtle; Dragon Turtle Personality Traits","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Endurance. We who dwell beneath the waves can weather all storms. (Any)"],["2","Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)"],["3","Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)"],["4","Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)"],["5","Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful)"],["6","Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)"]],"name":"Creating a Dragon Turtle; Dragon Turtle Ideals","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Dragon Turtle|FTD|Young}","13","{@spell fog cloud}"],["{@creature Dragon Turtle||Adult}","15","{@spell control water}, {@spell fog cloud}"],["{@creature Ancient Dragon Turtle|FTD|Ancient}","17","{@spell control water}, {@spell control weather},* {@spell fog cloud}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Dragon Turtle; Dragon Turtle Spellcasting","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business."],["2","A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers."],["3","After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave."],["4","The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across."],["5","A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace."],["6","A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is."],["7","A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface."],["8","A sea god has sent a dragon turtle to unleash devastation along a populated coast."]],"name":"Dragon Turtle Adventures; Dragon Turtle Adventure Hooks","page":110,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature sea hag} has promised treasure to a {@creature dragon turtle wyrmling|FTD} if the wyrmling brings the hag \"visitors\" by capsizing fishing boats."],["2","A school of {@creature Hunter Shark||hunter sharks} try to drive a {@creature dragon turtle wyrmling|FTD} out of their waters."],["3","A {@creature dragon turtle wyrmling|FTD} shares food with a {@creature giant octopus} in exchange for the octopus pilfering baubles from passing ships."],["4","A {@creature dragon turtle wyrmling|FTD} lairs in a geyser inhabited by {@creature Steam Mephit||steam mephits}, believing the creatures to be dragon turtle spirits."],["5","A {@creature dragon turtle wyrmling|FTD} is blamed for attacks on sea traffic being made by a {@creature plesiosaurus}."],["6","A {@creature dragon turtle wyrmling|FTD} plays with a pod of {@creature Killer Whale||killer whales}, leaping into the air and blowing clouds of steam each time the whales breach."]],"name":"Connected Creatures; Dragon Turtle Wyrmling Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Dragon Turtle Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young dragon turtle|FTD} serves as a mount for a {@creature sahuagin baron} in exchange for plunder."],["2","A {@creature young blue dragon} is teaching a {@creature young dragon turtle|FTD} to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold."],["3","A {@creature young dragon turtle|FTD} serves as a mobile rookery for a flock of {@creature Pteranodon||pteranodons} and eats fish they drop."],["4","A {@creature young dragon turtle|FTD} has been enslaved by an {@creature aboleth} and forced to guard the creature's lair."],["5","A clan of gnomes pays a {@creature young dragon turtle|FTD} to serve as a mobile refueling platform for their fleet of steamboats."],["6","A {@creature young dragon turtle|FTD} likes to feast on {@creature Giant Crocodile||giant crocodiles'} eggs."]],"name":"Connected Creatures; Young Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Dragon Turtle Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult bronze dragon} has befriended an {@creature Dragon Turtle||adult dragon turtle} and is trying to convince the dragon turtle to help fight off an invading navy."],["2","A {@creature marid} and an {@creature Dragon Turtle||adult dragon turtle} are traveling companions, touring oceans across the multiverse."],["3","{@creature Shambling Mound||Shambling mounds} grow like an infestation on an {@creature Dragon Turtle||adult dragon turtle's} shell and spread wherever the dragon turtle travels."],["4","An {@creature archmage} is helping an {@creature Dragon Turtle||adult dragon turtle} write a definitive history of the deep."],["5","An {@creature Dragon Turtle||adult dragon turtle} serves as a mount for the {@creature storm giant} who saved the dragon turtle's life."],["6","An {@creature Dragon Turtle||adult dragon turtle} hunts an aquatic {@creature purple worm} that has been hollowing out the reef where the dragon turtle dwells."],["7","An {@creature Dragon Turtle||adult dragon turtle} has awoken from a decades-long nap to discover that halflings have unwittingly built a seaside tavern upon the dragon turtle's back."],["8","An {@creature ultroloth} works with an {@creature Dragon Turtle||adult dragon turtle} living in the River Styx, using magic to protect the dragon turtle from the river's effects and charging travelers for safe passage to the other side."]],"name":"Connected Creatures; Adult Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Dragon Turtle Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient dragon turtle|FTD} and an {@creature ancient gold dragon} meet once a year to trade moves in a game of dragonchess that has been going on for centuries."],["2","An {@creature ancient dragon turtle|FTD} serves as counsel to an {@creature empyrean} court, tempering the Celestials' passions with the dragon turtle's endless patience."],["3","A {@spell geas} spell forces an {@creature ancient dragon turtle|FTD} to carry a {@creature Lich||lich's} tower."],["4","An {@creature ancient dragon turtle|FTD} is responsible for ensuring that a {@creature kraken} is never woken from its slumber."]],"name":"Connected Creatures; Ancient Dragon Turtle Connections","page":111,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Dragon Turtle Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An elven coronet, which the dragon turtle wears as an earring"],["2","A pipe organ that the dragon turtle refers to as \"Bubbles,\" which works underwater"],["3","Cast-metal masks painted with the faces of rulers whose names the dragon turtle constantly misremembers"],["4","A zither fashioned from a conch shell, which the dragon turtle insists visitors play before granting them an audience"],["5","A painted egg decorated with glittering jewels"],["6","An ornate underwater carriage fashioned from coral and seashells, which the dragon turtle pushes back and forth like a toy"],["7","A sculpture depicting a knight on griffonback, whose lance the dragon turtle uses to scrape off barnacles"],["8","An urn engraved with a scowling dwarf's face, whose expression the dragon turtle mimics comically"],["9","A scepter fashioned to resemble a skeletal arm, which unnerves the dragon turtle for some inexplicable reason"],["10","An elegant candelabra that the dragon turtle thinks is lost, but that is actually wedged into a crack in their shell"]],"name":"Dragon Turtle Treasures; Dragon Turtle Art Objects","page":113,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I repeat what others have said back to them to make sure I have remembered it correctly."],["2","I might not like you, but I will endeavor to treat you with respect, if not kindness."],["3","I like to impress visitors by reciting epic poetry."],["4","The only people I'm interested in are those who know history and those who make history."],["5","I like to adopt the personas of characters from legend."],["6","I studiously mimic the mannerisms of my guests."],["7","I prefer to get others talking, then fade into the background. Sometimes literally."],["8","I seek out audiences and like to be the center of attention."]],"name":"Creating an Emerald Dragon; Emerald Dragon Personality Traits","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any)"],["2","Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful)"],["3","Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)"],["4","Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)"],["5","Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)"],["6","Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil)"]],"name":"Creating an Emerald Dragon; Emerald Dragon Ideals","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An emerald dragon is the only witness to a murder but doesn't want to be found or identified."],["2","An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders."],["3","An emerald dragon's assault on a {@creature fire giant} has attracted the attention of the giant's clan, and now the dragon seeks aid."],["4","Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair."],["5","{@creature Giant Lizard||Giant lizards} drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon."],["6","An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college."],["7","An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond."],["8","An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers."]],"name":"Emerald Dragon Adventures; Emerald Dragon Adventure Hooks","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Blood Hawk||Blood hawks} routinely accost an {@creature emerald dragon wyrmling|FTD} who lairs near the hawks' nest."],["2","An {@creature emerald dragon wyrmling|FTD} is being hunted by a {@creature Fire Giant||fire giant's} pet {@creature hell hound}."],["3","An {@creature emerald dragon wyrmling|FTD} follows a {@creature berserker} to observe the berserker's life. The berserker believes the dragon is a spirit companion."],["4","A flattering {@creature orog} plies an {@creature emerald dragon wyrmling|FTD} with gems in exchange for information about a settlement the wyrmling has been observing."],["5","An {@creature emerald dragon wyrmling|FTD} keeps trying to play with a pair of newly hatched {@creature Fire Snake||fire snakes}."],["6","An {@creature emerald dragon wyrmling|FTD} has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair."]],"name":"Connected Creatures; Emerald Dragon Wyrmling Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Emerald Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young emerald dragon|FTD} has befriended a {@creature stone giant}, who is teaching the dragon giant folklore."],["2","A {@creature young emerald dragon|FTD} lairs in abandoned bandit caverns also occupied by a friendly {@creature earth elemental}, which hunts for buried coins for the dragon's hoard."],["3","A {@creature galeb duhr} acts as a door guard to a {@creature Young Emerald Dragon|FTD|young emerald dragon's} lair."],["4","A {@creature young emerald dragon|FTD} invites repeated visits from a {@creature drow mage} who corrects what the dragon has learned about the history of the elven schism."],["5","A {@creature young emerald dragon|FTD} attempts to drive off a clan of {@creature Cyclops||cyclopes} who have taken up residence in a nearby cave, attacking the clan's herd of {@creature Giant Goat||giant goats}."],["6","An {@creature assassin} and a {@creature young emerald dragon|FTD} train together to master the art of stealth."]],"name":"Connected Creatures; Young Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Emerald Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult emerald dragon|FTD} wages a constant battle against deep gnome miners, who scour the tunnels of the dragon's lair in search of emeralds."],["2","An {@creature adult silver dragon} tries to befriend and draw out a reclusive {@creature adult emerald dragon|FTD}."],["3","An {@creature adult emerald dragon|FTD} unwillingly serves a {@creature fire giant} tribe holding the dragon's egg hostage."],["4","An {@creature adult emerald dragon|FTD} is fascinated by the intrigues of a {@creature rakshasa} disguised as a human merchant prince."],["5","An {@creature adult emerald dragon|FTD} shows an {@creature emerald dragon wyrmling|FTD} how to safely observe Humanoids without being detected."],["6","An {@creature adult emerald dragon|FTD} keeps a wary eye on the {@creature Efreeti||efreet} who have built a tower near the dragon's lair, and indirectly aids any who oppose the efreet."],["7","An {@creature iron golem} ferries visitors across the lava moat surrounding an {@creature Adult Emerald Dragon|FTD|adult emerald dragon's} lair."],["8","An {@creature adult emerald dragon|FTD} spies on the {@creature adult red dragon} who killed the emerald dragon's mate, looking for weaknesses."]],"name":"Connected Creatures; Adult Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Emerald Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient emerald dragon|FTD} bargains with a {@creature pit fiend} to buy back the soul of a legendary hero."],["2","A group of {@creature Adult Red Dragon||adult red} and {@creature Adult Silver Dragon||silver} dragons set aside their differences to learn wisdom from an {@creature ancient emerald dragon|FTD}."],["3","Two {@creature Balor||balors} act as jailers for an {@creature ancient emerald dragon|FTD} imprisoned by a long-dead enemy."],["4","An {@creature ancient emerald dragon|FTD} works to summon a {@creature solar} to get a firsthand account for a history of the gods the dragon is compiling."]],"name":"Connected Creatures; Ancient Emerald Dragon Connections","page":114,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Emerald Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A traveling cloak worn by an elf apostate named Huwellah Starshine to the trial where she was convicted and executed"],["2","A nonmagical crystal ball used by Firendelbip, a deep gnome seer who predicted the overthrow of a thousand-year-old fomorian empire"],["3","Spurs worn by the famous human cavalier Roganvald, who challenged the dragon Arathimax the Red (Roganvald's armor now lies in Arathimax's hoard)"],["4","The ornate badge of office of the lich Zakir, nine-time governor of the city of Durn"],["5","A gravy ladle belonging to Lara Rumpledeep, a famed halfling gourmand"],["6","A sextant used by the renowned dwarf explorer Thavrik Rustbeard"],["7","A jeweled hairnet worn by the cloud giant Ultania, who slew her own mother to claim her throne"],["8","A phoenix-shaped brooch passed down to each of the forty-seven recorded incarnations of Gaz, a githzerai monk"],["9","A trophy cup engraved with a pumpkin, awarded each year at the harvest festival of Riksdell before that settlement fell to a plague"],["10","Rusty chains used to bind the orc master thief Korjus before she escaped and conquered half the lands of the south"]],"name":"Emerald Dragon Treasures; Emerald Dragon Art Objects","page":117,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Some people say I have a short attention span, and that I'm easily distractable, but they don't... oh wow, is that a lute?"],["2","I do not constantly steal food. If you can't keep track of your rations, that's really a personal failing."],["3","I'm much smarter than I look, and if you can't say the same, this is going to be a short conversation."],["4","Elf, dwarf, horse—you non-dragons all look the same to me. No offense."],["5","When I narrate what I'm doing in song, it makes everything feel more epic, don't you think?"],["6","The world is a product of my imagination. The fact that you think you exist when I'm not thinking about you is adorable."],["7","I'm quick to make friends and love winning over grumpy and stoic types. If they don't yet appreciate my help, that just means they need more of it!"],["8","I like to earn people's trust, then lead them into dangerous situations and make off with their treasure while they're distracted."]],"name":"Creating a Faerie Dragon; Faerie Dragon Personality Traits","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Benevolence. Jokes are one thing, but I won't abide cruelty. My mischief brings joy to the downtrodden and ridicule to oppressors. (Good)"],["2","Variety. How can anyone stand to do the same things over and over? I take any opportunity to shake things up by trying something new. (Chaotic)"],["3","Fun. What's the point of living if you're not going to enjoy yourself? (Any)"],["4","Humor. My jokes make life more interesting for everyone. Or at least for me. (Any)"],["5","Energy. Boredom is worse than death. I'm not much for plans, but you can always count on me to make something happen! (Chaotic)"],["6","Selfishness. Other creatures exist for my amusement. If tormenting them were wrong, why would I enjoy it so much? (Evil)"]],"name":"Creating a Faerie Dragon; Faerie Dragon Ideals","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A faerie dragon has noticed raiders tracking a defenseless caravan and is eager to warn someone who can help."],["2","A faerie dragon seeks revenge on the monsters that killed the dragon's ranger companion."],["3","A faerie dragon needs help ending a curse that has begun corrupting local plants and animals in the dragon's forest."],["4","A faerie dragon has been harassing local miners who are disturbing the dragon's territory."],["5","A faerie dragon has discovered the entrance to an ancient ruin and is eager to tag along while an adventuring party explores it."],["6","A faerie dragon has stolen a dangerous magic item from a wizard's workshop, without any idea of what it actually does."],["7","A faerie dragon has stumbled upon the recently dead corpse of a centaur messenger bearing a crucial warning for the centaur's community."],["8","A faerie dragon has been magically compelled to work as an invisible assassin and is desperate for someone to break the compulsion."]],"name":"Faerie Dragon Adventures; Faerie Dragon Adventure Hooks","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Connections","colLabels":["d10","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An entrepreneurial gnome uses a {@creature Faerie Dragon (Violet)||faerie dragon's} Euphoria Breath to open a novel relaxation spa; the dragon appreciates the steady stream of treats and baubles they receive in exchange for their labor."],["2","A {@creature Faerie Dragon (Violet)||faerie dragon} is in love with a member of a {@creature pixie} royal court and is constantly searching for some grand deed capable of impressing their beloved."],["3","A {@creature Faerie Dragon (Violet)||faerie dragon} uses magic to aid in the rambling revels of a band of {@creature Satyr||satyrs}."],["4","A {@creature Faerie Dragon (Violet)||faerie dragon} and a {@creature quasit} are sworn enemies, and their invisible battles and the elaborate traps they lay for each other cause havoc in the area where they both live."],["5","A mercenary band keeps a {@creature Faerie Dragon (Violet)||faerie dragon} captive in a cage, forcing the dragon to act as a jester."],["6","A {@creature Faerie Dragon (Violet)||faerie dragon} nests in the branches of a tree that recently received the benefit of a {@creature Druid||druid's} {@spell awaken} spell and promises to teach the {@creature awakened tree} in exchange for shelter and companionship."],["7","A {@creature Faerie Dragon (Violet)||faerie dragon} rules a pack of {@creature Blink Dog||blink dogs}, leading them on a grand quest against evil that the dragon is making up along the way."],["8","A {@creature green dragon wyrmling} has recruited a {@creature Faerie Dragon (Violet)||faerie dragon} as a spy, though the faerie dragon's bizarre means of carrying out orders leaves the green dragon wondering if it's worth the effort."],["9","A {@creature Faerie Dragon (Violet)||faerie dragon} constantly tries to impress a gruff dwarf priest by proselytizing to everyone they meet as they travel together, but the dragon's interpretation of their \"shared faith\" is extremely eccentric."],["10","A {@creature Faerie Dragon (Violet)||faerie dragon} has intimidated a gang of {@creature Goblin||goblins} and now forces the goblins to follow an increasingly bizarre set of rules."]],"name":"Connected Creatures; Faerie Dragon Connections","page":118,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Faerie Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fist-sized puzzle box that the dragon hasn't been able to open, and that holds a tiny clay tablet marked with a mysterious string of numbers"],["2","An illustrated tome titled Hrgold's Bestiary, which falls open to an oft-read entry on faerie dragons"],["3","A majestic military jacket featuring a dazzling array of medals and five different secret pockets"],["4","A gold-rimmed monocle sized for a cyclops, complete with a gold chain"],["5","A gilded pseudodragon skull that the faerie dragon likes to wear as a mask while pretending to be a different dragon called \"Regnus the Unspeakable\""],["6","A cask of wine stamped with the seal of a noble's private collection"],["7","A framed painting of a red dragon destroying an army, with a hole chewed through the dragon's face so the faerie dragon can stick their head through it"],["8","A tiny scale model of a castle that opens like a dollhouse to reveal the chambers and secret passages within"]],"name":"Faerie Dragon Treasures; Faerie Dragon Art Objects","page":120,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I prefer to parley before combat. If villains can be reformed without violence, all the better."],["2","Shorter-lived species often have difficulty perceiving the full scope of time's tapestry and lack the patience for my appropriately thorough explanations."],["3","Others might find me cold and dispassionate, but such is the price of perspective. Few creatures enjoy confronting the relative smallness of their lives."],["4","Disguises allow me to bestow small kindnesses and experience the simple pleasures of companionship without constantly being petitioned. I'm proud of my acting ability and never break character."],["5","The future is writ large in the patterns of history. I enjoy conversing with others who think critically about history and society."],["6","I enjoy gifts but find attempts to hire or bribe me deeply offensive."],["7","My reclusiveness is a filter. If someone lacks the motivation to overcome my barriers, then their matter is unworthy of my attention."],["8","On a long enough timescale, all actions are meaningless. So why should I deny myself anything?"]],"name":"Creating a Gold Dragon; Gold Dragon Personality Traits","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)"],["2","Restraint. I cannot right every wrong. I encourage others to solve their own problems, and I save my strength for tribulations only I can address. (Any)"],["3","Stewardship. I do not serve individuals, but rather history. By acting strategically, I tip the ultimate balance toward justice and virtue. (Good)"],["4","Objectivity. I remain impartial in my judgments and refuse to let personal feelings get in the way of what's fair or necessary. (Lawful)"],["5","Isolation. Every interaction has ramifications that stretch on into infinity. I curate my impact on the world by remaining aloof and self-reliant. (Any)"],["6","Sovereignty. Other creatures lack my wisdom and must be controlled to prevent wrongdoing. (Evil)"]],"name":"Creating a Gold Dragon; Gold Dragon Ideals","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Gold Dragon||Young}","17","{@spell bless}, {@spell cure wounds}, {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Adult Gold Dragon||Adult}","21","{@spell bless}, {@spell commune}, {@spell cure wounds}, {@spell geas},* {@spell slow}, {@spell suggestion}, {@spell zone of truth}"],["{@creature Ancient Gold Dragon||Ancient}","24","{@spell bless}, {@spell commune},* {@spell cure wounds}, {@spell geas},* {@spell plane shift} (+16 to hit), {@spell slow}, {@spell suggestion}, {@spell word of recall}, {@spell zone of truth}"]],"footnotes":["*This spell's casting time is longer than 1 action."],"name":"Creating a Gold Dragon; Gold Dragon Spellcasting","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When two cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute."],["2","A scholar has learned a secret so dangerous that a gold dragon is set on magically wiping the scholar's mind. The dragon is recruiting trackers to locate the scholar, while the scholar tries to hire bodyguards."],["3","A gold dragon seeks to vanquish evil by conquering and uniting all nations under a totalitarian government that will enforce the dragon's benevolent laws."],["4","A gold dragon has been attacking travelers in an effort to drive them away from the dragon's territory, which holds a deadly artifact at its center."],["5","A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion's spread."],["6","A gold dragon needs agents to infiltrate a magical prison complex and liberate the dragon's monk companion, who has been unjustly sentenced."],["7","A gold dragon demands reparations from a city whose rulers sent adventurers to steal from the dragon's hoard."],["8","A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world-shaking prophecy held within."]],"name":"Gold Dragon Adventures; Gold Dragon Adventure Hooks","page":121,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature gold dragon wyrmling} bonded with a {@creature xorn} over their shared love of gems and seeks to help the creature back to the Elemental Plane of Earth."],["2","A {@creature gold dragon wyrmling} yearns to imitate a {@creature couatl} mentor and is searching for a magical location worth guarding."],["3","A {@creature gold dragon wyrmling} is venerated by a tribe of lizardfolk—much to the consternation of the priest who used to rule the tribe."],["4","A band of {@creature Centaur||centaurs} makes pilgrimages to a {@creature Gold Dragon Wyrmling||gold dragon wyrmling's} lair, bringing gifts of gems and knowledge."],["5","A {@creature gold dragon wyrmling} is fascinated by modrons' clockwork determinism and has tracked down and befriended a rogue {@creature pentadrone}."],["6","A {@creature gold dragon wyrmling} has befriended a group of {@creature Githzerai Monk||githzerai monks} and visits them regularly to conduct elaborate thought experiments."]],"name":"Connected Creatures; Gold Dragon Wyrmling Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Gold Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young gold dragon} enjoys the company of {@creature Treant||treants}, who share the dragon's long view of history and methodical conversational style."],["2","A {@creature young gold dragon} lives in a cluster of stone spires and has secured the service of the {@creature galeb duhr} who watch over the site."],["3","An {@creature arcanaloth} has secured a contract requiring a {@creature young gold dragon} to serve the Fiend once every five years. It can't make the dragon do evil acts, but the jobs often have unforeseen consequences."],["4","A {@creature young gold dragon} maintains a lair in a flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games."],["5","A {@creature young gold dragon} and an {@creature archmage} are uneasy companions, bound to defend each other by the dying wish of a heroic warrior they both loved."],["6","After a {@creature young gold dragon} freed a {@creature djinni} from servitude, the djinni installed a portal linking the dragon's lair to the djinni's citadel on the Elemental Plane of Air."]],"name":"Connected Creatures; Young Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Gold Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult gold dragon} has sworn to destroy the {@creature balor} who killed the dragon's mate."],["2","An {@creature adult gold dragon} feels responsible for a paladin's fall from grace and sends minions across the world in search of the paladin—now a {@creature death knight}—so they both might be redeemed."],["3","An {@creature adult green dragon} and an {@creature adult gold dragon} skirmish over control of the vine-choked ruins of a floating mausoleum and its library of talking skulls."],["4","An {@creature adult gold dragon} enjoys playing strategy games with an {@creature androsphinx}, one of the few creatures able to successfully bluff the dragon."],["5","An {@creature adult gold dragon} living in a desert temple helps some elf oracles interpret visions bestowed by an artifact called the Siren's Lens."],["6","An imprisoned {@creature mummy lord} has convinced its {@creature adult gold dragon} jailer that the mummy's plans for domination will be for the best in the long run."],["7","An {@creature adult gold dragon} crafted an {@creature iron golem} to defend the dragon's lair and talks to it as if it were a person."],["8","An {@creature adult gold dragon} hunts the {@creature adult blue dracolich} who stole the legendary Crown of Endings from the gold dragon's hoard."]],"name":"Connected Creatures; Adult Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Gold Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature solar} who admires an {@creature ancient gold dragon} campaigns to recruit the dragon into the service of the solar's god."],["2","An {@creature ancient gold dragon} is infatuated with an oblivious {@creature empyrean}, drawn in by the empyrean's carefree nature and larger-than-life emotions."],["3","An {@creature ancient gold dragon} and a {@creature lich} have vied to bend history to their respective wills. The two have reluctantly come to understand and empathize with each other."],["4","An {@creature ancient gold dragon} takes little interest in the day-to-day governance of a powerful empire. But the dragon expects to be obeyed completely when deigning to address the populace."]],"name":"Connected Creatures; Ancient Gold Dragon Connections","page":122,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Gold Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fine tapestry depicting the intermingled family trees of several royal bloodlines going back multiple generations—and containing surprising revelations"],["2","An orrery showing the world's place in the solar system—with one gemstone planet too many"],["3","A scroll covered with surrealist imagery, entitled Voyage through the Land of Dreams"],["4","A black dragon skull with a crack down the middle and gems fixed in its eye sockets; a plaque along the bottom reads, \"So too shall ye be\""],["5","A metal wheel with various holy symbols affixed to its edges; thin arms at the center of the wheel are made to hold a spherical object that is missing"],["6","A series of nesting metal cylinders, each inscribed with a different proverb or paradox; the central cylinder contains a single gold dragon scale"],["7","An elaborate atlas bound in wyvern hide, with several remote regions circled and labeled in code"],["8","A clever clockwork music box that, when cranked, recites a prophecy in Modron"],["9","An elaborately decorated tea set, each of its cups themed after a different plane of existence"],["10","An elaborate calendar clock with one face burned and cracked and two others that are counting down to unspecified future events, including one less than a month away"]],"name":"Gold Dragon Treasures; Gold Dragon Art Objects","page":124,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You're either with me or you're against me. Just kidding—you're lunch either way!"],["2","I hate how much people think they matter in a world that was old before their kind even learned the idea of names."],["3","The more the merrier as far as I'm concerned: more to control, more to torture, more to feast upon when I'm finally bored."],["4","Bipedal life is too ugly and ignorant to merit even a scrap of compassion."],["5","I like seeing life through the eyes of a lesser being—before forcing that creature to gouge their eyes out."],["6","The wilds are mine and mine alone, and anyone who thinks they can enter my territory had best hope I have other distractions that day."],["7","I allow others to dwell in my forest—if they act as my eyes, ears, and occasional playthings in return."],["8","I harbor no animosity toward anyone. Let me grow ancient with my forest, and I'll leave you in peace."]],"name":"Creating a Green Dragon; Green Dragon Personality Traits","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Isolation. Territories can be properly established only when all parties respect the borders of their neighbors. (Lawful)"],["2","Control. All lesser beings should bare their throats to their betters. (Evil)"],["3","Respect. Fear is amusing, but reverence is delicious. (Any)"],["4","Intrigue. The world is so much more entertaining when no one trusts anyone. (Evil)"],["5","Imagination. Nothing is more gauche than repeating the same activities day after day. (Any)"],["6","Tolerance. The impermanence of intelligent life is bittersweet and should be honored as such. (Good)"]],"name":"Creating a Green Dragon; Green Dragon Ideals","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Green Dragon||Young}","13","{@spell invisibility}, {@spell speak with animals}"],["{@creature Adult Green Dragon||Adult}","16","{@spell invisibility}, {@spell plant growth}, {@spell speak with animals}"],["{@creature Ancient Green Dragon||Ancient}","19","{@spell invisibility}, {@spell mass suggestion}, {@spell plant growth}, {@spell speak with animals}"]],"name":"Creating a Green Dragon; Green Dragon Spellcasting","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A green dragon is terrorizing a forest settlement, murdering and eating someone each night before depositing the grisly remains in the village square."],["2","{@creature Troll||Trolls} are attacking trade caravans, stealing and killing whatever they can—all to placate a green dragon living in their territory."],["3","A cult is capturing travelers to feed a newly hatched pair of green dragons."],["4","A convicted murderer begs for clemency, claiming to have been under the control of a green dragon while on a killing spree."],["5","The misty forest at the border of a coastal realm is beginning to grow alarmingly, and sages suspect it might be the work of a green dragon."],["6","A green dragon stirs from a long underground slumber to discover that a city has been built where the dragon's forest lair once stood."],["7","{@creature Hill giant} raiders promise to stop their pillaging in exchange for a clutch of {@creature Green Dragon Wyrmling||green dragon wyrmlings} to raise."],["8","A green dragon stalks a well-known trade route, interrogating all passersby on what they know about a dead gold dragon's lost hoard."]],"name":"Green Dragon Adventures; Green Dragon Adventure Hooks","page":126,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature green dragon wyrmling} is the centerpiece of a traveling circus but might not be a prisoner after all."],["2","A {@creature green dragon wyrmling} was raised by a cluster of {@creature Pseudodragon||pseudodragons}, whom the wyrmling now protects."],["3","Hobgoblin raiders have captured several {@creature Green Dragon Wyrmling||green dragon wyrmlings}, hoping to use them as the vanguards of their war parties."],["4","A {@creature green dragon wyrmling} exacerbates the chaotic tendencies of a group of {@creature Satyr||satyrs}, driving them to greater acts of mischief with the promise of rich rewards."],["5","A {@creature green dragon wyrmling} tricks a village of lizardfolk into believing the dragon is an incarnation of a lizardfolk god."],["6","An ancient {@creature couatl} attempts to shape the moral outlook of a {@creature green dragon wyrmling}, so the dragon might inherit the duty of guarding the couatl's treasures."]],"name":"Connected Creatures; Green Dragon Wyrmling Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Green Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young green dragon} and a {@creature treant} vie for influence over a woodland region."],["2","A {@creature young green dragon} forces a group of {@creature Dryad||dryads} to collect treasures for the dragon's hoard, threatening to destroy their trees if they refuse."],["3","An infestation of {@creature Twig Blight||twig blights} has taken over the lair of a {@creature young green dragon}, and the dragon will do anything to reclaim it."],["4","{@creature Green Hag||Green hags} compete to gain an alliance with a {@creature young green dragon}, turning a village into a staging ground for their games of deceit."],["5","A {@creature young green dragon} directs a conclave of yuan-ti under the command of a {@creature yuan-ti abomination}, ordering the serpentfolk to search the forgotten tunnels of a city for the ancient treasures buried there."],["6","An {@creature oni} and a {@creature young green dragon} work together to terrorize a village, taking a victim every night and leaving the rest too frightened to flee."]],"name":"Connected Creatures; Young Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Green Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A ruler controlled by an {@creature adult green dragon} plunders the realm's populace to fill the dragon's hoard."],["2","Several {@creature Adult Green Dragon||adult green dragons} fight to claim a treasure hoard hidden under a woodland city."],["3","An {@creature adult green dragon} is bound to the service of a {@creature guardian naga} and baits other creatures to kill the dragon's naga captor."],["4","{@creature Giant Ape||Giant apes} raised from birth by an {@creature adult green dragon} now serve as the dragon's hunting party."],["5","Mind-controlled clerics lead unsuspecting worshipers to the lair of an {@creature adult green dragon}."],["6","An {@creature adult green dragon} works to corrupt a {@creature young gold dragon} trapped in the green dragon's woods."],["7","Wood elves flagellate themselves to earn the favor of a god suddenly turned cruel, not knowing they've been misled by an {@creature adult green dragon}."],["8","An {@creature adult green dragon} turns {@creature Treant||treants} against the druids who once guarded the treants' grove."]],"name":"Connected Creatures; Adult Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Green Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient green dragon} returns to the same sylvan forest every year to feed upon a herd of {@creature Unicorn||unicorns}."],["2","An {@creature ancient green dragon} prevents would-be rescuers from reaching a cursed realm whose people are magically asleep and hidden behind a forest of thorns."],["3","A once-peaceful land has become warlike, thanks to the {@creature ancient green dragon} controlling its elf monarchs."],["4","An {@creature ancient green dragon} is the guardian of a {@creature Lich||lich's} phylactery and extorts favors from the lich."]],"name":"Connected Creatures; Ancient Green Dragon Connections","page":127,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Green Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The polished skull of a unicorn, latticed with luminescent blooms"],["2","An elaborate necklace of yuan-ti origin, set with gleaming gems and dripping with strands of pearls"],["3","A harp, its pillar carved to resemble a beautiful elf who weeps loudly and inconsolably"],["4","A marble statue that once showed a knight vanquishing a dragon, but due to strategic damage, now looks like a knight tumbling into massive jaws"],["5","The baby teeth of a Humanoid, preserved in amber furred with a golden fungus that smells like gingerbread"],["6","A giant-sized hunting horn scrimshawed with elaborate patterns, the pewter only slightly tarnished"],["7","A stained glass window still set within a fragment of wall depicting the many deaths of an elf monarch"],["8","A triptych of silver mirrors, set in an ornate brambled iron frame sculpted to depict figures in a grotesque bacchanal"],["9","Quartz terrariums carried on the backs of tourmaline jaguars, overgrown with misshapen cacti"],["10","A string of skulls riddled with too many eye sockets, their jaws replaced by carved gemstones"]],"name":"Green Dragon Treasures; Green Dragon Art Objects","page":129,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often lose track of whether I'm in the Feywild or on the Material Plane."],["2","I have been known to throw caution to the wind when in pursuit of new items for my hoard."],["3","No matter how old I get, I always delight in harmless pranks and tricks."],["4","I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey."],["5","I look down upon any being who resorts to violence to solve a problem."],["6","Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver?"],["7","I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams."],["8","I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting."]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Personality Traits","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any)"],["2","Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral)"],["3","Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic)"],["4","Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)"],["5","Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any)"],["6","Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil)"]],"name":"Creating a Moonstone Dragon; Moonstone Dragon Ideals","page":130,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon."],["2","A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own."],["3","A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it."],["4","A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry."],["5","A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair."],["6","A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility."],["7","A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes."],["8","A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild."]],"name":"Moonstone Dragon Adventures; Moonstone Dragon Adventure Hooks","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An abandoned {@creature moonstone dragon wyrmling|FTD} is being raised by a family of {@creature Faerie Dragon (Violet)||faerie dragons}, who eagerly encourage the wyrmling's mischievous habits."],["2","A {@creature moonstone dragon wyrmling|FTD} searches for whoever made the dragon's friend—a suit of {@creature animated armor} able to make witty, if limited, conversation."],["3","A {@creature moonstone dragon wyrmling|FTD} has convinced a lost {@creature white dragon wyrmling} that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the \"curse.\""],["4","{@creature Ettercap||Ettercaps} captured a {@creature moonstone dragon wyrmling|FTD}, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs."],["5","A {@creature moonstone dragon wyrmling|FTD} torments a group of lost modrons by tricking them into performing chaotic acts."],["6","A {@creature moonstone dragon wyrmling|FTD} has volunteered to be a spy in a conflict between a group of {@creature Pixie||pixies} and a group of {@creature Quickling|VGM|quicklings}. Both sides believe the wyrmling is working exclusively for them."]],"name":"Connected Creatures; Moonstone Dragon Wyrmling Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Moonstone Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young moonstone dragon|FTD} on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a {@creature deva} to temper the dragon's mischievous spirit."],["2","A {@creature young moonstone dragon|FTD} fell victim to a {@creature Fomorian||fomorian's} curse and has elected to stay with the Giant rather than reveal this magical affliction."],["3","A {@creature treant} and a {@creature young moonstone dragon|FTD} love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life."],["4","A {@creature young moonstone dragon|FTD} has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild."],["5","A {@creature young moonstone dragon|FTD} has joined a pack of {@creature Blink Dog||blink dogs} for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires."],["6","A {@creature young moonstone dragon|FTD} and a {@creature night hag} repeatedly encounter each other in the dream realm, but they have never met in the flesh."]],"name":"Connected Creatures; Young Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Moonstone Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A Fey noble has sent an {@creature archmage} advisor to parley with an {@creature adult moonstone dragon|FTD} whose lair is in the noble's territory, and it isn't going well."],["2","Fascinated by the dreams of a {@creature myconid sovereign}, an {@creature adult moonstone dragon|FTD} has befriended the whole myconid colony."],["3","In the midst of a {@creature werewolf} invasion, someone suggests that a nearby {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} hoard could be a good source of silver."],["4","An {@creature Adult Moonstone Dragon|FTD|adult moonstone dragon's} burgeoning hoard attracts the attention of an {@creature arcanaloth} seeking a powerful Feywild artifact."],["5","An {@creature adult moonstone dragon|FTD} attempts to help a {@creature beholder} worried that its dreams will soon give birth to a rival beholder."],["6","Members of a {@creature Night Hag||night hag coven} are determined to prevent an {@creature adult moonstone dragon|FTD} from contacting creatures in the dream realm, and the dragon has no idea why."],["7","An {@creature adult moonstone dragon|FTD} is called upon to discipline a group of {@creature Moonstone Dragon Wyrmling|FTD|moonstone dragon wyrmlings} that rampaged through a Fey noble's territory."],["8","An {@creature adult moonstone dragon|FTD} has amassed a menagerie of {@item Figurine of Wondrous Power||figurines of wondrous power} and activates the items regularly to liven up the lair."]],"name":"Connected Creatures; Adult Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Moonstone Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient moonstone dragon|FTD} and an {@creature ancient green dragon} vie for supremacy in a primeval forest."],["2","An {@creature ancient moonstone dragon|FTD} has partnered with an {@creature androsphinx} to guard a precious treasure, taking the place of the sphinx's slain {@creature gynosphinx} partner."],["3","An {@creature ancient moonstone dragon|FTD} is summoned to mediate a centuries-old conflict between fey courts."],["4","An {@creature Ancient Moonstone Dragon|FTD|ancient moonstone dragon's} sibling, imprisoned for centuries in the Shadowfell, has finally returned home as a shadow dragon."]],"name":"Connected Creatures; Ancient Moonstone Dragon Connections","page":131,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Moonstone Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A statue of a beautiful Fey who appears to be laughing, crying, or scowling, depending on the viewer's mood; the dragon requires all who visit to describe the face and sends away anyone who sees an angry visage"],["2","A string of leaves collected from the rarest trees in the Feywild and then dipped in silver"],["3","A small mithral ball that shows significant scuffing, as the dragon plays with it constantly"],["4","A mobile from which hang six figurines of pixies and sprites; the dragon insists that Fey allies address any questions and concerns to the figurines"],["5","A painting of a beautiful Feywild vista; the dragon studies the painting every day for clues about the vista's whereabouts"],["6","An ornate silver chest that holds a mountain of gold coins; the dragon refuses to open the chest, claiming it can still smell the stink of the \"noxious metal\""],["7","A collection of gem-encrusted pitchers, decanters, and goblets; the dragon will not consume faerie nectar unless it is served in one of these items"],["8","A vast bookshelf full of dream journals written by creatures the dragon has befriended over the years; the dragon has each entry illustrated by a different celebrated artist, making the library one of the largest art collections in the world"]],"name":"Moonstone Dragon Treasures; Moonstone Dragon Art Objects","page":132,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The thrill of the hunt and of battle makes my blood burn and stokes the fire in my heart. A pity there are so few foes and so little prey worthy of me."],["2","The worship of smaller creatures pleases me, though their weakness is pathetic—how can they do other than adore me?"],["3","Nothing is better than to sleep and dream upon my hoard with the warmth of a full belly. Let those who would disturb me beware!"],["4","Ah, if these foolish creatures only knew they were but pawns in the games I play to amuse myself."],["5","I know that others seek to steal my treasures, my beautiful baubles, won through strength and cunning. But they are mine. Mine!"],["6","All that I survey, I could easily destroy. From time to time, it is important to remind these small creatures of the true extent of my power."],["7","Although my power and life span are vast, they have merely whetted my appetite for immortality."],["8","Heroes need foes to test them. Not all teachers can afford to be kind, and some lessons must be harsh."]],"name":"Creating a Red Dragon; Red Dragon Personality Traits","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Cruelty. Pain and fear are the most powerful tools. With them, any creature's will can be broken. (Evil)"],["2","Might. Only the strongest survive and prosper, so I must be the strongest of all. (Any)"],["3","Greed. If I desire a thing, then it must be mine and mine alone. (Evil)"],["4","Respect. All that I have achieved must be acknowledged and treated with the utmost respect. (Any)"],["5","No Limits. I do whatever I please, whenever it pleases me to do so. (Chaotic)"],["6","Responsibility. Fire destroys, but it can also temper when it is applied carefully—if the material tested is strong enough. (Lawful)"]],"name":"Creating a Red Dragon; Red Dragon Ideals","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Red Dragon||Young}","16","{@spell bane}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Adult Red Dragon||Adult}","19","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell suggestion}"],["{@creature Ancient Red Dragon||Ancient}","21","{@spell bane}, {@spell dominate person}, {@spell heat metal}, {@spell hypnotic pattern}, {@spell power word stun}, {@spell suggestion}"]],"name":"Creating a Red Dragon; Red Dragon Spellcasting","page":133,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A red dragon has spent years hunting a stolen treasure, which has fallen into the hands of adventurers who have no idea where it came from."],["2","A red dragon's fiery breath is the only means of completing an important magic item or of destroying a baleful artifact."],["3","A red dragon is the cause of raging wildfires, making the hunt for the dragon even more dangerous."],["4","A red dragon is unusually willing to entertain a peace envoy representing the various peoples dwelling in the valley below the dragon's mountain lair."],["5","A dwarf wants to recover a family heirloom rumored to be in the hoard of a red dragon."],["6","Evil cultists plan to meet with a red dragon and persuade it to become a dracolich."],["7","A red dragon has been held in an enchanted slumber for generations, but signs suggest the enchantment is beginning to fail."],["8","A region has survived for generations by annually tithing victims and treasures to a red dragon."]],"name":"Red Dragon Adventures; Red Dragon Adventure Hooks","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature fire giant} lord has captured a {@creature red dragon wyrmling} and is looking to train the willful creature as a pet."],["2","A {@creature red dragon wyrmling} adopted a nest of {@creature Fire Snake||fire snakes}, which have now grown into {@creature Salamander||salamanders} who protect the wyrmling."],["3","A band of {@creature Kobold||kobolds} was driven out of its warren by a {@creature red dragon wyrmling}; they now raid to survive—and to gather offerings to propitiate \"the winged god.\""],["4","A tiefling child has secretly hidden and raised a {@creature red dragon wyrmling} from an egg. The wyrmling is bonded to the child, but dangerous to anyone else."],["5","A bound {@creature fire elemental} serves as the guardian of an orphaned {@creature red dragon wyrmling}."],["6","A band of {@creature Hobgoblin||hobgoblins} is thrown into chaos when a {@creature red dragon wyrmling} supports a coup by an ambitious war leader, in exchange for tribute."]],"name":"Connected Creatures; Red Dragon Wyrmling Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Red Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature specter} is bound as the guardian of a {@creature Young Red Dragon||young red dragon's} treasure hoard."],["2","A {@creature Young Red Dragon||young red dragon's} new lair spawns {@creature Magma Mephit||magma mephits} and {@creature Smoke Mephit||smoke mephits}, which escape into the surrounding countryside and cause mischief."],["3","A {@creature young red dragon} serves as the guardian of a githyanki creche, hoping to eventually earn the allegiance of the young githyanki raised there."],["4","{@creature Ogre||Ogres} and {@creature Ettin||ettins} cowed by a {@creature young red dragon} wander the foothills near the dragon's lair, helping to drive away intruders."],["5","A colony of {@creature Mind Flayer||mind flayers} has captured and controlled a {@creature young red dragon}, which now guards the passages to the illithids' underground lair."],["6","A parent of a {@creature young red dragon} has become a dracolich, and the dragon wishes to see the Undead abomination destroyed."]],"name":"Connected Creatures; Young Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Red Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A flock of {@creature Gargoyle||gargoyles} dwell near an {@creature Adult Red Dragon||adult red dragon's} lair, serving as lookouts and guardians."],["2","{@creature Azer} artisans are bound in service to an {@creature adult red dragon}, for whom they make sculptures and art objects from precious metals and gems."],["3","An {@creature adult red dragon} rules over a hidden valley filled with dinosaurs."],["4","A {@creature shadow demon} serves as an {@creature Adult Red Dragon||adult red dragon's} spy and messenger."],["5","Cultists worshiping an {@creature adult red dragon} act as the dragon's agents throughout the region."],["6","A mysterious masked knight relentlessly hunting an {@creature adult red dragon} is, in fact, the dragon's half-dragon offspring bent on vengeance."],["7","An {@creature adult red dragon} owes a debt of service to an elderly {@creature druid}, enforced by a magical oath."],["8","An {@creature adult red dragon} has seized an outpost of an {@creature efreeti} pasha's domain as a lair, and the noble genie wants to evict the intruder."]],"name":"Connected Creatures; Adult Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Red Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient red dragon} controls a vast intelligence network that has infiltrated nearly every nation."],["2","An {@creature ancient red dragon} warlord has united a number of formerly squabbling nations, creating a massive army ready to conquer the known world."],["3","A cult in service to an {@creature ancient red dragon} is gathering resources to summon a consort of Tiamat, so the cult's master can defeat the consort in single combat and claim a place at Tiamat's side."],["4","A {@creature balor} demon hopes an {@creature Ancient Red Dragon||ancient red dragon's} dragonsight can help the demon coordinate a multidimensional play for power in the Abyss."]],"name":"Connected Creatures; Ancient Red Dragon Connections","page":134,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Red Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A hammered metal brazier elaborately etched and set with polished obsidian, which sits atop a stand holding rare incense blends"],["2","A beautifully inlaid mosaic map of the region within a 100-mile radius of the dragon's lair"],["3","A life-sized basalt statue of a fierce knight, weapon raised to strike, which might be the preserved form of an actual knight turned to stone"],["4","The blackened skull of a young dragon that has been etched with designs and decorated with gems"],["5","A tiered fountain filled with liquid gold that is cool to the touch, but immediately hardens if removed from the fountain"],["6","A statue of the red dragon with gemstones for eyes"],["7","A detailed, life-sized elf skull cast in precious metal"],["8","A game board and a complete set of pieces, all carved and inlaid with precious and semiprecious stones (the dragon is fond of playing the game but has few worthy opponents)"],["9","A fist-sized gemstone carved into a likeness of the dragon's head"],["10","A set of precious metal tablets containing ancient lore"],["11","A beautifully wrought crown set with fiery gemstones, possibly the legacy of a lost empire"],["12","A beautiful polished sphere of rainbow obsidian, set on a wrought-gold stand"]],"name":"Red Dragon Treasures; Red Dragon Art Objects","page":137,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts."],["2","I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor."],["3","I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?"],["4","Give me a storied helmet or scimitar over a pile of gold any day."],["5","No creature can outsmart my defenses—if they do, they obviously cheated."],["6","Any creature that can hold their own against me must teach me how—whether they want to or not."],["7","I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented."],["8","The sight of blood makes me queasy."]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Personality Traits","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral)"],["2","Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful)"],["3","Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any)"],["4","Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful)"],["5","Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful)"],["6","Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)"]],"name":"Creating a Sapphire Dragon; Sapphire Dragon Ideals","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories."],["2","A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures."],["3","A sapphire dragon seeks adventurers to lead into battle against the {@creature Mind Flayer||mind flayers} that usurped the dragon's lair."],["4","Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard."],["5","A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon."],["6","A village is beset by swarms of {@creature Giant Spider||giant spiders} drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply."],["7","A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win."],["8","A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test."]],"name":"Sapphire Dragon Adventures; Sapphire Dragon Adventure Hooks","page":138,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After being robbed by gnomes who had pledged to protect the hoard, a {@creature sapphire dragon wyrmling|FTD} installs new guardians that have no interest in material riches: {@creature Gelatinous Cube||gelatinous cubes} and {@creature Ochre Jelly||ochre jellies}."],["2","A band of {@creature Minotaur||minotaurs} in service to Baphomet has captured a {@creature sapphire dragon wyrmling|FTD} to learn from the wyrmling's strategies."],["3","Two {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmlings} vie for the same territory. Their primary battle tactic involves luring {@creature Grell||grells} into each other's lairs."],["4","A group of Lolth-worshiping {@creature Drow Elite Warrior||drow warriors} were sent to kill a {@creature sapphire dragon wyrmling|FTD} who has been making meals of their goddess's holy spiders."],["5","A {@creature sapphire dragon wyrmling|FTD} is on the verge of starvation after incorrectly identifying a nearby {@creature phase spider} nest as an easy food source."],["6","A {@creature Sapphire Dragon Wyrmling|FTD|sapphire dragon wyrmling's} hoard contains a cursed item, which has attracted {@creature Specter||specters} and {@creature Wraith||wraiths} to the area around the dragon's lair."]],"name":"Connected Creatures; Sapphire Dragon Wyrmling Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Sapphire Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young sapphire dragon|FTD} practices martial skills by regularly using a {@item horn of Valhalla} to summon {@creature Berserker||berserker spirits} to fight."],["2","A {@creature young sapphire dragon|FTD} has found a collection of long-forgotten {@creature Clay Golem||clay golems} and is trying to teach them military tactics."],["3","A {@creature druid} summoned {@creature galeb duhr} to guard a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} hoard in exchange for the dragon controlling the {@creature giant spider} population, but the galeb duhr are causing trouble for local miners."],["4","Two Lolth {@creature Cultist||cultists} seek a magical relic that attracts {@creature Giant Spider||giant spiders}, but the relic's resting place has become a {@creature Young Sapphire Dragon|FTD|young sapphire dragon's} feeding ground."],["5","A {@creature young sapphire dragon|FTD} and a {@creature hobgoblin warlord} have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon."],["6","A {@creature kuo-toa archpriest} believes a {@creature young sapphire dragon|FTD} is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon."]],"name":"Connected Creatures; Young Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Sapphire Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult sapphire dragon|FTD} lives adjacent to active {@creature purple worm} tunnels, hoping the threat of the worm will deter treasure hunters."],["2","An {@creature adult sapphire dragon|FTD} employs a {@creature dao} to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there."],["3","An {@creature adult sapphire dragon|FTD} regularly confers with a plane-hopping {@creature archmage} regarding the dragon's ongoing dreams of other worlds and other lives."],["4","A {@creature drow priestess of Lolth} and several {@creature yochlol} demons have been ordered by their goddess to deal with the {@creature adult sapphire dragon|FTD} who has been hunting her holy spiders."],["5","A forgetful and nearsighted {@creature adult sapphire dragon|FTD} believes a {@creature blue dragon wyrmling} is actually the {@creature Sapphire Dragon Wyrmling|FTD|sapphire wyrmling} who left home months before."],["6","An {@creature adult sapphire dragon|FTD} and a squadron of githyanki have joined forces to locate and destroy a {@creature mind flayer} colony."],["7","A group of {@creature Stone Giant||stone giants} believes a {@creature young sapphire dragon|FTD} to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint."],["8","An {@creature adult sapphire dragon|FTD} and an {@creature aboleth} psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways."]],"name":"Connected Creatures; Adult Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Sapphire Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient sapphire dragon|FTD} has called a conclave of ancient gem dragons to discuss how they might reunite and restore Sardior, the Ruby Dragon."],["2","A horde of {@creature Revenant||revenants} led by a {@creature death knight} has one goal—destroying the {@creature ancient sapphire dragon|FTD} who defeated their army in battle centuries ago."],["3","An {@creature ancient sapphire dragon|FTD} guards the phylactery of a {@creature lich} who helped the dragon establish a lair centuries before becoming Undead."],["4","Lolth the Spider Queen has declared war on an {@creature ancient sapphire dragon|FTD} who has annexed the heart of her cult's Underdark territory."]],"name":"Connected Creatures; Ancient Sapphire Dragon Connections","page":139,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Sapphire Dragon Art Objects","colLabels":["d6","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battle standard showing the coat of arms of an ancient realm the dragon failed to protect"],["2","A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for the god to make the first move"],["3","A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner"],["4","A music box that plays a haunting song; the dragon claims the music is very popular on another world"],["5","A necklace made from discarded sapphire dragon horn tips and tail barbs; the dragon refuses to say whether the pieces were donated willingly"],["6","A perfectly polished mirror that the dragon spends hours staring into, hoping to catch glimpses into other worlds"]],"name":"Sapphire Dragon Treasures; Sapphire Dragon Art Objects","page":140,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I am a creature of endless consumption, always looking for the next thing to possess or devour."],["2","I am rarely satisfied with what I have. I envy others' lives and belongings."],["3","I'm constantly calculating my next move. If I'm not at least one step ahead of foes, I'm a step behind."],["4","I loathe my existence, and the only thing that pleases me is sharing my misery."],["5","It isn't that I'm unsympathetic to others' needs; I just don't let sympathy get in the way."],["6","Everything is a transaction. I don't do anything before I know what's in it for me."],["7","It's nearly impossible for me to conceal my contempt for others."],["8","I truly regret the things I have done and will do whatever I can to atone."]],"name":"Creating a Shadow Dragon; Shadow Dragon Personality Traits","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Merciless. Life doesn't offer second chances, and neither do I. (Lawful)"],["2","Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)"],["3","Cruelty. The only release for my pain is to visit it upon others. (Evil)"],["4","Aspiration. I will one day find an escape from this condemnation. (Any)"],["5","Self-Serving. The petty concerns of other creatures are of no concern to me. I have enough to occupy my attention. (Neutral)"],["6","Compassion. My existence is misery, and no one else should have to suffer such torment. (Good)"]],"name":"Creating a Shadow Dragon; Shadow Dragon Ideals","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A shadow dragon hunts the descendants of the miners who, centuries ago, uncovered the Shadowfell portal that caused the dragon's corruption."],["2","A magical catastrophe has transported a town into the Underdark. The only path back to the surface goes directly through a shadow dragon's lair."],["3","A young woman seeks heroes to retrieve a family heirloom stolen from her. The woman is actually a {@creature night hag}, the heirloom is her heartstone, and the thief is a shadow dragon in Humanoid guise."],["4","As war brews in a Material Plane world, a shrewd shadow dragon exploits a convergence with the Shadowfell to establish a cross-planar arms trade."],["5","A hundred years ago, a savvy ruler bargained with a dragon to ensure the safety of the populace. The treaty is about to expire and must be renegotiated, but in the intervening century, the dragon has fallen to shadow."],["6","A group of shadar-kai (elves native to the Shadowfell) arrive at a city's gates, seeking refuge. They are fleeing the despotic rule of a shadow dragon—but fail to mention that the dragon pursues them."],["7","A shadow dragon has seized control of a city's criminal underworld. Those who want to depose the dragon face an army of assassins and Undead shadows."],["8","Night after night, innocent folk are drained of their life's energy and rise as {@creature Shadow||shadows}. A shadow dragon living in the area is suspected of the foul murders, but the real culprit is something else."]],"name":"Shadow Dragon Adventures; Shadow Dragon Adventure Hooks","page":142,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature bard|VGM} befriends a shadow dragon wyrmling and teaches the dragon about the Shadowfell."],["2","A group of wicked duergar has discovered that dragon eggs hatched in a certain part of the Underdark produce shadow dragon wyrmlings. They believe (wrongly) that they can raise these wyrmlings to serve them."],["3","A shadow dragon wyrmling is training a colony of {@creature Darkmantle||darkmantles} to guard the lair the creatures all share."],["4","A shadow dragon wyrmling and a {@creature shadow demon} have become unlikely companions as they compare and contrast their parallel evolutions."],["5","Two shadow dragon wyrmlings of different dragon kinds blame each other for their transformation."],["6","A family of deep gnomes adopts a shadow dragon wyrmling, hoping to show the dragon a noble path through gloom and despair."]],"name":"Connected Creatures; Shadow Dragon Wyrmling Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Shadow Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young shadow dragon demands tribute from a group of myconids in exchange for shielding the myconids from other creatures of the Underdark."],["2","A young shadow dragon kidnaps a cleric to help stave off despair. The cleric is torn between attempting escape or trying to earn their freedom by helping the dragon."],["3","A coterie of dragon cultists has fallen under the sway of a young shadow dragon, and their obeisance borders on fanaticism."],["4","A young shadow dragon shares a lair with a {@creature cloaker}; the cloaker leaves the dragon alone but hunts other creatures in the lair."],["5","A young shadow dragon is attended by the {@creature Shadow||shadows} formed from the dragon's breath, even though the dragon despises these Undead."],["6","A young shadow dragon has been summoned from the Shadowfell and forced to stand guard over a wizard's sanctum."]],"name":"Connected Creatures; Young Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Shadow Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An adult red dragon continues to serve as the steed for a {@creature githyanki knight} even after transforming into a shadow dragon."],["2","An adult shadow dragon and an evil {@creature lich} vie for control of a crumbling empire, whose thousand-year history chronicles their struggle."],["3","An adult shadow dragon and a {@creature death knight} are both hunted by adventurers. In their previous lives, the two were sworn enemies, but now they join together against their common foes."],["4","An adult shadow dragon and a {@creature beholder} share a precarious bond, allied against an {@creature ancient sapphire dragon|FTD} neither can defeat alone."],["5","An adult shadow dragon is gathering a {@creature fomorian} army for some mysterious purpose."],["6","A recently transformed adult shadow dragon uses the new power of shadow to terrorize the {@creature adult silver dragon} who has been a rival for centuries."],["7","An adult shadow dragon hired a {@creature vampire} to convert the dragon's lizardfolk servants to immortal Undead minions, but the dragon now vies with the vampire for the Undead lizardfolk's loyalty."],["8","Two mated adult metallic dragons try to rebuild their lives after one becomes a shadow dragon."]],"name":"Connected Creatures; Adult Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Shadow Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A warlock hopes to make a pact with an ancient shadow dragon by way of an eldritch ritual. If the ritual succeeds, the dragon will be elevated to a status akin to that of a Great Old One."],["2","An ancient shadow dragon is harried by a {@creature solar}. Once the two were friends, and the solar hopes to cleanse the shadow from the dragon."],["3","Hidden away in an ancient shadow dragon's lair lurks a {@creature demilich}, its jeweled skull almost indistinguishable from the dragon's other grim baubles."],["4","An ancient shadow dragon courts Tiamat, enacting the Dragon Queen's every demand in hopes of gaining her affection—and becoming her first shadow dragon consort."]],"name":"Connected Creatures; Ancient Shadow Dragon Connections","page":143,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Shadow Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate scepter marred by soot and grime"],["2","A priceless painting badly in need of restoration"],["3","A lump of melted precious metal that was once a splendid necklace and holds gemstones inside it"],["4","A series of fine charcoal drawings depicting the royal lineage of a prominent drow house"],["5","A seemingly plain gray tapestry; close inspection reveals a tableau in shades of dove, ash, and slate"],["6","A pair of stonework gargoyles rendered in a grotesquely baroque and terrifying style"],["7","A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard"],["8","An exquisitely crafted mirror that drains all color from the reflections of those who look into it"],["9","A ventriloquist's dummy made to resemble the vampire Strahd von Zarovich"],["10","A peculiar dragonchess set entirely crafted from onyx, making it extremely difficult to tell one side's pieces from the other"]],"name":"Shadow Dragon Treasures; Shadow Dragon Art Objects","page":144,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","People are so wonderfully varied, and I do so love experiencing life with them."],["2","I'm an epicurean, and I live to eat all the delightful foods people concoct."],["3","It's my duty as a member of an elder species to protect and guide other peoples."],["4","I like coming up with new disguises to use among small folk. It makes me feel clever!"],["5","Violence is the provenance of uncouth beings, and I will do my best to avoid its use."],["6","I don't understand why anyone would fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions."],["7","I owe the short-lived mortals I become friends with the responsibility of watching over their progeny."],["8","People must earn my respect—and they're failing badly."]],"name":"Creating a Silver Dragon; Silver Dragon Personality Traits","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sensualism. I savor the world and consume its myriad delights with appropriate gratitude. (Any)"],["2","Altruism. We are surrounded by a malignant and unfeeling cosmos. Ultimately, all we have is each other. (Good)"],["3","Camaraderie. The true treasure is the friends we make along the way. (Good)"],["4","Leadership. These younger species will do great things—but need some subtle support. (Good)"],["5","Guile. All the world is a stage, and it is both my purpose and my pleasure to give an excellent performance. (Any)"],["6","Ownership. This town, these families, this world—I've spent centuries watching over them, and they belong to me. (Evil)"]],"name":"Creating a Silver Dragon; Silver Dragon Ideals","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young Silver Dragon||Young}","16","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell zone of truth}"],["{@creature Adult Silver Dragon||Adult}","18","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell zone of truth}"],["{@creature Ancient Silver Dragon||Ancient}","21","{@spell beacon of hope}, {@spell calm emotions}, {@spell hold person}, {@spell polymorph}, {@spell teleport}, {@spell zone of truth}"]],"name":"Creating a Silver Dragon; Silver Dragon Spellcasting","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","For centuries, a silver dragon has posed as a sage dwelling on a mountaintop. Now it's time to retire this persona without alarming the people who have grown reliant on the sage's advice."],["2","An adventurer's funeral takes a surprising turn when a silver dragon arrives to pay respects."],["3","A disgraced knight tries to escape the attention of the silver dragon whose kindness the knight once took advantage of."],["4","As a city comes under siege, a silver dragon must decide between solitude and saving the place where the dragon has lived so many lives."],["5","In memory of a long friendship with a late sovereign, a silver dragon vows to assist the sovereign's newly crowned child."],["6","Portraits have been vanishing from a silver dragon's hoard, and the people depicted in the portraits have begun committing crimes."],["7","An enraged silver dragon causes a blizzard in an oft-traveled mountain route and will not stop until stolen treasures are returned."],["8","A silver dragon is kidnapping children from a village, and no one knows why."]],"name":"Silver Dragon Adventures; Silver Dragon Adventure Hooks","page":145,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature silver dragon wyrmling} is raised by {@creature Giant Eagle||giant eagles} who have lost their own clutch of eggs."],["2","A {@creature silver dragon wyrmling} becomes the mascot and would-be protector of a group of refugee {@creature aarakocra}."],["3","A {@creature silver dragon wyrmling} practices precocious shape-shifting abilities among a colony of {@creature Kobold||kobolds}."],["4","A {@creature hell hound} watches over a {@creature silver dragon wyrmling} in the name of its master—a {@creature lich} hoping to corrupt the dragon when the dragon is older."],["5","A {@creature silver dragon wyrmling} besieges a pack of {@creature Pseudodragon||pseudodragons}, intent on teaching them poetry."],["6","{@creature Ogre||Ogres} keep a young {@creature silver dragon wyrmling} as a pet, and the dragon has become dedicated to changing the ogres' nefarious ways."]],"name":"Connected Creatures; Silver Dragon Wyrmling Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Silver Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young silver dragon} allows a {@creature stone giant} to take refuge in the dragon's lair."],["2","A {@creature young silver dragon} in Humanoid form tries to keep an unsuspecting royal heir away from an attractive stranger the dragon knows to be a {@creature succubus} or {@creature incubus} in disguise."],["3","A herd of {@creature Hippogriff||hippogriffs} has taken over a {@creature Young Silver Dragon||young silver dragon's} lair, and the dragon seeks to get rid of the interlopers without violence."],["4","Two silver dragons compete to see who is better at playing the part of a young noble."],["5","A {@creature young silver dragon} rules over a group of yuan-ti, claiming to be an ancient yuan-ti leader reborn."],["6","A {@creature young silver dragon} performs nightly to entertain a village of {@creature Cloud Giant||cloud giants}, hoping to earn their help in securing a new lair."]],"name":"Connected Creatures; Young Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Silver Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult silver dragon} watches over a flock of rare {@creature Goat||goats}, but a group of {@creature Storm Giant||storm giants} covet their wool."],["2","An {@creature adult silver dragon} and a {@creature vampire} write books of philosophy arguing with each other's works."],["3","An {@creature adult red dragon} killed a group of adventurers that an {@creature adult silver dragon} had befriended, and the silver dragon now seeks revenge."],["4","In making a new lair, an {@creature adult silver dragon} destroyed the home of some {@creature galeb duhr}, and the dragon now seeks help to restore the site for them."],["5","A number of {@creature Adult Silver Dragon||adult silver dragons} all pretend to be painters and vie for the commission to paint the ceiling of a huge cathedral."],["6","An {@creature adult silver dragon} leads a group of warriors, changing identities every generation."],["7","Having lost their own offspring, two {@creature Adult Silver Dragon||adult silver dragons} raise a clutch of {@creature Wyvern||wyverns}."],["8","A solitary {@creature adult silver dragon} domesticates {@creature Roc||rocs} as an amusement."]],"name":"Connected Creatures; Adult Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Silver Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient silver dragon} helps a group of spellcasters keep the {@creature tarrasque} asleep."],["2","An {@creature ancient silver dragon} is secretly the age-old blacksmith who creates magical weapons for a kingdom's heroes."],["3","Bound by an oath, an {@creature ancient silver dragon} rules a dead city in place of its original monarchs."],["4","An {@creature ancient silver dragon} has become the figurehead and protector of a clan of {@creature Frost Giant||frost giants}."]],"name":"Connected Creatures; Ancient Silver Dragon Connections","page":146,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Silver Dragon Art Objects","colLabels":["d10","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A group portrait of nobles set in a faded mahogany frame, one corner of which is etched with signatures"],["2","An ancient shortsword with a pommel in the shape of a goblin's face, its blade notched with heavy use"],["3","The shattered helm of a dwarf monarch, mended with brazed gold"],["4","A full suit of ancient armor, its breastplate scrimshawed with draconic faces"],["5","A pearl-handled switchblade, its blade eaten away by salt water and its handle emblazoned with a crest"],["6","An elaborate elven crown made to resemble a dragon's head"],["7","A triptych of tapestries depicting the end of a war, the restoration work that followed, and the sunset flight of a silver dragon leaving the renewed realm"],["8","A cape studded with gemstones and featuring epaulets of egret feathers, set on the shoulders of a battered tailor's mannequin"],["9","A dramatic portrait of a human noble rendered mostly as shadow and glinting light that reveals the dragon-shaped pendant the figure wears"],["10","A series of detailed obsidian sculptures depicting a human transitioning from childhood to old age"]],"name":"Silver Dragon Treasures; Silver Dragon Art Objects","page":148,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I seek no company other than my own, for no one else can compete with me."],["2","If my offspring can't care for themselves, I'm not sure they're worthy of my attention."],["3","The sea is beautiful and I love gazing upon it, but I abhor being wet."],["4","Why should I risk damaging my splendid physique when I can fight with the power of my mind?"],["5","I am predictable only in my unpredictability."],["6","It takes true artistry to maintain a warm, desert-like dwelling under the water."],["7","I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures."],["8","I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses."]],"name":"Creating a Topaz Dragon; Topaz Dragon Personality Traits","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)"],["2","Change. Consistency is stagnation. (Chaotic)"],["3","Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)"],["4","Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)"],["5","Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good)"],["6","Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)"]],"name":"Creating a Topaz Dragon; Topaz Dragon Ideals","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck."],["2","A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath."],["3","A fishery that specializes in a type of eel favored by a local topaz dragon is \"haunted,\" and shipments of the eel vanish every time the ghost appears."],["4","Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon."],["5","A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home."],["6","A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches."],["7","A topaz dragon has developed a taste for {@creature merfolk}, and the merfolk community near the dragon's lair is desperate for help."],["8","A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath."]],"name":"Topaz Dragon Adventures; Topaz Dragon Adventure Hooks","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Moved by pity, a {@creature giant eagle} continues bringing food to an abandoned {@creature topaz dragon wyrmling|FTD}, despite the wyrmling's attempts to eat the eagle."],["2","A {@creature pseudodragon} who is fanatical about the kinship of all dragonkind is trying to win a {@creature Topaz Dragon Wyrmling|FTD|topaz dragon wyrmling's} friendship."],["3","A {@creature topaz dragon wyrmling|FTD} has developed a taste for crab meat and persistently hunts a {@creature giant crab} that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's {@spell awaken} spell.)"],["4","A mated pair of {@creature Griffon||griffons} found a topaz dragon egg, and they care for it as if it were their own."],["5","A {@creature sea hag} is on the hunt for a {@creature topaz dragon wyrmling|FTD}, to be used as a component in a fell ritual."],["6","A pirate crew keeps a curmudgeonly {@creature topaz dragon wyrmling|FTD} as a beloved mascot."]],"name":"Connected Creatures; Topaz Dragon Wyrmling Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young Topaz Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young topaz dragon|FTD} engages in repeated aerial battles with a young {@creature gynosphinx} to determine territory. Both of them are secretly starting to enjoy the bouts."],["2","A {@creature young topaz dragon|FTD} found and ate a dead {@creature sahuagin} on the beach, unwittingly incurring the wrath of the sahuagin's community."],["3","A flock of {@creature Harpy||harpies} enjoy taunting a {@creature young topaz dragon|FTD} who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain."],["4","A curious {@creature water elemental} supplies a {@creature young topaz dragon|FTD} with aquatic delicacies so as to learn more about the dragon."],["5","A {@creature young topaz dragon|FTD} continually attempts to steal eggs from a {@creature roc} nest, despite having nearly been killed by the roc parents multiple times."],["6","A clan of {@creature Winged Kobold||winged kobolds} consider a {@creature young topaz dragon|FTD} their monarch, despite the dragon's complete lack of interest and growing annoyance toward them."]],"name":"Connected Creatures; Young Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult Topaz Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature adult topaz dragon|FTD} vies with a {@creature storm giant} over territory. The giant keeps live seafood in a tide pool, and the dragon keeps drying out the pool in an effort to drive the giant away."],["2","An {@creature adult topaz dragon|FTD} and an {@creature adult bronze dragon} are finding their centuries-old enmity turning into a more romantic passion."],["3","A {@creature djinni} hopes to convince a topaz dragon to tolerate the djinni's presence by driving off a clan of {@creature Cyclops||cyclopes} harassing the dragon."],["4","Reunited after years apart, an {@creature adult topaz dragon|FTD} parent and young dragon child realize they enjoy hunting together."],["5","A tempestuous {@creature marid} continually floods the carefully dried-out lair of a topaz dragon."],["6","A {@creature sahuagin baron} attempts to gain the support of other sahuagin for driving away a topaz dragon attempting to claim the sea devils' territory."],["7","A pirate captain tells stories of an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} legendary hoard while attempting to gather a crew to raid the dragon's lair."],["8","A ship wrecks near an {@creature Adult Topaz Dragon|FTD|adult topaz dragon's} lair. The dragon claims what's left of the cargo and tries to ransom the survivors (including the dragonborn ship captain) back to the city they came from."]],"name":"Connected Creatures; Adult Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient Topaz Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient topaz dragon|FTD} has decided to set local {@creature ogre} and bandit clans against one another, hoping they wipe each other out."],["2","An {@creature adult bronze dragon} has ignored the petitions of townsfolk to deal with an {@creature ancient topaz dragon|FTD} killing livestock and farmers alike. But now the topaz dragon has killed the bronze dragon's child."],["3","An {@creature Ancient Topaz Dragon|FTD|ancient topaz dragon's} lair contains a portal to the Elemental Chaos."],["4","An {@creature ancient bronze dragon} and an {@creature ancient topaz dragon|FTD} are locked in an ongoing conflict that threatens shipping and caravans around a major city."]],"name":"Connected Creatures; Ancient Topaz Dragon Connections","page":149,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Topaz Dragon Art Objects","colLabels":["d8","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate statue of a sea serpent that plays ocean sounds when its gemstone eyes are pressed"],["2","A set of seven levered brass mirrors that can be adjusted to direct light in different directions"],["3","A stained glass window depicting a golden city whose buildings are decorated with statues of dragons and other winged creatures"],["4","A gold scrying bowl that shows random, constantly shifting views of the Elemental Chaos"],["5","A 10-foot-tall statue of the dragon, carved out of a single massive yellow crystal (the dragon thinks it's flattering, except for the tail)"],["6","A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command words creates waves and whirlpools in the bowl"],["7","A large spherical gold chandelier that gives off sunlight and is surrounded by an intricate and interlocking set of glass bands engraved in an unknown language"],["8","A set of topaz-inlaid gold claw rings engraved with the names of bronze dragons the topaz dragon has killed"]],"name":"Topaz Dragon Treasures; Topaz Dragon Art Objects","page":152,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Personality Traits","colLabels":["d8","Trait"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Talkative people are usually the most dangerous. I like to eat them first."],["2","I brood over past encounters with foes and sometimes mistake newcomers for my ancient enemies."],["3","I can recall many tidbits of lore picked up over the centuries but have no sense of their import."],["4","I don't like the taste of warm blood and always rinse my mouth out with snow after a fight."],["5","Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my collection of frozen trophies."],["6","I have named the wind that blows through my lair and speak to it often. It is my sole companion."],["7","I meet any challenge to my territory with aggression, even if I can't win outright."],["8","I feel protective of smaller, weaker creatures that are tormented by larger monsters."]],"name":"Creating a White Dragon; White Dragon Personality Traits","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Rapacity. When a creature has the misfortune of crossing my path, I ask myself two questions: Am I hungry now? And if not, will I be hungry later? (Any)"],["2","Survival. This world is harsh and unforgiving, and so am I. I do whatever it takes to survive. (Any)"],["3","Dominance. I delight in making others tremble, knowing that I could kill them at any time. (Evil)"],["4","Isolation. All creatures are either prey or rivals. What do you mean by \"company?\" (Any)"],["5","Vengeance. Every scar upon my scales, every treasure beyond my reach, is a slight that must be answered. (Evil)"],["6","Service. I used to live as a beast, before learning what is possible when creatures put aside their petty needs in service of a greater goal. (Lawful)"]],"name":"Creating a White Dragon; White Dragon Ideals","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Spellcasting","colLabels":["Age","Spell Save DC","Spells Known"],"colStyles":["col-2 text-center","col-2 text-center","col-8"],"rows":[["{@creature Young White Dragon||Young}","12","{@spell gust of wind}"],["{@creature Adult White Dragon||Adult}","14","{@spell gust of wind}"],["{@creature Ancient White Dragon||Ancient}","16","{@spell gust of wind}, {@spell ice storm}"]],"name":"Creating a White Dragon; White Dragon Spellcasting","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Adventure Hooks","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A white dragon has been starving out a fortified settlement by decimating the local caribou herds."],["2","The words of a ritual to propitiate a vengeful spirit are tattooed on the flesh of a frost giant druid—who is entombed in the ice of a white dragon's lair."],["3","{@creature Aarakocra} have become a nuisance in the lowlands ever since they were driven out of their mountain aerie by the arrival of a white dragon."],["4","An item stolen from a white dragon's hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back."],["5","After driving away a white dragon, a group of adventurers discovered a mighty demon trapped in the ice in the dragon's lair. Now the ice is melting and the demon will soon awaken—so the dragon must be lured back."],["6","A white dragon has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine."],["7","A white dragon has been exacting vengeance on a rival silver dragon by killing off the silver dragon's Humanoid companions."],["8","A {@creature frost giant} wants to subdue a white dragon, hoping to overthrow the current frost giant jarl with the dragon's aid. In exchange for assistance from adventurers, the giant promises peace between the giant clan and nearby settlements."]],"name":"White Dragon Adventures; White Dragon Adventure Hooks","page":153,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Wyrmling Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of {@creature Ice Mephit||ice mephits} delight in chasing townsfolk into a {@creature White Dragon Wyrmling||white dragon wyrmling's} lair to be eaten."],["2","A brooding {@creature griffon} found a dragon egg and cared for it along with her own brood. Though the {@creature white dragon wyrmling} ate the griffon's other hatchlings, the griffon treats the wyrmling as her offspring and protects the creature fiercely."],["3","A clan of warriors has adopted a {@creature white dragon wyrmling} as the clan's sacred guardian and brings the wyrmling captured foes as offerings."],["4","{@creature Yeti||Yetis} keep a {@creature white dragon wyrmling} chained near the entrance of their lair to discourage scavengers."],["5","A well-meaning {@creature druid} is trying to rear a {@creature white dragon wyrmling} as a guardian of nature, training the dragon to hunt only Monstrosities. But the wyrmling keeps attacking other creatures."],["6","A band of {@creature Ogre||ogres} keeps a {@creature white dragon wyrmling} caged near their larder, as they have discovered that the dragon's cold breath keeps their meat fresh."]],"name":"Connected Creatures; White Dragon Wyrmling Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Young White Dragon Connections","colLabels":["d6","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature young white dragon} and a {@creature young remorhaz} are vying for control of the same territory, and their altercations endanger the other creatures in the area."],["2","A {@creature young white dragon} has gained control of an {@creature invisible stalker} and sends it out to steal treasure."],["3","A {@creature young white dragon} allows a clan of deep gnomes to mine the dragon's mountain home in exchange for a healthy portion of the gemstones they extract."],["4","A {@creature frost giant} hunter has raised a {@creature young white dragon} since the dragon hatched, and the two are now inseparable."],["5","A {@creature young white dragon} is pestered by a {@creature flameskull} bound to guard a magic item the dragon recently acquired."],["6","A {@creature young white dragon} has been stalking a herd of {@creature Mammoth||mammoths} for days, trying to pick off the herd's newborn calves."]],"name":"Connected Creatures; Young White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Adult White Dragon Connections","colLabels":["d8","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pirate captain uses the pervasive fog near an {@creature Adult White Dragon||adult white dragon's} lair to elude capture and propitiates the dragon with a share of the crew's booty."],["2","A {@creature djinni} has pledged to serve an {@creature adult white dragon} for a year and a day in exchange for sparing the genie's previous master's life."],["3","An {@creature arcanaloth} has been trying to tease information out of an {@creature adult white dragon}, hoping the dragon can lead it to a lost font of magical power."],["4","An {@creature adult white dragon}, captured by devils decades ago, now serves as a mount for an {@creature ice devil}."],["5","A {@creature beholder} manipulates an {@creature adult white dragon} into eliminating its enemies by inventing ways in which these foes have supposedly offended the dragon."],["6","A {@creature storm giant} and an {@creature adult white dragon} are engaged in a deadly game of cat-and-mouse, leaving a trail of destruction behind them."],["7","An {@creature adult white dragon} periodically brings a mouthful of gems to the {@creature ancient crystal dragon|FTD} who raised them, and who is now too old and tired to seek out new mineral veins for sustenance."],["8","A clan of {@creature Winged Kobold||winged kobolds} treat the air currents and ice slides of an {@creature Adult White Dragon||adult white dragon's} lair as an obstacle course. The dragon enjoys devising increasingly hazardous routes for the kobolds to tackle."]],"name":"Connected Creatures; Adult White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Ancient White Dragon Connections","colLabels":["d4","Connected Creatures"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature death knight} and an {@creature ancient white dragon} swap tales of old foes and unanswered grievances, nursing the hunger for vengeance that sustains them."],["2","An {@creature ancient white dragon} makes intermittent assaults against a mated pair of {@creature Adult Silver Dragon||adult silver dragons} who lair nearby."],["3","An {@creature ancient white dragon} guards a {@creature Lich||lich's} phylactery, keeping it sealed in a tomb of ice. The lich visits periodically, bearing fabulous treasures as payment."],["4","A community of orcs believe an {@creature ancient white dragon} to be the reincarnation of a legendary leader. They've been venerating the dragon so long that the dragon now believes the story and speaks proudly in Orc about the orcs' triumphs."]],"name":"Connected Creatures; Ancient White Dragon Connections","page":154,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"White Dragon Art Objects","colLabels":["d12","Object"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A war horn carved to resemble a dragon's head with a wide-open maw, which the dragon calls \"Little Toot\""],["2","A statue depicting an elf paladin with the face turned upward; the body has been defaced by the dragon's claws"],["3","A mammoth tusk engraved with images depicting the history of a nomadic tribe; the dragon uses the tusk to mark the spot where it has buried its pile of gold"],["4","A giant-sized cloak decorated with silver braiding that the dragon uses as a nest lining for its egg"],["5","A wooden throne heaped with furs; any visitors must sit on the throne while the dragon recounts the grisly death of the seat's previous owner"],["6","A huge wooden door carved and painted to depict a monarch enthroned with sword and scepter; the dragon occasionally raps the door with its knuckles, pauses, and then chortles, \"Nobody home\""],["7","A frost giant jarl's crown with broken horns; the dragon enjoys perching the crown on an icy stalagmite and then knocking it off with its tail"],["8","The prow of a ship carved to look like a pouncing lion; the dragon occasionally roars at the lion"],["9","A gilded shield emblazoned with the holy symbol of a forgotten god; the dragon enjoys flicking the shield with a claw to hear the sound it makes"],["10","A ceremonial anvil of dwarven make; gazing at the anvil, the dragon fondly recounts, \"Seven at one blow!\""],["11","A long, embroidered linen tapestry showing the history of an ancient realm's civil war; the dragon \"reads\" the tapestry when it has trouble sleeping."],["12","A bell engraved with images of an angelic host, still attached to its splintered belfry; the dragon tolls the bell with its tail, growling the name of one of its defeated foes with each ring"]],"name":"White Dragon Treasures; White Dragon Art Objects","page":157,"source":"FTD","chapter":{"name":"Draconomicon","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/8","{@creature Hoard scarab|FTD}"],["1/4","{@creature Metallic warbler|FTD}"],["1/2","{@creature Draconian foot soldier|FTD}"],["1","{@creature Deep dragon wyrmling|FTD}"],["2","{@creature Crystal dragon wyrmling|FTD}"],["2","{@creature Draconian mage|FTD}"],["2","{@creature Dragonnel|FTD}"],["2","{@creature Dragon speaker|FTD}"],["2","{@creature Egg hunter hatchling|FTD}"],["2","{@creature Emerald dragon wyrmling|FTD}"],["2","{@creature Moonstone dragon wyrmling|FTD}"],["2","{@creature Swarm of hoard scarabs|FTD}"],["2","{@creature Topaz dragon wyrmling|FTD}"],["3","{@creature Draconian infiltrator|FTD}"],["3","{@creature Dragon chosen|FTD}"],["3","{@creature Dragonflesh grafter|FTD}"],["3","{@creature Sapphire dragon wyrmling|FTD}"],["4","{@creature Amethyst dragon wyrmling|FTD}"],["4","{@creature Draconian dreadnought|FTD}"],["4","{@creature Dragon turtle wyrmling|FTD}"],["4","{@creature Metallic peacekeeper|FTD}"],["5","{@creature Dragon blessed|FTD}"],["5","{@creature Dragonblood ooze|FTD}"],["5","{@creature Egg hunter adult|FTD}"],["5","{@creature Gem stalker|FTD}"],["5","{@creature Young crystal dragon|FTD}"],["5","{@creature Young deep dragon|FTD}"],["6","{@creature Animated breath|FTD}"],["6","{@creature Draconian mastermind|FTD}"],["6","{@creature Dragonborn of Sardior|FTD}"],["6","{@creature Dragonflesh abomination|FTD}"],["7","{@creature Dragonborn of Tiamat|FTD}"],["7","{@creature Liondrake|FTD}"],["7","{@creature Young topaz dragon|FTD}"],["8","{@creature Dragonborn of Bahamut|FTD}"],["8","{@creature Eyedrake|FTD}"],["8","{@creature Hoard mimic|FTD}"],["8","{@creature Young emerald dragon|FTD}"],["8","{@creature Young moonstone dragon|FTD}"],["8","{@creature Young sea serpent|FTD}"],["9","{@creature Young amethyst dragon|FTD}"],["9","{@creature Young sapphire dragon|FTD}"],["10","{@creature Young dragon turtle|FTD}"],["11","{@creature Adult deep dragon|FTD}"],["11","{@creature Dracohydra|FTD}"],["11","{@creature Dragonbone golem|FTD}"],["12","{@creature Adult crystal dragon|FTD}"],["13","{@creature Adult topaz dragon|FTD}"],["14","{@creature Adult emerald dragon|FTD}"],["14","{@creature Ancient sea serpent|FTD}"],["15","{@creature Adult moonstone dragon|FTD}"],["15","{@creature Adult sapphire dragon|FTD}"],["16","{@creature Adult amethyst dragon|FTD}"],["17","{@creature Draconic shard|FTD}"],["17","{@creature Ghost dragon|FTD}"],["18","{@creature Ancient deep dragon|FTD}"],["18","{@creature Hollow dragon|FTD}"],["19","{@creature Ancient crystal dragon|FTD}"],["20","{@creature Ancient topaz dragon|FTD}"],["21","{@creature Ancient emerald dragon|FTD}"],["21","{@creature Ancient moonstone dragon|FTD}"],["22","{@creature Ancient sapphire dragon|FTD}"],["22","{@creature Elder brain dragon|FTD}"],["23","{@creature Ancient amethyst dragon|FTD}"],["24","{@creature Ancient dragon turtle|FTD}"],["26","Gem greatwyrm"],["27","Chromatic greatwyrm"],["28","Metallic greatwyrm"],["30","{@creature Aspect of Bahamut|FTD}"],["30","{@creature Aspect of Tiamat|FTD}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":224,"source":"FTD","chapter":{"name":"Creature Lists","index":7}},{"caption":"Colleges of Strixhaven","colLabels":["College","Description"],"colStyles":["col-1","col-11"],"rows":[["Lorehold","Explores the past and preserves its lessons for future generations. Also called the College of Archaeomancy."],["Prismari","Uses the elements to practice the arts. Also called the College of Elemental Arts."],["Quandrix","Focuses on the mathematics of nature. Also called the College of Numeromancy."],["Silverquill","Teaches the magic of rhetoric, poetry, oration, and writing. Also called the College of Eloquence."],["Witherbloom","Harnesses the forces of life and death. Also called the College of Essence Studies."]],"name":"Welcome to Strixhaven; Colleges of Strixhaven","page":4,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Founder Dragons","colLabels":["College","Founder"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Velomachus Lorehold|SCC}"],["Prismari","{@creature Galazeth Prismari|SCC}"],["Quandrix","{@creature Tanazir Quandrix|SCC}"],["Silverquill","{@creature Shadrix Silverquill|SCC}"],["Witherbloom","{@creature Beledros Witherbloom|SCC}"]],"name":"Founder Dragons","page":6,"source":"SCC","chapter":{"name":"Welcome to Strixhaven","index":0}},{"caption":"Strixhaven Mascots","colLabels":["College","Mascot"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["Lorehold","{@creature Spirit Statue Mascot|SCC}"],["Prismari","{@creature Art Elemental Mascot|SCC}"],["Quandrix","{@creature Fractal Mascot|SCC}"],["Silverquill","{@creature Inkling Mascot|SCC}"],["Witherbloom","{@creature Pest Mascot|SCC}"]],"name":"Strixhaven Mascots","page":10,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Lorehold Scholars","colLabels":["d10","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Archaeoscribe, chronicling historical truths for posterity","Order"],["2","Battle medium, strengthening summoned spirits for use in battles","Order"],["3","Chaos scholar, chasing down historical anecdotes as a litany of happenstance","Chaos"],["4","Conservator, preserving ancient spell knowledge and other relics of the past","Order"],["5","Dustspeaker, conversing with spirits of the past to learn their stories","Chaos"],["6","Pastraiser, binding spirits into the monuments that bear their likeness to learn about their inspiring deeds","Order"],["7","Relic reader, divining wisdom from the past from the context of ruin sites","Order"],["8","Ruin shaman, wielding magic that helps delve into ancient sites","Chaos"],["9","Tomewielder, summoning fiery magic from the words in old writings","Chaos"],["10","Warsinger, studying the magic used in ancient wars","Chaos"]],"name":"Scholars of Lorehold; Lorehold Scholars","page":13,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Prismari Scholars","colLabels":["d12","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Aesthemancer, studying abstract principles of beauty for insight into the workings of the multiverse","Perfection"],["2","Electrovisionary, wielding the forms of lightning as a paintbrush","Expression"],["3","Flamesinger, combining fire and music","Expression"],["4","Geosculptor, using earth and lava in volatile emotional displays","Expression"],["5","Heartrager, turning inner creative fire into personal strength","Expression"],["6","Ice sculptor, crafting ice and cold into immersive experiences","Perfection"],["7","Mistmage, shaping cloud, fog, and mist into lasting sculptures","Perfection"],["8","Muse channeler, projecting blasts of inspiration toward others","Expression"],["9","Opusmancer, creating magical effects on a monumental scale","Perfection"],["10","Spectacle mage, hurling stormy displays into the sky","Expression"],["11","Waterbinder, shaping water into animated elemental forms","Perfection"],["12","Zephyrist, weaving wind with dance","Perfection"]],"name":"Scholars of Prismari; Prismari Scholars","page":16,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Quandrix Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Abstractor, using magic to stretch the possibilities of space","Theory"],["2","Augmenter, making creatures and things larger","Substance"],["3","Fractalologist, creating beautiful illusory patterns","Theory"],["4","Mana scholar, studying snarls, leylines, and star arches","Substance"],["5","Metamancer, studying metaphysics to alter reality","Theory"],["6","Scale druid, manipulating the size of plants and animals","Substance"],["7","Sequence prophet, studying repeating patterns that bend the mind","Theory"],["8","Vivifier, conjuring fractal creatures based on biological life","Substance"]],"name":"Scholars of Quandrix; Quandrix Scholars","page":19,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Silverquill Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Bantermage, using incisive observation to pierce rivals' confidence","Shadow"],["2","Duskmage, conjuring inky voids of shadow magic","Shadow"],["3","Inkcaster, summoning living inklings to service","Shadow"],["4","Lumimancer, bringing light to bear on shameful situations and holding corrupt institutions to account","Radiance"],["5","Shadewing, forming weapons from darkness to slice and stab at foes","Shadow"],["6","Silvertongue, bathing others in the light of inspiring words","Radiance"],["7","Vainglory, wielding the power of a perfectly crafted compliment to enhance a person's best qualities","Radiance"],["8","Warsinger, stirring hearts through poetic performance and song","Radiance"]],"name":"Scholars of Silverquill; Silverquill Scholars","page":22,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Witherbloom Scholars","colLabels":["d8","Scholar","Principle"],"colStyles":["col-2 text-center","col-9","col-1 text-center"],"rows":[["1","Banelock, using concoctions of noxious ingredients for withering magic","Decay"],["2","Bleed doctor, drain the essence of living creatures to fuel sinister spells","Decay"],["3","Boon witch, brewing drafts to empower the living","Growth"],["4","Boughcaller, summoning creatures from bogs","Growth"],["5","Dreadbones, infusing dead tissue with magic to create Undead servants","Decay"],["6","Earthcroucher, connecting directly with the land to power nature magic","Growth"],["7","Leafbinder, using medicinal herbs to soothe wounds","Growth"],["8","Pestcatcher, harvesting life energy from the pests of the bayou","Decay"]],"name":"Scholars of Witherbloom; Witherbloom Scholars","page":25,"source":"SCC","chapter":{"name":"Life at Strixhaven","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["1st","{@spell Silvery Barbs|SCC}","Enchantment","{@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Borrowed Knowledge|SCC}","Divination","{@class Bard}, {@class Cleric}, {@class Warlock}, {@class Wizard}"],["2nd","{@spell Kinetic Jaunt|SCC}","Transmutation","{@class Artificer|TCE},* {@class Bard}, {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Vortex Warp|SCC}","Conjuration","{@class Artificer|TCE},* {@class Sorcerer}, {@class Wizard}"],["2nd","{@spell Wither and Bloom|SCC}","Necromancy","{@class Druid}, {@class Sorcerer}, {@class Wizard}"]],"footnotes":["*The artificer class appears in {@book Tasha's Cauldron of Everything|TCE} and {@book Eberron: Rising from the Last War|ERLW}."],"name":"Spells","page":37,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Magic Items for Sale","colLabels":["Item","Rarity","Cost"],"colStyles":["col-9","col-2 text-center","col-1 text-right"],"rows":[["{@item Bottle of Boundless Coffee|SCC}","Common","100 gp"],["{@item Cuddly Strixhaven Mascot|SCC}","Common","100 gp"],["{@item Lorehold Primer|SCC}","Uncommon","300 gp"],["{@item Prismari Primer|SCC}","Uncommon","300 gp"],["{@item Quandrix Primer|SCC}","Uncommon","300 gp"],["{@item Silverquill Primer|SCC}","Uncommon","300 gp"],["{@item Spell Scroll (1st Level)||Spell Scroll} (1st-Level Spell; {@book DMG|DMG})","Common","50 gp"],["{@item Strixhaven Pennant|SCC}","Common","100 gp"],["{@item +1 Weapon||Weapon, +1} ({@book DMG|DMG})","Uncommon","300 gp"],["{@item Witherbloom Primer|SCC}","Uncommon","300 gp"]],"name":"Magic Items for Sale","page":38,"source":"SCC","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Adventure Levels","colLabels":["Adventure","Starting Level","Chapter"],"colStyles":["col-6","col-4 text-center","col-2 text-center"],"rows":[["Campus Kerfuffle","1st","{@adventure 3|SCC-CK|0}"],["Hunt for Mage Tower","4th","{@adventure 4|SCC-HfMT|0}"],["The Magister's Masquerade","6th","{@adventure 5|SCC-TMM|0}"],["A Reckoning in Ruins","8th","{@adventure 6|SCC-ARiR|0}"]],"name":"Standalone Adventures; Adventure Levels","page":41,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Starting Relationship Points","colLabels":["Person","Relationship Points"],"colStyles":["col-3 text-center","col-3 text-center"],"rows":[["Friend","2"],["Beloved","3"],["Rival","−2"]],"name":"Relationships; Starting Relationship Points","page":42,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Student NPC Stat Blocks","colLabels":["Year","Stat Block"],"colStyles":["col-5 text-center","col-7 text-center"],"rows":[["First","{@creature First-Year Student|SCC}"],["Second","[College] Apprentice"],["Third or Later","[College] Pledgemage"]],"name":"Student NPC Stat Blocks","page":50,"source":"SCC","chapter":{"name":"School Is in Session","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Strixhaven Creatures","colLabels":["Creature","Creature Type","CR"],"colStyles":["col-8","col-3 text-center","col-1 text-center"],"rows":[["{@creature Archaic|SCC}","Celestial","18"],["{@creature Art Elemental Mascot|SCC}","Elemental","1/4"],["{@creature Beledros Witherbloom|SCC}","Dragon","24"],["{@creature Brackish Trudge|SCC}","Plant","3"],["{@creature Cogwork Archivist|SCC}","Construct","4"],["{@creature Daemogoth|SCC}","Fiend","10"],["{@creature Daemogoth Titan|SCC}","Fiend","16"],["{@creature First-Year Student|SCC}","Humanoid","1/2"],["{@creature Fractal Mascot|SCC}","Construct","1/4"],["{@creature Galazeth Prismari|SCC}","Dragon","23"],["{@creature Groff|SCC}","Plant","4"],["{@creature Inkling Mascot|SCC}","Ooze","1/4"],["{@creature Lorehold Apprentice|SCC}","Humanoid","2"],["{@creature Lorehold Pledgemage|SCC}","Humanoid","4"],["{@creature Lorehold Professor of Chaos|SCC}","Humanoid","7"],["{@creature Lorehold Professor of Order|SCC}","Humanoid","7"],["{@creature Mage Hunter|SCC}","Monstrosity","5"],["{@creature Oracle of Strixhaven|SCC}","Humanoid","15"],["{@creature Oriq Blood Mage|SCC}","Humanoid","9"],["{@creature Oriq Recruiter|SCC}","Humanoid","4"],["{@creature Pest Mascot|SCC}","Monstrosity","1/4"],["{@creature Prismari Apprentice|SCC}","Humanoid","2"],["{@creature Prismari Pledgemage|SCC}","Humanoid","4"],["{@creature Prismari Professor of Expression|SCC}","Humanoid","7"],["{@creature Prismari Professor of Perfection|SCC}","Humanoid","7"],["{@creature Quandrix Apprentice|SCC}","Humanoid","2"],["{@creature Quandrix Pledgemage|SCC}","Humanoid","4"],["{@creature Quandrix Professor of Substance|SCC}","Humanoid","7"],["{@creature Quandrix Professor of Theory|SCC}","Humanoid","7"],["{@creature Relic Sloth|SCC}","Beast","2"],["{@creature Ruin Grinder|SCC}","Construct","5"],["{@creature Shadrix Silverquill|SCC}","Dragon","22"],["{@creature Silverquill Apprentice|SCC}","Humanoid","2"],["{@creature Silverquill Pledgemage|SCC}","Humanoid","4"],["{@creature Silverquill Professor of Radiance|SCC}","Humanoid","7"],["{@creature Silverquill Professor of Shadow|SCC}","Humanoid","7"],["{@creature Spirit Statue Mascot|SCC}","Construct","1/4"],["{@creature Strixhaven Campus Guide|SCC}","Construct","1"],["{@creature Tanazir Quandrix|SCC}","Dragon","24"],["{@creature Velomachus Lorehold|SCC}","Dragon","25"],["{@creature Witherbloom Apprentice|SCC}","Humanoid","2"],["{@creature Witherbloom Pledgemage|SCC}","Humanoid","4"],["{@creature Witherbloom Professor of Decay|SCC}","Humanoid","7"],["{@creature Witherbloom Professor of Growth|SCC}","Humanoid","7"]],"name":"Friends and Foes; Strixhaven Creatures","page":183,"source":"SCC","chapter":{"name":"Friends and Foes","ordinal":{"type":"chapter","identifier":7},"index":8}},{"caption":"Exandrian Calendar","colLabels":["Month","Day","Holidays"],"colStyles":["col-4","col-3 text-center","col-5"],"rows":[["Horisal","29",{"type":"entries","entries":["New Dawn (1st)","Hillsgold (27th)"],"id":"012"}],["Misuthar","30","Day of Challenging (7th)"],["Dualahei","30",{"type":"entries","entries":["Renewal Festival (13th)","Wild's Grandeur (20th)"],"id":"013"}],["Thunsheer","31",{"type":"entries","entries":["Harvest's Rise (11th)","Merryfrond's Day (31st)"],"id":"014"}],["Unndilar","28",{"type":"entries","entries":["Deep Solace (8th)","Zenith (26th)"],"id":"015"}],["Brussendar","31",{"type":"entries","entries":["Artisan's Faire (15th)","Elvendawn or Midsummer (20th)"],"id":"016"}],["Sydenstar","32",{"type":"entries","entries":["Highsummer (7th)","Morn of Largesse (14th)"],"id":"017"}],["Fessuran","29","Harvest's Close (3rd)"],["Quen'pillar","27",{"type":"entries","entries":["The Hazel Festival (10th)","Civilization's Dawn (22nd)"],"id":"018"}],["Cuersaar","29",{"type":"entries","entries":["Night of Ascension (13th)","Zan's Cup (21st)"],"id":"019"}],["Duscar","32",{"type":"entries","entries":["Barren Eve (2nd)","Embertide (5th)","Winter's Crest (20th)"],"id":"01a"}]],"name":"Exandrian Calendar","page":9,"source":"TDCSR","chapter":{"name":"Welcome to Tal'Dorei","ordinal":{"identifier":1,"type":"chapter"},"index":1}},{"caption":"Prime Deities","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Changebringer|Exandria|TDCSR|Changebringer}","Chaotic good","Change, freedom, luck"],["{@deity The Platinum Dragon|Exandria|TDCSR|Platinum Dragon}","Lawful good","Honor, justice"],["{@deity The Arch Heart|Exandria|TDCSR|Arch Heart}","Chaotic good","Art, beauty, {@book elves|TDCSR|4|elves}"],["{@deity The Lawbearer|Exandria|TDCSR|Lawbearer}","Lawful neutral","Civilization, law, peace"],["{@deity The Knowing Mentor|Exandria|TDCSR|Knowing Mentor}","Neutral","Knowledge, learning, teaching"],["{@deity The Stormlord|Exandria|TDCSR|Stormlord}","Chaotic neutral","Battle, competition, storms"],["{@deity The Wildmother|Exandria|TDCSR|Wildmother}","Neutral","Seas, wilderness"],["{@deity The All-Hammer|Exandria|TDCSR|All-Hammer}","Lawful good","Craft, creation"],["{@deity The Dawnfather|Exandria|TDCSR|Dawnfather}","Neutral good","Healing, sun"],["{@deity The Everlight|Exandria|TDCSR|Everlight}","Neutral good","Atonement, compassion"],["{@deity The Matron of Ravens|Exandria|TDCSR|Matron of Ravens}","Lawful neutral","Death, fate, winter"],["{@deity The Moonweaver|Exandria|TDCSR|Moonweaver}","Chaotic good","Illusion, moonlight, night"]],"name":"Prime Deities","page":27,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Betrayer Gods","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity The Lord of the Hells|Exandria|TDCSR|Lord of the Hells}","Lawful evil","God of devils and the Hells"],["{@deity The Strife Emperor|Exandria|TDCSR|Strife Emperor}","Lawful evil","Conquest, tyranny"],["{@deity The Ruiner|Exandria|TDCSR}","Chaotic evil","Slaughter, warfare"],["{@deity The Spider Queen|Exandria|TDCSR|Spider Queen}","Chaotic evil","Deceit, spiders"],["{@deity The Chained Oblivion|Exandria|TDCSR|Chained Oblivion}","Chaotic evil","Darkness, destruction"],["{@deity The Scaled Tyrant|Exandria|TDCSR|Scaled Tyrant}","Lawful evil","Dragon god of evil"],["{@deity The Crawling King|Exandria|TDCSR|Crawling King}","Neutral evil","Enslavement, torture"],["{@deity The Whispered One|Exandria|TDCSR|Whispered One}","Neutral evil","Necromancy, secrets"],["{@deity The Cloaked Serpent|Exandria|TDCSR|Cloaked Serpent}","Chaotic evil","Assassins, poison, snakes"]],"name":"Betrayer Gods","page":34,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Lesser Idols","colLabels":["Deity","Alignment","Province"],"colStyles":["col-4","col-4","col-4"],"rows":[["{@deity Azgrah|Exandria|TDCSR}","Lawful neutral","Undying"],["{@deity Galdric|Exandria|TDCSR}","Lawful good","Celestial, Undying"],["{@deity Graz'tchar|Exandria|TDCSR}","Chaotic evil","Fiend, Hexblade"],["{@deity Khedive Xundi|Exandria|TDCSR}","Chaotic neutral","Genie"],["{@deity The Lost Beacon of Unknown Light|Exandria|TDCSR|Lost Beacon}","Neutral","Celestial"],["{@deity The Observer|Exandria|TDCSR}","Neutral good","Archfey, Celestial"],["{@deity The Sightless|Exandria|TDCSR}","Chaotic evil","Great Old One"],["{@deity The Traveler|Exandria|TDCSR}","Chaotic neutral","Archfey"],["{@deity Vesh|Exandria|TDCSR}","Neutral evil","Archfey, Undying"]],"name":"Lesser Idols","page":39,"source":"TDCSR","chapter":{"name":"Allegiances of Tal'Dorei","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cracksackle Wares","colLabels":["Item","Cost","Description"],"colStyles":["col-3","col-2","col-7"],"rows":[["{@item Dynamite|TDCSR}","100gp","This bundle of explosives can be lit and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures and objects within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw}, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one."],["{@item Gluebomb|TDCSR}","50gp","This unique explosive can be primed and thrown up to 30 feet as an action. It explodes on impact. Creatures within 20 feet of it must make a {@dc 12} Dexterity {@quickref saving throws|PHB|2|1|saving throw} or be {@condition restrained} for 1 minute. A {@condition restrained} creature can make a {@dc 12} Strength check as an action, escaping on a success."],["{@item Stink bomb|TDCSR}","25gp","This smelly explosive can be primed and thrown up to 30 feet as an action. It explodes at the start of your next turn. Creatures within 20 feet of it must make a {@dc 12} Constitution {@quickref saving throws|PHB|2|1|saving throw} or be {@condition poisoned} for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success."]],"name":"Cracksackle Guildhall (Middle Slab); Cracksackle Wares","page":100,"source":"TDCSR","chapter":{"name":"Tal'Dorei Gazetteer","ordinal":{"identifier":3,"type":"chapter"},"index":3}},{"caption":"Vestiges of Divergence by Advancement","colLabels":["Item Group","Dormant","Awakened","Exalted"],"colStyles":["col-3 text-left","col-3 text-right","col-3 text-right","col-3 text-right"],"rows":[["{@item Agony|TDCSR}","{@item Agony (Dormant)|TDCSR}","{@item Agony (Awakened)|TDCSR}","{@item Agony (Exalted)|TDCSR}"],["{@item Armor of the Valiant Soul|TDCSR}","{@item Armor of the Valiant Soul (Dormant)|TDCSR}","{@item Armor of the Valiant Soul (Awakened)|TDCSR}","{@item Armor of the Valiant Soul (Exalted)|TDCSR}"],["{@item Cabal's Ruin|TDCSR}","{@item Cabal's Ruin (Dormant)|TDCSR}","{@item Cabal's Ruin (Awakened)|TDCSR}","{@item Cabal's Ruin (Exalted)|TDCSR}"],["{@item Circlet of Barbed Vision|TDCSR}","{@item Circlet of Barbed Vision (Dormant)|TDCSR}","{@item Circlet of Barbed Vision (Awakened)|TDCSR}","{@item Circlet of Barbed Vision (Exalted)|TDCSR}"],["{@item Condemner|TDCSR}","{@item Condemner (Dormant)|TDCSR}","{@item Condemner (Awakened)|TDCSR}","{@item Condemner (Exalted)|TDCSR}"],["{@item Deathwalker's Ward|TDCSR}","{@item Deathwalker's Ward (Dormant)|TDCSR}","{@item Deathwalker's Ward (Awakened)|TDCSR}","{@item Deathwalker's Ward (Exalted)|TDCSR}"],["{@item Fenthras|TDCSR}","{@item Fenthras (Dormant)|TDCSR}","{@item Fenthras (Awakened)|TDCSR}","{@item Fenthras (Exalted)|TDCSR}"],["{@item Honor's Last Stand|TDCSR}","{@item Honor's Last Stand (Dormant)|TDCSR}","{@item Honor's Last Stand (Awakened)|TDCSR}","{@item Honor's Last Stand (Exalted)|TDCSR}"],["{@item Kiss of the Changebringer|TDCSR}","{@item Kiss of the Changebringer (Dormant)|TDCSR}","{@item Kiss of the Changebringer (Awakened)|TDCSR}","{@item Kiss of the Changebringer (Exalted)|TDCSR}"],["{@item Mythcarver|TDCSR}","{@item Mythcarver (Dormant)|TDCSR}","{@item Mythcarver (Awakened)|TDCSR}","{@item Mythcarver (Exalted)|TDCSR}"],["{@item Plate of the Dawnmartyr|TDCSR}","{@item Plate of the Dawnmartyr (Dormant)|TDCSR}","{@item Plate of the Dawnmartyr (Awakened)|TDCSR}","{@item Plate of the Dawnmartyr (Exalted)|TDCSR}"],["{@item Pyremaul|TDCSR}","{@item Pyremaul (Dormant)|TDCSR}","{@item Pyremaul (Awakened)|TDCSR}","{@item Pyremaul (Exalted)|TDCSR}"],["{@item Spire of Conflux|TDCSR}","{@item Spire of Conflux (Dormant)|TDCSR}","{@item Spire of Conflux (Awakened)|TDCSR}","{@item Spire of Conflux (Exalted)|TDCSR}"],["{@item Star Razor|TDCSR}","{@item Star Razor (Dormant)|TDCSR}","{@item Star Razor (Awakened)|TDCSR}","{@item Star Razor (Exalted)|TDCSR}"],["{@item Titanstone Knuckles|TDCSR}","{@item Titanstone Knuckles (Dormant)|TDCSR}","{@item Titanstone Knuckles (Awakened)|TDCSR}","{@item Titanstone Knuckles (Exalted)|TDCSR}"],["{@item Whisper|TDCSR}","{@item Whisper (Dormant)|TDCSR}","{@item Whisper (Awakened)|TDCSR}","{@item Whisper (Exalted)|TDCSR}"],["{@item Wraps of Dyamak|TDCSR}","{@item Wraps of Dyamak (Dormant)|TDCSR}","{@item Wraps of Dyamak (Awakened)|TDCSR}","{@item Wraps of Dyamak (Exalted)|TDCSR}"]],"name":"Vestiges of Divergence by Advancement","page":200,"source":"TDCSR","chapter":{"name":"Game Master's Toolkit","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"First Adventure","colLabels":["d10","Adventure Seed"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The adventure begins on the Rock of Bral, where an {@creature autognome|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to find its creator, who has gone missing on the Rock."],["2","One of the characters inherits a ship equipped with a {@item spelljamming helm|AAG} and an old captain's log that hints at places to explore, treasure to find, and perils to avoid."],["3","In the wilderness on their home world, the characters find a {@item spelljamming helm|AAG} in the wreckage of a crashed {@vehicle scorpion ship|AAG} (see {@book chapter 2|AAG|2|Scorpion Ship}) and run afoul of goblins who want to plunder the wreck."],["4","A wealthy patron gives the characters a ship and a {@item spelljamming helm|AAG} to call their own and expects them to accomplish a dangerous task in return."],["5","A spelljamming ship lands on the outskirts of a village where the characters are staying. The ship's captain is looking for raw recruits to join a war in Wildspace."],["6","Villagers ask the characters to investigate a strange object in the hills, which turns out to be a crashed {@vehicle nightspider|AAG} (see {@book chapter 2|AAG|2|Nightspider}) with survivors: a {@creature neogi pirate|BAM} and a {@creature neogi hatchling swarm|BAM} (see {@book Boo's Astral Menagerie|BAM} for both)."],["7","A {@creature hadozee explorer|BAM} (see {@book Boo's Astral Menagerie|BAM}) needs the characters' help to slay a white {@creature kindori|BAM} (see {@book Boo's Astral Menagerie|BAM}) that keeps attacking her {@vehicle flying fish ship|AAG} (see {@book chapter 2|AAG|2|Flying Fish Ship}). The hadozee can't tell whether the kindori is mean-spirited or amorous. Perhaps it has mistaken the ship for a rival—or a mate!"],["8","The characters were passengers aboard a spelljamming ship that crash-landed on a strange world after the {@item spelljamming helm|AAG} malfunctioned. The characters must fend off alien monsters until they are rescued."],["9","The characters are hired by a trading company to protect a valuable cargo that's being delivered to a distant world. The characters become crew members aboard the {@vehicle squid ship|AAG} (see {@book chapter 2|AAG|2|Squid Ship}) that is transporting the precious cargo."],["10","The adventure begins on the Rock of Bral, where one or more characters have earned the enmity of a {@creature plasmoid boss|BAM} (see {@book Boo's Astral Menagerie|BAM}). The heroes must either flee Bral to save themselves or contend with the boss's underlings."]],"name":"Astral Campaigns; First Adventure","page":4,"source":"AAG","chapter":{"name":"Introduction: Vast Oceans of Adventure","index":0}},{"caption":"Air Envelopes of Creatures","colLabels":["Creature's Size","Air Envelope"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Tiny","2½-foot cube"],["Small or Medium","5-foot cube"],["Large","10-foot cube"],["Huge","15-foot cube"],["Gargantuan","20-foot cube"]],"name":"Air Envelopes of Creatures","page":17,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fishing","colLabels":["d10","Catch"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","Tiny, inedible fish (a creature that consumes it is {@condition poisoned} for 1 hour)"],["3–5","Tiny, edible fish (feeds one person)"],["6–8","Small, edible fish (feeds up to four people)"],["9","Hostile {@creature space eel|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twelve people)"],["10","Hostile {@creature gray scavver|BAM} (see {@book Boo's Astral Menagerie|BAM}; feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing"]],"name":"Astral Fishing; Fishing","page":21,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-3","col-2","col-5"],"rows":[["2nd","{@spell Air Bubble|AAG}","Conjuration","Artificer, Druid, Ranger, Sorcerer, Wizard"],["5th","{@spell Create Spelljamming Helm|AAG}","Transmutation","Artificer, Wizard"]],"name":"Spells","page":22,"source":"AAG","chapter":{"name":"Astral Adventuring","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Helpful Spells","colLabels":["Spell","Donation"],"colStyles":["col-6","col-6"],"rows":[["{@spell Commune}","1,000 gp"],["{@spell Legend lore}","1,500 gp"],["{@spell Lesser restoration}","150 gp"],["{@spell Raise dead}","2,000 gp"],["{@spell Remove curse}","250 gp"],["{@spell Scrying}","1,000 gp"]],"name":"Temple District; Helpful Spells","page":61,"source":"AAG","chapter":{"name":"The Rock of Bral","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"AAG","chapter":{"name":"Additional Spelljammer Tables","index":4}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block Name","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Chwinga astronaut|BAM}","Elemental"],["0","{@creature Dohwar|BAM}","Fey"],["0","{@creature Space guppy|BAM}","Beast"],["0","{@creature Space mollymawk|BAM}","Beast"],["1/8","{@creature Hadozee shipmate|BAM}","Humanoid"],["1/4","{@creature Giant space hamster|BAM}","Beast"],["1/4","{@creature Gray scavver|BAM}","Monstrosity"],["1/4","{@creature Plasmoid explorer|BAM}","Ooze"],["1/4","{@creature Space hamster|BAM}","Monstrosity"],["1/4","{@creature Space swine|BAM}","Beast"],["1/2","{@creature Hadozee warrior|BAM}","Humanoid"],["1/2","{@creature Space eel|BAM}","Beast"],["1/2","{@creature Ssurran poisoner|BAM}","Monstrosity"],["1","{@creature Jammer leech|BAM}","Plant"],["1","{@creature Psurlon ringer|BAM}","Aberration"],["2","{@creature Aartuk starhorror|BAM}","Plant"],["2","{@creature Aartuk weedling|BAM}","Plant"],["2","{@creature Autognome|BAM}","Construct"],["2","{@creature Hadozee explorer|BAM}","Humanoid"],["2","{@creature Lunar dragon wyrmling|BAM}","Dragon"],["2","{@creature Psurlon|BAM}","Aberration"],["2","{@creature Space clown|BAM}","Fiend"],["2","{@creature Thri-kreen hunter|BAM}","Monstrosity"],["2","{@creature Vampirate|BAM}","Undead"],["3","{@creature Aartuk elder|BAM}","Plant"],["3","{@creature Astral elf warrior|BAM}","Humanoid"],["3","{@creature Giff shipmate|BAM}","Humanoid"],["3","{@creature Githyanki buccaneer|BAM}","Humanoid"],["3","{@creature Neogi hatchling swarm|BAM}","Aberration"],["3","{@creature Neogi pirate|BAM}","Aberration"],["3","{@creature Plasmoid warrior|BAM}","Ooze"],["3","{@creature Solar dragon wyrmling|BAM}","Dragon"],["3","{@creature Ssurran defiler|BAM}","Monstrosity"],["4","{@creature Brown scavver|BAM}","Monstrosity"],["4","{@creature Gaj|BAM}","Aberration"],["4","{@creature Neh-thalggu|BAM}","Aberration"],["4","{@creature Neogi void hunter|BAM}","Aberration"],["4","{@creature Plasmoid boss|BAM}","Ooze"],["5","{@creature Astral elf honor guard|BAM}","Humanoid"],["5","{@creature Astral elf star priest|BAM}","Humanoid"],["5","{@creature Feyr|BAM}","Aberration"],["5","{@creature Mercane|BAM}","Giant"],["5","{@creature Murder comet|BAM}","Elemental"],["5","{@creature Night scavver|BAM}","Monstrosity"],["5","{@creature Starlight apparition|BAM}","Celestial"],["5","{@creature Thri-kreen mystic|BAM}","Monstrosity"],["5","{@creature Vampirate mage|BAM}","Undead"],["6","{@creature B'rohg|BAM}","Giant"],["6","{@creature Giff shock trooper|BAM}","Humanoid"],["6","{@creature Psurlon leader|BAM}","Aberration"],["6","{@creature Vampirate captain|BAM}","Undead"],["7","{@creature Astral elf commander|BAM}","Humanoid"],["7","{@creature Githyanki star seer|BAM}","Humanoid"],["7","{@creature Kindori|BAM}","Celestial"],["7","{@creature Thri-kreen gladiator|BAM}","Monstrosity"],["7","{@creature Young lunar dragon|BAM}","Dragon"],["8","{@creature Astral elf aristocrat|BAM}","Humanoid"],["8","{@creature Reigar|BAM}","Celestial"],["9","{@creature Braxat|BAM}","Giant"],["9","{@creature Githyanki xenomancer|BAM}","Humanoid"],["9","{@creature Young solar dragon|BAM}","Dragon"],["10","{@creature Eye monger|BAM}","Aberration"],["10","{@creature Giff warlord|BAM}","Humanoid"],["11","{@creature Megapede|BAM}","Monstrosity"],["11","{@creature Void scavver|BAM}","Monstrosity"],["12","{@creature Esthetic|BAM}","Aberration"],["13","{@creature Adult lunar dragon|BAM}","Dragon"],["14","{@creature Adult solar dragon|BAM}","Dragon"],["16","{@creature Zodar|BAM}","Aberration"],["18","{@creature Cosmic horror|BAM}","Aberration"],["19","{@creature Ancient lunar dragon|BAM}","Dragon"],["21","{@creature Ancient solar dragon|BAM}","Dragon"]],"name":"Using a Stat Block; Stat Blocks by Challenge Rating","page":4,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","page":6,"source":"BAM","chapter":{"name":"Introduction","index":0}},{"caption":"Setting a DC","colLabels":["Difficulty","DC","Difficulty","DC"],"colStyles":["col-5","col-1 text-center","col-5","col-1 text-center"],"rows":[["Very easy","5","Hard","20"],["Easy","10","Very hard","25"],["Moderate","15","Nearly impossible","30"]],"name":"Setting a DC","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Skills and Associated Abilities","colLabels":["Skill","Ability","Skill","Ability"],"colStyles":["col-3","col-3","col-3","col-3"],"rows":[["{@skill Acrobatics}","Dexterity","{@skill Medicine}","Wisdom"],["{@skill Animal Handling}","Wisdom","{@skill Nature}","Intelligence"],["{@skill Arcana}","Intelligence","{@skill Perception}","Wisdom"],["{@skill Athletics}","Strength","{@skill Performance}","Charisma"],["{@skill Deception}","Charisma","{@skill Persuasion}","Charisma"],["{@skill History}","Intelligence","{@skill Religion}","Intelligence"],["{@skill Insight}","Wisdom","{@skill Sleight of Hand}","Dexterity"],["{@skill Intimidation}","Charisma","{@skill Stealth}","Dexterity"],["{@skill Investigation}","Intelligence","{@skill Survival}","Wisdom"]],"name":"Skills and Associated Abilities","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Initial Attitude","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitude","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Distance","Notes"],"colStyles":["col-2","col-10"],"rows":[["250 feet","Long range for {@object ballista||ballistae}, {@object Mangonel||mangonels}, {@item shortbow|phb|shortbows}, {@item longbow|phb|longbows}, {@item light crossbow|phb|light crossbows}, and {@item heavy crossbow|phb|heavy crossbows}"],["500 feet","Long range for {@item longbow|phb|longbows} and {@object Mangonel||mangonels}; beyond the range of {@object ballista||ballistae} and crossbows"],["1,000 feet","Beyond the range of most ranged weapons"]],"name":"Ship-to-Ship Starting Distance","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"colLabels":["Size of Creature or Object Struck","Bludgeoning Damage"],"colStyles":["col-6 text-center","col-6 text-center"],"rows":[["Large","{@dice 4d10}"],["Huge","{@dice 8d10}"],["Gargantuan","{@dice 16d10}"]],"name":"Crashing","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Shipboard Tasks","colLabels":["d12","Task"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Scrape barnacles off the hull."],["2","Scrub pots and dishes in the galley."],["3","Chop vegetables in the galley."],["4","Swab the deck or sweep the cargo hold."],["5","Update the ship's navigational charts, which requires cartographer's tools."],["6","Repair the captain's favorite pair of boots, which requires cobbler's tools. (A {@spell mending} spell also does the trick.)"],["7","Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A {@spell mending} spell also does the trick.)"],["8","Compose a new chantey, which requires a musical instrument."],["9","Entertain the crew with tall tales or gossip."],["10","Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A {@spell mending} spell also does the trick.)"],["11","Teach the captain the basics of a language they don't already know."],["12","Prepare a tasty dinner for the captain's table, which requires cook's utensils."]],"name":"Shipboard Tasks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Ship Quirks","colLabels":["d10","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chatty but harmless spirit haunts the cargo hold."],["2","The excessive creaking of the hull echoes throughout the ship."],["3","Any creature that removes itself from the ship's {@item spelljamming helm|AAG} receives a startling but harmless magical shock."],["4","The ship's companionways are smaller than those found in most other similar vessels."],["5","The ship makes a groaning sound in what seems like defiance whenever it comes to a stop."],["6","The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors."],["7","The ship's air envelope has a salty, briny smell."],["8","Bulkheads throughout the ship have lines of poetry scrawled on them."],["9","Unattended tools often go missing, only to reappear {@dice 1d4} hours later in another part of the ship."],["10","A creature seated in the ship's {@item spelljamming helm|AAG} hears faint spacefaring chanteys in its mind except when the ship is under attack."]],"name":"Ship Quirks","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Cheap Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Trunk containing ten outfits of {@item traveler's clothes|PHB} (2 gp each)"],["2","Crate containing one hundred bars of soap (2 cp each)"],["3","Twenty ballista bolts (5 gp each)"],["4","Coop containing fifty live chickens (2 cp each)"],["5","Crate containing twenty wheels of cheese (5 sp each)"],["6","Locked cage containing one friendly Beast of your choice"],["7","Ten 40-gallon barrels of fresh water"],["8","Ten crates, each containing fifty days of rations (25 gp per crate)"],["9","Locked cage containing one hostile Beast of your choice"],["10","Chest containing fifty {@item Perfume (vial)|PHB|vials of perfume} (2 gp each)"],["11","Crate containing fifty loaves of bread (2 cp each)"],["12","Ten 40-gallon barrels of ale (4 gp each)"]],"name":"Ship Cargo; Cheap Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"Expensive Cargo","colLabels":["d12","Cargo"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Crate containing fifty blank {@item Spellbook|PHB|spellbooks} (50 gp each)"],["2","Crate containing one hundred {@item Ink (1-ounce bottle)|PHB|1-ounce bottles of ink} (10 gp each) and one thousand sheets of {@item Parchment (one sheet)|PHB|parchment} (1 sp each)"],["3","Crate containing twenty {@item Potion of Healing||potions of healing}, {@item Alchemist's Fire (flask)|PHB|flasks of alchemist's fire}, or {@item Antitoxin (vial)|PHB|vials of antitoxin} (50 gp each)"],["4","Crate containing one hundred bottles of exquisite wine (25 gp each)"],["5","Set of exquisitely crafted furniture (2,500 gp)"],["6","Locked trunk containing five unloaded {@item Pistol||pistols} (250 gp each) and a box of 100 bullets"],["7","Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)"],["8","Locked trunk containing ten {@item Bomb||bombs} (150 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"],["9","Crate containing one hundred fireworks (25 gp each)"],["10","Crate containing five unloaded {@item Musket||muskets} (500 gp each) and a box of 100 bullets"],["11","Locked case containing five {@item Spyglass|PHB|spyglasses} (1,000 gp each)"],["12","Ten 20-pound {@item Gunpowder Keg||kegs of gunpowder} (250 gp each; see \"{@book Explosives|DMG|9|Explosives}\" in the {@book Dungeon Master's Guide|DMG})"]],"name":"Ship Cargo; Expensive Cargo","source":"ScreenSpelljammer","chapter":{"name":"Screen","index":0}},{"caption":"NPC Features","colStyles":["col-2","col-2","col-8"],"rows":[["{@creature Behtu|ToB1-2023}","+2 Str, +1 Dex","Fire Breath action; Bite attack; resistance to cold, fire, and lightning damage; {@sense darkvision} 60 ft.; walking speed of 20 feet, climbing speed of 20 feet; knows the Infernal and Behtu languages"],["{@creature Burrowling|ToB1-2023}","+2 Dex","Burrow Awareness and Pack Tactics traits; Bite and Claw attacks; {@sense darkvision} 60 ft.; burrowing speed of 10 feet"],["{@creature Deep One|ToB1-2023}","+2 Str, +1 Con","Amphibious and Frenzied Rage traits; Claw attack; resistance to cold damage and vulnerability to fire damage; {@sense darkvision} 120 ft.; swimming speed of 30 feet; knows the Void Speech language"],["{@creature Eonic Drifter|ToB1-2023}","+2 Int, +1 Dex","Drift Forward action; Call to the Future bonus action; proficiency in the {@skill History} skill; knows the Eonic, Giant, and Sylvan languages"],["{@creature Lemurfolk|ToB1-2023}","+2 Dex","Glide trait; Small size; {@sense darkvision} 60 ft.; walking speed of 30 feet, climbing speed of 20 feet; knows the Lemurfolk language"],["{@creature Noctiny|ToB1-2023}","+2 Cha, +1 Str","Eldritch Weapons and Magic Resistance traits; Eldritch Fury attack; immunity to the {@condition frightened} condition"],["{@creature Roachling Skirmisher|ToB1-2023|Roachling}","+2 Dex","Hardy and Unpleasant Scent traits; Small size; AC equals 11 + its Dexterity modifier; {@sense darkvision} 60 ft., {@sense tremorsense|MM} 10 ft.; walking speed of 25 feet"]],"name":"NPC Features Table; NPC Features","source":"ToB1-2023","chapter":{"name":"Appendix: NPCs","index":2}},{"caption":"Giant Trinkets","colLabels":["d6","Giant Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant's toothpick (a {@item dagger|PHB})"],["2","A giant's handkerchief (a {@item blanket|PHB})"],["3","A giant's marble (a crystal orb)"],["4","A giant's match (a {@item torch|PHB})"],["5","A giant's letter opener (a {@item longsword|PHB})"],["6","A giant's thimble (an {@item iron pot|PHB})"]],"name":"Giant Trinkets","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Elemental Marks","colLabels":["d6","Mark"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Small, benign motes of elemental energy, like pebbles or water droplets, float around your head."],["2","Your skin harmlessly feels blazing hot or freezing cold (your choice)."],["3","You have a faint scent reminiscent of your primordial nexus home, like petrichor, ozone, or smoke."],["4","Sparks flicker in your eyes whenever you are angry or excited."],["5","Patches of your skin are veined with stone, like marble or obsidian."],["6","Your hair ripples as if moved by an unseen current."]],"name":"Elemental Marks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Underground Quirks","colLabels":["d6","Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You've seen few colors, instead primarily experiencing the world in shades of black and white."],["2","Your eyes lack pigment and appear translucent."],["3","You vaguely recall a phenomenon called \"rain,\" during which fresh water fell from above."],["4","Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you."],["5","The idea of a space with no ceiling terrifies you."],["6","You're desperate to touch a cloud. You don't know what it will feel like, but you hope it's fluffy."]],"name":"Underground Quirks","page":16,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Tall Tales","colLabels":["d6","Tall Tale Connection"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","You stumbled into a giant castle in the sky when you were younger, but no one believed your story. You aim to prove them wrong."],["2","A loved one died mysteriously at sea. You swore the culprit was a sea leviathan everyone else dismissed as a myth, and you seek vindication and revenge."],["3","Stories say you're descended from a legendary giant-killer, and you strive to uphold that legacy."],["4","A city's legends claim the neighboring landscape is the work of some ancient giant sculptor or rampaging titanic beast—or is itself a sleeping giant. You seek to discover the truth of the land's origin."],["5","A relative once returned home claiming to have found a strange island inhabited by ancient, larger-than-life creatures. Because of this, your family became the town laughingstock, and you seek to redeem your family's reputation."],["6","Your sibling says giants and other enormous creatures are stories for children. You hope to slay such a creature and bring back proof of their existence out of spite."]],"name":"Tall Tales","page":17,"source":"BGG","chapter":{"name":"Character Creation","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Huge Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant has a pet (a {@creature panther}, a {@creature wolf}, or a {@creature giant weasel}) that sits on the giant's lap or shoulder."],["2","The giant swats at a murmuration of starlings as if it were a cloud of gnats."],["3","The giant uses a {@item dagger|PHB} as a toothpick, a {@item greatsword|PHB} as a letter opener, or a pair of {@item Javelin|PHB|javelins} as knitting needles."],["4","The giant carefully lifts Humanoids (cradling their heads to avoid injury) to see and hear them better."],["5","The giant exclaims with admiration at the fine detail and exquisite articulation of the characters' armor."],["6","The giant fidgets with the skulls of Humanoids."],["7","The giant drinks from a barrel as a human would from a waterskin."],["8","The giant takes a messy bite from a large melon held in one hand."]],"name":"Size; Huge Behaviors","page":21,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Life Spans","colLabels":["Giant Kind","Life Span"],"colStyles":["col-6","col-6"],"rows":[["Hill","200 years"],["Frost","250 years"],["Fire","350 years"],["Cloud","400 years"],["Storm","600 years"],["Stone","800 years"]],"name":"Age; Life Spans","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Ancient Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world \"Babylonians\")."],["2","The giant burdens conversation with irrelevant historical context."],["3","The giant is curious about minute details of fashion, slang, and popular culture among Humanoids."],["4","The giant is a hopeless procrastinator, always convinced there will be time later for any task."],["5","The giant is prone to reminiscing about friends and family members who have died."],["6","The giant is unwilling to accept any problems as truly urgent."],["7","The giant is determined to wring every possible ounce of enjoyment from each day."],["8","The giant is convinced that giants were meant to use their long lives to make a mark on the world."]],"name":"Age; Ancient Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Loud Behaviors","colLabels":["d6","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant constantly (and loudly) encourages smaller creatures to speak up."],["2","The giant's thoughtful \"hmm\" causes a rumbling vibration in the ground and the pit of listeners' stomachs."],["3","The giant's exclamation of surprise or anger briefly sets listeners' ears ringing."],["4","The giant's sneeze, snore, or sigh rattles windows or blows leaves off trees."],["5","The giant's laughter feels like a small earthquake."],["6","The giant's armor or weapons clang thunderously."]],"name":"Volume; Loud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Proud Behaviors","colLabels":["d8","Behavior"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The giant ignores smaller creatures unless they offer the giant obeisance and flattery."],["2","The giant refuses to bend over, sit, or kneel in the presence of smaller creatures."],["3","The giant ignores the names of smaller creatures, referring to them with generic labels (such as \"human\" or \"armor shaker\")."],["4","The giant's first reaction to smaller creatures—even when threatened or presented with a terrible problem—is laughter."],["5","The giant constantly demeans or patronizes smaller creatures, calling them \"tiny,\" \"insignificant,\" \"babies,\" \"pests,\" \"vermin,\" or similar terms."],["6","The giant won't speak any language but Giant."],["7","The giant erupts in rage at the slightest sign of insult or disrespect from a smaller creature."],["8","The giant addresses smaller creatures in a tone that drips with condescension and refuses to take them seriously."]],"name":"Pride; Proud Behaviors","page":22,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants' Names","colLabels":["d10","Hill","Stone","Frost","Fire","Cloud","Storm"],"colStyles":["col-1-8 text-center","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["1","Adj","Brunnar","Estia","Ashvalk","Alastrah","Adana"],["2","Bor","Delveni","Flakkar","Askavar","Cressaro","Bullrak"],["3","Cug","Frasta","Grugnur","Brasalag","Eigeron","Eblixten"],["4","Dop","Kragsten","Gurdrim","Brimskarda","Kaaltar","Mirran"],["5","Gug","Maddag","Jokalla","Glodden","Lissia","Nym"],["6","Kru","Olhuud","Kallen","Osaglod","Messet","Orlekto"],["7","Moog","Pashka","Luskig","Snurre","Mollen","Serissa"],["8","Noad","Ralden","Rimna","Svavehild","Nedimma","Shaldoor"],["9","Paff","Steyras","Storvald","Tartha","Santar","Uthor"],["10","Tig","Thonna","Thryggid","Zaltasker","Thullen","Vaasha"]],"name":"Giants' Names","page":23,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Giants and the Ordning","colLabels":["d10","Ranking","Status"],"colStyles":["col-2 text-center","col-2","col-8"],"rows":[["1","High","Very protective of that high status and angling to get even higher"],["2","High","Hoping to improve but not doing much to pursue an increase in status"],["3","High","Unconcerned with maintaining that status"],["4","Medium","On the rise"],["5","Medium","Contented"],["6","Medium","In a state of decline"],["7","Low","Despairing after years of steady decline"],["8","Low","Desperate to improve"],["9","Low","Resigned to that status"],["10","Outcast","Shunned by giant society"]],"name":"Giants and the Ordning","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Cloud Giant Wealth","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cloud giant seeks to gain wealth by investing in an adventuring party (perhaps giving the characters magic items or other valuables) in exchange for a share of the party's rewards."],["2","A cloud giant hosts an art gala in a cloud castle to display their wealth, providing an opportunity for the characters to retrieve an important magic item from the giant's collection."],["3","Wishing to one-up rivals, a cloud giant seeks adventurers to hunt exotic monsters for a lavish banquet."],["4","With two nations on the brink of war, the characters discover cloud giants are betting on the outcome—and at least one giant is meddling behind the scenes to increase the likelihood of one side winning."],["5","A cloud giant who recently lost a large amount of money on bad bets tries to recoup those losses by plundering a royal treasury or the adventurers' stronghold."],["6","A cloud giant offers to buy the adventurers' services as an extravagant (and useful) gift for another giant."]],"name":"The Ordning; Cloud Giant Wealth","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Fire Giant Skill","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fire giant demands payments from miners transporting a rare ore through a mountain pass. The miners seek adventurers to intervene."],["2","The characters acquire a broken magic weapon that only a renowned fire giant smith can repair."],["3","The characters find a giant-crafted sword—a magical masterpiece; when word of their find gets out, the artisan's descendants come looking for the sword."],["4","When the characters' enemies take refuge in a giant-built ruin, an ambitious fire giant offers to help the characters get inside in return for a share of the treasure."],["5","A fire giant captures a renowned Humanoid smith in the hope of learning a new technique, and the smith's spouse begs the adventurers to help."],["6","A fire giant offers adventurers an extravagant sum for metal ore retrieved from another plane of existence."]],"name":"The Ordning; Fire Giant Skill","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Frost Giant Might","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Planning to claim all the credit, a frost giant seeks the help of powerful adventurers to defeat a foe the giant could never handle alone."],["2","A frost giant wants help obtaining a {@item manual of gainful exercise} believed to be in a dragon's hoard."],["3","A low-ranking frost giant prefers to be surrounded with weaker creatures and so leads a band of Humanoid brigands. A merchant council asks for aid against them."],["4","A frost giant keeps a defeated foe's head as a trophy; the foe's family wants justice—and the head back—and asks adventurers for help."],["5","Two groups of frost giants meet near a mountain pass. When their wrestling matches cause avalanches, travelers who rely on the pass ask for help."],["6","A frost giant destroys works of Humanoid construction—such as bridges, barns, and walls—as a show of strength. Affected farmers beg for help."]],"name":"The Ordning; Frost Giant Might","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Stone Giant Artistry","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A stone giant has been throwing stones near a city in the mountains. The mayor seeks help to protect the city from the destructive effects of the boulders."],["2","A famous Humanoid sculptor attracts stone giants to the sculptor's town. The struggling town seeks protection from the rowdy giants, who thoughtlessly cause great damage because they believe they're in the dream world."],["3","The characters' discovery of a huge, raw onyx attracts the attention of a stone giant who wants to carve the stone."],["4","A stone giant traveler hones their skills by carving a relief into a city's walls. The city's rulers and masons beg for help."],["5","Characters traveling underground encounter feuding stone giants who accuse each other of destroying their artwork; the characters can end the feud by finding the actual vandal (perhaps a third giant, a group of duergar, or an unwitting {@creature umber hulk})."],["6","A stone giant tries to manipulate characters into killing a fierce rival."]],"name":"The Ordning; Stone Giant Artistry","page":24,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Rejecting the Ordning","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant wanders into a settlement of Humanoids looking for an opportunity to use talents the giant's kin do not value, but the giant is greeted with suspicion and hostility. The giant seeks adventurers to help negotiate peace with the settlement."],["2","Characters must find a wise giant who has pursued specialized knowledge instead of excellence within the ordning."],["3","A giant tries to use the characters as pawns in a scheme to subvert the ordning and increase the giant's status."],["4","A charismatic leader gathers giants of different kinds into a mighty war band, intending to conquer and settle lands inhabited by Humanoids who seek adventurers' protection."],["5","A {@creature storm giant} asks adventurers to kill a revolutionary before the ordning is irrevocably disrupted."],["6","A family of giants joined a cult of Elemental Evil and quickly took over the leadership, sorting its membership into a new hierarchy and creating dissension within the ranks—which the adventurers can use as they try to foil the cult's evil schemes."],["7","A giant serving a demon lord attacks a town. The town's leaders ask the characters to retaliate against the giant's kin—which is exactly what the demon cultist was hoping for."],["8","A group of giants seeks adventurers to deal with a surge of demon cult activity within the giants' community."]],"name":"Rejecting the Ordning","page":26,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Gods of the Ordning","colLabels":["Name","Alignment","Suggested Cleric Domains","Symbol"],"colStyles":["col-2","col-2 text-center","col-4","col-4"],"rows":[["Annam","LN","{@class Cleric||Knowledge|Knowledge}","Two hands, wrists crossed, with fingers pointing downward"],["Diancastra","CN","{@class Cleric||Trickery|Trickery}","Journey rune"],["Grolantor","CE","{@class Cleric||War|War}","Wooden club"],["Hiatea","N","{@class Cleric||Life|Life}, {@class Cleric||Nature|Nature}","Flaming spear"],["Iallanis","NG","{@class Cleric||Light|Light}, {@class Cleric||Peace|Peace|TCE}*","Garland of flowers"],["Karontor","NE","{@class Cleric||Death|Death|DMG}, {@class Cleric||Knowledge|Knowledge}","Broken shackles"],["Memnor","N or NE","{@class Cleric||Knowledge|Knowledge}, {@class Cleric||Trickery|Trickery}","Black obelisk"],["Skoraeus","N","{@class Cleric||Knowledge|Knowledge}","Stalactite"],["Stronmaus","NG","{@class Cleric||Life|Life}, {@class Cleric||Tempest|Tempest}","Forked lightning bolt descending from a cloud partly obscuring the sun"],["Surtur","LE","{@class Cleric||Forge|Forge|XGE},** {@class Cleric||Knowledge|Knowledge}, {@class Cleric||War|War}","Flaming sword"],["Thrym","CE","{@class Cleric||War|War}","White double-bladed axe"]],"name":"Gods and Religion; Gods of the Ordning","page":27,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Annam's Children Adventures","colLabels":["d12","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storm giant prophet claims a revelation from Annam and begins a campaign of unification and conquest to prepare the way for the All-Father's return. A rival asks adventurers to stop the prophet."],["2","A mysterious woman leads adventurers through a perilous dungeon to find an ancient giant queen's crown. In the end, she reveals herself to be Diancastra and either blesses or curses the adventurers, depending on how they acted."],["3","A stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor's name."],["4","A fire giant priest of Hiatea warns a city of a titanic monster wandering nearby. The city asks adventurers for aid, and the priest offers to help."],["5","A cloud giant priest of Iallanis seeks a neutral party to negotiate a truce between warring giant families whose conflict threatens a town."],["6","Adventurers investigating a series of kidnappings discover a stone giant carrying people into the Underdark as an offering to Karontor."],["7","Adventurers sent as emissaries to a cloud giant enclave find the place in chaos, sown by a devotee of Memnor in a bid to seize power."],["8","Adventurers find a stone giant community in distress because its priest of Skoraeus has not returned from a pilgrimage to the Underdark. The giants suspect the priest has been captured by mind flayers."],["9","Adventurers are shipwrecked in a mighty storm and rescued by storm giants, who believe the storm is a message from Stronmaus and are trying to discern its meaning."],["10","A metallic dragon wyrmling asks adventurers for help stopping a fire giant who is slaughtering older dragons. The giant hopes to provoke a conflict between giants and dragons that will lead to Surtur cleansing the world with fire."],["11","When winter stretches too long, food grows scarce and a priest of Thrym leads a hunting band to prey on the beleaguered people, who seek adventurers' protection."],["12","A frost giant seeks help protecting a strange baby giant whom she believes to be a child of Annam who will herald a new age for all giantkind."]],"name":"Gods and Adventures; Annam's Children Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Interloper Gods Adventures","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who worships Vaprak leads ogres and ettins in a rebellion against their steading. The leaders ask adventurers for help."],["2","Adventurers traveling underground become lost in a labyrinthine network of passages and are hunted by stone giant cultists of Baphomet."],["3","A storm giant devotee of Demogorgon begins summoning the Prince of Demons in a sea cave, but before the ritual is complete, hordes of aquatic monsters swarm the area. Local fishers seek protection."],["4","After being cast out from a steading, a frost giant devotee of Kostchtchie attacks caravans. The drivers hire adventurers as guards."],["5","The characters discover a large horde of gnolls attacking a hill giant steading, but the more gnolls the hill giants kill (and eat), the more the giants seem to change into demonic forms."],["6","The characters experience a series of small earthquakes while visiting a mountain town. Their investigation suggests Evil Earth cultists might be active nearby, practicing for a larger catastrophe. A stone giant leads the cult."],["7","Adventurers encounter a longboat crewed by frost giant cultists of Evil Water, which is plundering a busy trade route."],["8","Forest gnomes seek protection from Evil Fire cultists who are burning the forest, having grown impatient waiting for Surtur to cleanse the world in flames."],["9","A storm giant cultist of Evil Air unleashes an endless storm upon a thriving seaport. The locals ask for help."],["10","A fire giant opens a gateway to the Nine Hells in the heart of a volcano. Locals seek protection from the lava and marauding fiends."]],"name":"Gods and Adventures; Interloper Gods Adventures","page":33,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Recluses","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers stumble upon a giants' enclave where a deadly plague wiped out most of the inhabitants. One survivor remains, tending the site and trying to hold back the ravages of time."],["2","A new settlement in a remote region seeks to hire adventurers to get rid of a giant lairing nearby. The giant just wants to be left alone and is tired of having to move every few decades as other creatures crowd too close to the giant's dwelling."],["3","Adventurers are hired to deal with a rampaging wild beast, but they discover the beast has a collar. The beast's owner is a giant who was forced to move recently, and the beast got lost trying to find its new home."],["4","A wandering giant comes to a city looking for people who are knowledgeable about the world and might possess maps of remote regions. City authorities point the giant to the adventurers."],["5","An approaching giant alarms the people of a small town, who ask the adventurers to protect them. But the peaceful giant is just searching for a new community of giants to join after fleeing a community ravaged by internal conflict. The giant agrees to leave the town in peace if the adventurers will help find a new home for the giant."],["6","Adventurers stumble across the humble abode of a reclusive giant who is hungry for company and doesn't want them to leave."]],"name":"Recluses","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Exiles","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters get entangled in the affairs of a criminal gang operating in a major city and eventually discover the gang's leader is a giant whose headquarters is a huge warehouse at the city's outskirts."],["2","Adventurers discover a secret cult conducting sinister rites in a vast mansion where a giant lives in luxury."],["3","A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city from outside threats."],["4","An adventurer receives an exclusive invitation to study a topic of interest (perhaps giants' sagas or religion), but the invitation seems suspicious—demanding secrecy, traveling to a remote place, and so on. The teacher is a giant living near a city who is trying not to attract attention."],["5","A group of adventurers—supplied with superior equipment and information by their giant patron—pursues the same goal as the characters."],["6","A giant who lives in a city asks the characters to take the giant's teenage child with them on their next adventure. (See the \"{@book Giant Children|BGG|2|Giant Children}\" sidebar for suggestions on how to represent the teenage giant with a stat block.)"]],"name":"Exiles","page":35,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bands","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of giants is spotted near a town, and the adventurers are asked to dissuade the giants from coming any closer."],["2","A raiding band of giants draws disaffected citizens of the region to join its ranks. The region's desperate despot hires adventurers to fight the giants."],["3","A giant-led cult devoted to a demon lord or Elemental Evil wreaks destruction across the countryside."],["4","A band of nature-revering giants seeks adventurers' help dealing with a corruption spreading through the local flora and turning animals into Aberrations."],["5","A band of hunting giants has driven its prey—enormous beasts—into pastureland. The local farmers seek help."],["6","Devout giants live a monastic life at a sacred site with vast magical power—power the adventurers require to deal with a cosmic threat."]],"name":"Bands","page":36,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Families","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","After a family of giants plunders a farming village of grain and livestock, adventurers are asked to track the raiders to their lair and prevent any further raids."],["2","After a devastating storm, a lost giant child wanders into a settlement, looking for help getting home."],["3","A giant begs adventurers for help after a family member becomes possessed by a murderous ghost."],["4","Lost or stranded in the wilderness, the adventurers stumble upon a giant family's home."],["5","Adventurers follow or track a fugitive to a giant family's home, where the villain hides from both the giants and the characters."],["6","Characters seeking a mighty magical artifact learn it was lost during a battle against giants, and magical divination reveals it's now an heirloom treasured by a family of giants."]],"name":"Family; Families","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Steadings","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young giant looks for adventurers' help turning the rest of the steading, including the young giant's family, away from the worship of a demon lord."],["2","The only possible source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil's previous appearance thousands of years ago."],["3","Giants raided a village and took several prisoners to their steading, and adventurers must free them."],["4","An evil conqueror tries to recruit giants from a steading, which would be disastrous for the peaceful peoples standing against the conqueror. Adventurers are asked to make sure no alliance is made."],["5","A dozen people arrive in a small town after escaping from captivity in a giant steading. Their fierce habits disrupt the peace in the town while they look for heroes who can help free the remaining captives."],["6","A metallic dragon asks adventurers to help reclaim the dragon's lair, which has been occupied by giants."]],"name":"Steadings","page":37,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Settlements","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers track marauding giants to a settlement where a cult of an interloper god dominates about half the steadings. The giants who remain faithful to the gods of the Ordning are barricaded in their steadings."],["2","Adventurers are sent on a diplomatic mission to a giant sovereign to ask permission to open new mines in the giants' territory."],["3","Adventurers need to infiltrate a giants' settlement to discover who is leading its ruler on the path to war."],["4","The death of a giant monarch is an opportunity for adventurers to help a giant who has a peaceable attitude toward smaller folk to claim the throne."],["5","Characters investigating a magical catastrophe discover that it engulfed a giants' settlement, and the giants need help dealing with its effects."],["6","Adventurers are asked to deliver a ransom to a giants' settlement to secure the freedom of a very important captive, but the giants decide the adventurers would be even more valuable captives!"]],"name":"Settlements","page":38,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Hidden Rune Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While exploring an ancient giant ruin, adventurers encounter an agent of the Hidden Rune who tries to drive them from the ruin."],["2","After adventurers discover an artifact made by ancient giants, an agent of the Hidden Rune approaches them and demands the item for the order's archive."],["3","A collector hires adventurers to retrieve stolen items, but the thief has already sold the items to a giant. The chase could lead all the way to the Elemental Plane of Earth."],["4","An agent of the Hidden Rune is unable to open the sealed entrance to an ancient ruin. The giant lures adventurers there, hoping they'll figure it out."],["5","A comet appears in the sky, last seen when giants ruled the world. Adventurers discover there is information about the comet in the Hidden Rune's archive, if the giants can be persuaded to share it."],["6","An agent of the Hidden Rune steals an important artifact and flees to another world, but the adventurers have a chance to follow."]],"name":"Hidden Rune Adventures","page":39,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Eternal Throne Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Characters arriving in a remote village are greeted by a stern giant who urges them to move along quickly, as the town is under the giant's protection."],["2","A wandering knight of the stewards asks adventurers for help closing a planar portal that is allowing demons to spill across the countryside."],["3","A Fiend or Undead hunted by a knight of the stewards poses as human and tells adventurers the giant is a dangerous marauder."],["4","A giant knight is convinced the adventurers pose a threat and must be eliminated."],["5","Following rumors of a \"dangerous giants' hideout\" in the mountains, the adventurers discover a bastion of the stewards."],["6","After defeating a terrible evil, the adventurers receive an invitation to a stronghold of the stewards, where they are welcomed warmly and offered a peaceful life in the bastion if they agree to help protect it."]],"name":"Eternal Throne Adventures","page":40,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Worldroot Circle Adventures","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Giants of the Worldroot Circle need smaller adventurers to brave the caves beneath their world tree to stop whatever is gnawing or corrupting its roots."],["2","A druid who saw the root of the world in a vision hires adventurers for protection on a pilgrimage to the site, which is guarded by the Worldroot Circle."],["3","Long ago, the Worldroot Circle helped seal portals where invaders from another plane broke through. Now one of those portals has reopened, and the characters must find giants to reseal it."],["4","Multiple oracles see visions of a great evil entering the world through a portal at its root, so adventurers are sent to find the place and ensure the portal doesn't open. They arrive to find giants of the Worldroot Circle locked in a losing battle to hold back the evil."],["5","The characters find a magic staff made from a branch of a world tree, but the staff gives its owner haunting dreams that echo the Worldroot Circle's rites."],["6","A giant of the Worldroot Circle comes to a city and insists a portal to the Far Realm has opened somewhere inside. Adventurers are tasked with helping the giant find and seal the portal."]],"name":"Worldroot Circle Adventures","page":41,"source":"BGG","chapter":{"name":"Giants in Play","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Initial Attitudes","colLabels":["Attitude Roll Total","Initial Attitude"],"colStyles":["col-2","col-10"],"rows":[["4 or lower","Hostile"],["5–8","Indifferent"],["9 or higher","Friendly"]],"name":"Initial Attitudes","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giantkind Encounters","colLabels":["d8","Encounter Table"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@book Cloud Giant Encounters|BGG|3|Cloud Giant Encounters}"],["2","{@book Death Giant Encounters|BGG|3|Death Giant Encounters}"],["3","{@book Fire Giant Encounters|BGG|3|Fire Giant Encounters}"],["4","{@book Fomorian Encounters|BGG|3|Fomorian Encounters}"],["5","{@book Frost Giant Encounters|BGG|3|Frost Giant Encounters}"],["6","{@book Hill Giant Encounters|BGG|3|Hill Giant Encounters}"],["7","{@book Stone Giant Encounters|BGG|3|Stone Giant Encounters}"],["8","{@book Storm Giant Encounters|BGG|3|Storm Giant Encounters}"]],"name":"Giantkind Encounters","page":44,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Against the Giants","colLabels":["d8","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Adventurers find a village completely deserted, with tracks leading to a hill giant steading. Can they rescue the surviving villagers and livestock before the {@creature Hill Giant||hill giants} eat them all?"],["2","A family of {@creature Stone Giant||stone giants} fell under the sway of Lolth and allied with Lolth-worshiping drow to raid the surface. Adventurers must break the alliance or eliminate the stone giants if necessary."],["3","An especially harsh winter is accompanied by roving bands of {@creature Frost Giant||frost giants} and {@creature Winter Wolf||winter wolves} preying on travelers."],["4","{@creature Fire Giant||Fire giants} send {@creature Hell Hound||hell hounds} into mine tunnels to chase the miners out, then send their own azer servants to plunder the mineral-rich mines. The miners seek help to reclaim their mines."],["5","A clever {@creature cloud giant} plays several other powerful creatures against each other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo."],["6","A {@creature frost giant} leads a mixed band of weaker giants in a campaign of bloodlust to honor Thrym or a demon lord."],["7","After a villainous group slays a young {@creature storm giant}, the giant's parent unleashes an undiscriminating campaign of vengeance against any \"interfering little gnats\" living nearby."],["8","As characters explore a steading belonging to one kind of giant (you can roll a {@dice d6} on this table to decide why the characters are there), they discover an honored guest of a more powerful giant kind who is coordinating the weaker giants' activities."]],"name":"Against the Giants","page":55,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Clash of Titans","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Frost giants besiege a fire giant settlement, disrupting travel and trade across the region. Injured frost giants shelter in nearby towns, demanding the people there serve them while they recover."],["2","A dragon and a giant, in the middle of a fierce battle, suddenly fall from the sky into a town square. Neither combatant is concerned about protecting the people around them."],["3","Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play."],["4","A group of giants (perhaps members of the Stewards of the Eternal Throne, described in {@book chapter 2|BGG|2|Stewards of the Eternal Throne}) warns a city that the {@creature tarrasque} is approaching and asks for heroes to evacuate the city while the giants hold the monster at bay."],["5","A terrifying storm lashes a fishing village for days. After helping people get to safety, the adventurers investigate the storm, and they discover a storm giant locked in battle with a kraken nearby."],["6","After slumbering for centuries, a {@creature scion of Grolantor|BGG} (described in {@book chapter 6)|BGG|6|Hill Scion}, begins to stir. The residents of the farming village built on the sleeping giant's back seek help evacuating."]],"name":"Clash of Titans","page":56,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Delve into the Past","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","During a long drought, the water level of a lake lowers, revealing huge structures at its bottom."],["2","A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths."],["3","An eccentric aristocrat finances an expedition to a remote ruin to retrieve giant-made art and artifacts."],["4","The characters' research suggests the last known location of the {@item Axe of the Dwarvish Lords} (or some other artifact they want to retrieve) was in an ancient giant stronghold."],["5","Adventurers tracking a monster discover its lair in an ancient giants' ruin. While they hunt the monster, they can also piece together the history of the place."],["6","Characters exploring a strange ruin accidentally trigger magic that causes seven flying castles—including the one the characters are in—to rise into the sky from where they had fallen."]],"name":"Delve into the Past","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant-Sized Schemes","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The ghost of a murdered giant monarch appears to the monarch's heirs and demands they claim vengeance. The heirs and the murderer end up in a wide-ranging conflict that threatens to devastate settlements near the giants' realm."],["2","Convinced she is the rightful ruler of another giant's domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants' realms."],["3","Believing his sovereign has violated the ordning by promoting an inferior giant instead of him, a scheming giant hires adventurers to undermine the sovereign's authority."],["4","Seeking to impress a fire giant, a frost giant tries to bind a powerful elemental, but the elemental escapes and rampages across the region."],["5","A dejected storm or cloud giant causes a drought or flooding across nearby farmlands."],["6","After being insulted by a giant sovereign, a noble giant schemes to open a portal to the Abyss and summon a demon lord to destroy the sovereign's settlement. The site becomes a festering sinkhole of evil as demons roam the surrounding area."]],"name":"Giant-Sized Schemes","page":57,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Into the Giant Realms","colLabels":["d6","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A fissure opens during an earthquake, and ordinary means can't determine its depth. Adventurers are asked to explore it and determine the source of the light that is barely visible far below."],["2","Characters find a coded journal in a dragon's treasure hoard, indicating a path to a hidden paradise."],["3","Adventurers find a giant-sized ring inscribed with the sigil sequence for a teleportation circle."],["4","An enormous stone archway is carved with symbols that, when touched in the correct sequence, activate a portal."],["5","A strange map shows a road where no road exists. During solstices, the road appears and stretches in an impossible direction to a mysterious destination."],["6","Characters acquire a broken piece of an artifact that magically guides them to the location of another piece, which is in a realm of giants."]],"name":"Into the Giant Realms","page":58,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Giant Patrons","colLabels":["Giant Role","Group Patron Type"],"colStyles":["col-4 text-center","col-8 text-center"],"rows":[["{@book Boss|BGG|3|Boss}","Criminal Syndicate"],["{@book Financier|BGG|3|Financier}","Aristocrat"],["{@book Seer|BGG|3|Seer}","Ancient Being"],["{@book Sovereign|BGG|3|Sovereign}","Sovereign"],["{@book Tutor|BGG|3|Tutor}","Academy"],["{@book Warleader|BGG|3|Warleader}","Military Force"]],"name":"Giant Patrons","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Boss Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Thieves stole the giant's most precious treasure and fled into the sewers, where the giant can't follow. Hunt the thieves and retrieve the treasure."],["2","A rival gang is encroaching on the giant's territory. Spy on these rivals, and identify the best place for the giant to strike to shut them down for good."],["3","Somebody who works for the giant is stealing. Find out who it is, and make sure they never think about double-crossing the giant again."],["4","The giant has a score to settle with a powerful foe (perhaps a dragon, a {@creature beholder}, or another monstrous crime lord). Make sure the boss survives!"],["5","The boss wants a treasure that's being held in an underground refuge the giant can't enter. Plan and execute the perfect heist."],["6","Another group of adventurers refuses to serve the boss anymore. Find them and convince them to return, or join forces with them to topple the giant."]],"name":"Boss Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Financier Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Follow a map found in an ancient tome to a long-forgotten ruin in search of treasure or lore."],["2","Find a new route around or across inhospitable terrain such as a desert or ocean."],["3","Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it."],["4","Sabotage the business of a rival giant."],["5","Guard a wagon or caravan hauling goods to a remote settlement of giants."],["6","Venture into a desolate wasteland to find the undiscovered ruined city at the center and identify the catastrophe that devastated the region."]],"name":"Financier Assignments","page":59,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Seer Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Help the giant re-create an ancient ritual that should reveal an omen or revelation from Annam."],["2","Steal the research notes of some ancient sage (perhaps a dragon or a yugoloth), which hold information pertinent to Annam's activities."],["3","Explore the ruins of an ancient temple to Annam, looking for records of revelations or prophecies."],["4","Follow a devastating storm across the countryside, carefully mapping its path and cataloging the destruction left in its wake."],["5","Brave a dragon's hoard to steal a device that tracks the positions of invisible celestial bodies."],["6","Search for clues pointing to the location of the {@item Adze of Annam|BGG} (described in {@book chapter 5|BGG|5|Adze of Annam}) or some other artifact related to the gods of the Ordning."]],"name":"Seer Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sovereign Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Steal intelligence from an enemy giant sovereign."],["2","Weaken or remove a rival to the sovereign's rule—an ambitious general, fanatical priest, or jealous sibling."],["3","Root out corruption or disloyalty among the giants, and eliminate their abuse of their strength to exploit the settlement's smaller inhabitants."],["4","Bring gifts to a powerful dragon—and convince it not to destroy the settlement of giants."],["5","Suppress (or secretly aid) an underground rebellion among the smaller folk of the settlement."],["6","While pretending to entertain visiting diplomats, try to discover their secret reason for visiting."]],"name":"Sovereign Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tutor Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Capture and document the elemental hulks (see {@book chapter 6|BGG|6}) or other creatures that inhabit a remote valley, island, or cavern."],["2","Explore the effects of a planar nexus on spellcasting, creatures, and magic items."],["3","Delve into an ancient ruin to discover the nature of the plague, conflict, or magical catastrophe that exterminated the giants who once lived there."],["4","Find the secret demiplane where an ancient city of giants was hidden to avoid catastrophe."],["5","Find a set of artifacts that was plundered and scattered when a settlement of giants fell."],["6","Plumb the secrets of a sect of giants that was wiped from the face of the earth by the gods' wrath."]],"name":"Tutor Assignments","page":60,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Warleader Assignments","colLabels":["d6","Assignment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Take out a champion or commander at the rear of a mass of enemy forces."],["2","Oversee the defense of a supply depot when enemies attack."],["3","Sabotage or steal a powerful magical weapon before enemies can use it against the giant's forces."],["4","Gather information on enemy troop numbers, placements, composition, or supply routes."],["5","Protect the giant's forces from an attacking dragon."],["6","Suppress the activities of bandits and rebels within the giant's territory."]],"name":"Warleader Assignments","page":61,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"World-Shaking Events","colLabels":["d8","Event"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A giant who claims prophetic inspiration from Annam unites scattered bands of giants into a powerful political and militaristic force."],["2","The death of a storm giant sets off a wide-ranging struggle among various giant leaders to fill the resulting power vacuum."],["3","A cataclysmic disaster (such as a volcanic eruption, unending winter, or relentless storm) displaces both giants and smaller folk from their homes; only later do adventurers discover giants caused the disaster."],["4","A mighty army led by giants launches an invasion of its neighbors, secretly motivated by the desire to access an ancient ruin in neighboring territory."],["5","Humanoids mobilize to overthrow their giant oppressors, but the Humanoids are hopelessly outmatched in battle."],["6","One of the giants' organizations described in {@book chapter 2|BGG|2|Organizations} is founded or comes to this world for the first time."],["7","A group of giants sailing in enormous boats makes landfall in an area inhabited by Humanoids, marking each people's first awareness of the other and the lands they inhabit."],["8","A small but growing number of giants believe the adventurers might be the fulfillment of an ancient prophecy that means they will bring about the return of Annam—and either the downfall or the resurgence of the giants."]],"name":"Campaign Events; World-Shaking Events","page":62,"source":"BGG","chapter":{"name":"Giant Adventures","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Howling Iceberg Tunnels","colLabels":["d10","Destination"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–4","A planar portal leading to the Frostfell"],["5–8","A planar portal leading to Pandemonium"],["9–10","The cavern where the Frostfell Shard rests"]],"name":"Howling Iceberg Tunnels","page":88,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Star Forge Item Creation","colLabels":["Rarity","Material Cost","Check DC"],"colStyles":["col-4","col-5 text-right","col-3 text-right"],"rows":[["Common","100 gp","10"],["Uncommon","500 gp","15"],["Rare","5,000 gp","20"],["Very Rare","50,000 gp","25"],["Legendary","500,000 gp","30"]],"name":"Star Forge Item Creation","page":98,"source":"BGG","chapter":{"name":"Giant Enclaves","ordinal":{"type":"chapter","identifier":4},"index":4}},{"caption":"Cloud Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A 4-foot-diameter gourd"],["2","A massive mortar and pestle"],["3","A gilded birdcage, large enough to hold a Medium creature, worth 50 gp"],["4","A giant-sized silver ring set with blue crystals, worth 75 gp"],["5","A large, gaudy citrine pendant carved to look like the sun, worth 90 gp"],["6","A giant-sized brass spyglass worth 100 gp"],["7","A life-sized malachite statue of a vulture, worth 110 gp"],["8","A tall electrum goblet inlaid with jade, worth 115 gp"],["9","A giant-sized silk dressing gown worth 125 gp"],["10","A 3-foot-tall turquoise idol depicting Memnor, worth 150 gp"],["11","Two 1-foot-tall golden eggs, each worth 100 gp"],["12","A large platinum mask worth 200 gp, which can depict two expressions—one of grand joy and one of deep sorrow—depending on its orientation"]],"name":"Cloud Giant Bag Contents; Cloud Giant Bag Items","page":105,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Fire Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A battered, giant-sized pewter bowl and spoon"],["2","A giant-sized leather apron stained with soot"],["3","A branding iron of the giant's family name"],["4","Six giant-sized iron ingots"],["5","A large pot of metal polish"],["6","An old iron warhammer (used to emboss metal)"],["7","120 feet of thick hemp rope coated in fire-retardant lacquer"],["8","A diagram showing how to make a spiked tower shield"],["9","A 3-foot-tall ceramic mug with golden paint"],["10","A giant-sized ivory beard comb worth 50 gp"],["11","Fragments of a fire opal, worth 60 gp"],["12","A delicate, blown-glass flower wrapped carefully in gauze, worth 80 gp"]],"name":"Fire Giant Bag Contents; Fire Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Frost Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large bronze bell with no clapper"],["2","A giant-sized wineskin, half-filled with wine frozen to slush"],["3","A necklace made of griffon beaks and skulls"],["4","The jagged claw of a white dragon with ice still riming its tip"],["5","A giant-sized fur cloak, ripped and patched in multiple places"],["6","A rusty longsword used to skin animals"],["7","A sack of dried meat strips, with \"Wolf Treats\" stitched in Giant on the front"],["8","Six large iron caltrops"],["9","Three ivory tusks, each worth 10 gp"],["10","Two polar bear pelts, each worth 20 gp"],["11","A massive, gold-tipped war horn worth 50 gp"],["12","Five large blue quartz gems, each worth 25 gp"]],"name":"Frost Giant Bag Contents; Frost Giant Bag Items","page":106,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Hill Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Five wheels of cheese"],["2","A giant-sized pair of old sandals"],["3","The skull of a Monstrosity native to the region"],["4","A haunch of smoked meat"],["5","A rusty dagger the giant used as a toothpick"],["6","Iron prongs and a trough of coal to create a makeshift spit-roast setup"],["7","A beehive with live bees"],["8","A small picture book for learning Common"],["9","A hefty box containing an assortment of colorful peppercorns"],["10","A clay tablet carved with stirring poetry"],["11","An unopened cask of honey mead, worth 25 gp"],["12","A cracked, giant-sized porcelain plate, repaired with silver lacquer, worth 50 gp"]],"name":"Hill Giant Bag Contents; Hill Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Stone Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A striated boulder, notably smooth on one side but rough and bumpy on the other"],["2","A pair of flat stones tied together with hempen rope, currently pressing bioluminescent flowers"],["3","A string of giant-sized clay beads, each engraved with different patterns that mimic constellations"],["4","A wooden ocarina that perfectly imitates the sound of wind echoing in an underground cavern"],["5","A leather sack containing pungent spices"],["6","A multifaceted crystal prism"],["7","A giant-sized iron kettle"],["8","A misshapen, plush rendition of a giant cave spider"],["9","A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp"],["10","Seven giant-sized knucklebones worth 50 gp total"],["11","A 2-foot-diameter moonstone pendant depicting the profile of Skoraeus, worth 70 gp"],["12","Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals"]],"name":"Stone Giant Bag Contents; Stone Giant Bag Items","page":107,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Storm Giant Bag Items","colLabels":["d12","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The bones of a roc, carved with prophetic runes"],["2","A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil"],["3","A drop of crystallized amber from a sacred tree"],["4","An earthenware jar filled with salt"],["5","10 pounds of candle wax in various colors"],["6","An elegant, giant-sized drinking horn engraved with a prayer to Stronmaus in the Giant language"],["7","A smooth, triangular blue stone crossed with etchings that look like lightning strikes"],["8","A giant-sized dulcimer inlaid with mother-of-pearl, worth 100 gp"],["9","A large bronze gong worth 50 gp"],["10","A gold toad pendant with carnelian eyes, worth 90 gp"],["11","A star rose quartz orb worth 120 gp"],["12","Three giant-sized sticks of incense, worth 75 gp each"]],"name":"Storm Giant Bag Contents; Storm Giant Bag Items","page":108,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"25 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A dome-shaped crystal carved with patterns of constellations"],["2","A pale-blue clay mask depicting an expression of raucous laughter"],["3","A set of gilded, giant-sized cutlery"],["4","A 5-foot-tall stone tablet engraved with runes that feel warm to the touch"],["5","A quartz pendant carved in the likeness of a god"],["6","A slightly bent silver crown kept as a trophy"],["7","A lopsided chunk of luminous stone"],["8","A bronze war horn, its flared bell shaped like a charging ram"]],"name":"25 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"250 gp Art Objects","colLabels":["d8","Item"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An ornate tapestry depicting a high-ranking family of giants"],["2","The expertly stuffed and mounted remains of a Large Monstrosity native to the area"],["3","An abstract spiral sculpture carved from a fulgurite"],["4","A rowboat displayed inside a giant-sized green crystal bottle"],["5","An iridescent conch shell that echoes with the sounds of a maelstrom"],["6","A hefty ceramic funerary urn, intricately painted with scenes from its inhabitant's lifetime"],["7","A 10-foot-tall mirror set in a gem-encrusted frame"],["8","A complex bronze armillary sphere, its rings engraved with various Giant runes and prophecies"]],"name":"250 gp Art Objects","page":109,"source":"BGG","chapter":{"name":"Giant Treasures","ordinal":{"type":"chapter","identifier":5},"index":5}},{"caption":"Cloud Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cloud giant}","9"],["{@creature Cloud giant destiny gambler|BGG}*","19"],["{@creature Cloud giant of Evil Air|BGG}*","12"],["{@creature Cloud giant smiling one|MPMM}†","11"],["{@creature Mist hulk|BGG}*","6"],["{@creature Scion of Memnor|BGG}*","26"],["{@creature Spectral cloud|BGG}*","13"]],"name":"Giants by Kind; Cloud Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Fire Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cinder hulk|BGG}*","7"],["{@creature Firegaunt|BGG}*","11"],["{@creature Fire giant}","9"],["{@creature Fire giant dreadnought|MPMM}†","14"],["{@creature Fire giant forgecaller|BGG}*","18"],["{@creature Fire giant of Evil Fire|BGG}*","10"],["{@creature Fire hellion|BGG}*","11"],["{@creature Scion of Surtur|BGG}*","25"]],"name":"Giants by Kind; Fire Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Frost Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Frost giant}","8"],["{@creature Frost giant everlasting one|MPMM}†","12"],["{@creature Frost giant ice shaper|BGG}*","17"],["{@creature Frost giant of Evil Water|BGG}*","11"],["{@creature Frostmourn|BGG}*","10"],["{@creature Fury of Kostchtchie|BGG}*","14"],["{@creature Rime hulk|BGG}*","5"],["{@creature Scion of Thrym|BGG}*","24"]],"name":"Giants by Kind; Frost Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Hill Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Barrowghast|BGG}*","7"],["{@creature Hill giant}","5"],["{@creature Hill giant avalancher|BGG}*","12"],["{@creature Maw of Yeenoghu|BGG}*","10"],["{@creature Mouth of Grolantor|MPMM}†","6"],["{@creature Mud hulk|BGG}*","3"],["{@creature Scion of Grolantor|BGG}*","22"]],"name":"Giants by Kind; Hill Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Stone Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cairnwight|BGG}*","9"],["{@creature Dust hulk|BGG}*","5"],["{@creature Scion of Skoraeus|BGG}*","23"],["{@creature Stalker of Baphomet|BGG}*","12"],["{@creature Stone giant}","7"],["{@creature Stone giant dreamwalker|MPMM}†","10"],["{@creature Stone giant of Evil Earth|BGG}*","9"],["{@creature Stone giant rockspeaker|BGG}*","16"]],"name":"Giants by Kind; Stone Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Storm Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Lightning hulk|BGG}*","9"],["{@creature Scion of Stronmaus|BGG}*","27"],["{@creature Storm giant}","13"],["{@creature Storm giant quintessent|MPMM}†","16"],["{@creature Storm giant tempest caller|BGG}*","20"],["{@creature Storm herald|BGG}*","17"],["{@creature Tempest spirit|BGG}*","15"]],"name":"Giants by Kind; Storm Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Other Giants","colLabels":["Giant","CR"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@creature Cyclops}","6"],["{@creature Death giant reaper|BGG}*","12"],["{@creature Death giant shrouded one|BGG}*","15"],["{@creature Dire troll|MPMM}†","13"],["{@creature Echo of Demogorgon|BGG}*","6"],["{@creature Ettin}","4"],["{@creature Ettin ceremorph|BGG}*","8"],["{@creature Fensir skirmisher|BGG}*","6"],["{@creature Fensir devourer|BGG}*","8"],["{@creature Fomorian}","8"],["{@creature Fomorian deep crawler|BGG}*","10"],["{@creature Fomorian noble|BGG}*","15"],["{@creature Fomorian warlock of the dark|BGG}*","12"],["{@creature Gargantua|BGG}*","21"],["{@creature Ogre}","2"],["{@creature Ogre battering ram|MPMM}†","4"],["{@creature Ogre bolt launcher|MPMM}†","2"],["{@creature Ogre chain brute|MPMM}†","3"],["{@creature Ogre howdah|MPMM}†","2"],["{@creature Rot troll|MPMM}†","9"],["{@creature Spirit troll|MPMM}†","11"],["{@creature Troll}","5"],["{@creature Troll amalgam|BGG}*","17"],["{@creature Troll mutate|BGG}*","7"],["{@creature Venom troll|MPMM}†","7"]],"name":"Giants by Kind; Other Giants","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Creatures by Challenge Rating","colLabels":["CR","Creature"],"colStyles":["col-2 text-center","col-10"],"rows":[["1/2","{@creature Giant lynx|BGG}"],["1","{@creature Bag jelly|BGG}"],["1","{@creature Giant ram|BGG}"],["1","{@creature Grinning cat|BGG}"],["2","{@creature Giant tick|BGG}"],["3","{@creature Giant goose|BGG}"],["3","{@creature Giant ox|BGG}"],["3","{@creature Goliath giant-kin|BGG}"],["3","{@creature Mud hulk|BGG}"],["3","{@creature Spotted lion|BGG}"],["4","{@creature Firbolg primeval warden|BGG}"],["5","{@creature Dust hulk|BGG}"],["5","{@creature Firbolg wanderer|BGG}"],["5","{@creature Rime hulk|BGG}"],["5","{@creature Titanothere|BGG}"],["6","{@creature Echo of Demogorgon|BGG}"],["6","{@creature Fensir skirmisher|BGG}"],["6","{@creature Mist hulk|BGG}"],["7","{@creature Barrowghast|BGG}"],["7","{@creature Cinder hulk|BGG}"],["7","{@creature Troll mutate|BGG}"],["8","{@creature Ettin ceremorph|BGG}"],["8","{@creature Fensir devourer|BGG}"],["9","{@creature Cairnwight|BGG}"],["9","{@creature Ceratops|BGG|Ceratops (dinosaur)}"],["9","{@creature Lightning hulk|BGG}"],["9","{@creature Stone giant of Evil Earth|BGG}"],["10","{@creature Aerosaur|BGG|Aerosaur (dinosaur)}"],["10","{@creature Fire giant of Evil Fire|BGG}"],["10","{@creature Fomorian deep crawler|BGG}"],["10","{@creature Frostmourn|BGG}"],["10","{@creature Maw of Yeenoghu|BGG}"],["11","{@creature Firegaunt|BGG}"],["11","{@creature Fire hellion|BGG}"],["11","{@creature Frost giant of Evil Water|BGG}"],["11","{@creature Storm crab|BGG}"],["12","{@creature Cloud giant of Evil Air|BGG}"],["12","{@creature Death giant reaper|BGG}"],["12","{@creature Fomorian warlock of the dark|BGG}"],["12","{@creature Hill giant avalancher|BGG}"],["12","{@creature Stalker of Baphomet|BGG}"],["13","{@creature Altisaur|BGG|Altisaur (dinosaur)}"],["13","{@creature Spectral cloud|BGG}"],["14","{@creature Fury of Kostchtchie|BGG}"],["14","{@creature Regisaur|BGG|Regisaur (dinosaur)}"],["15","{@creature Death giant shrouded one|BGG}"],["15","{@creature Fomorian noble|BGG}"],["15","{@creature Tempest spirit|BGG}"],["16","{@creature Stone giant rockspeaker|BGG}"],["17","{@creature Frost giant ice shaper|BGG}"],["17","{@creature Storm herald|BGG}"],["17","{@creature Troll amalgam|BGG}"],["18","{@creature Fire giant forgecaller|BGG}"],["19","{@creature Cloud giant destiny gambler|BGG}"],["20","{@creature Flesh colossus|BGG}"],["20","{@creature Gigant|BGG}"],["20","{@creature Storm giant tempest caller|BGG}"],["21","{@creature Gargantua|BGG}"],["21","{@creature Runic colossus|BGG}"],["22","{@creature Scion of Grolantor|BGG}"],["23","{@creature Scion of Skoraeus|BGG}"],["24","{@creature Scion of Thrym|BGG}"],["25","{@creature Scion of Surtur|BGG}"],["26","{@creature Scion of Memnor|BGG}"],["27","{@creature Scion of Stronmaus|BGG}"]],"name":"Challenge Ratings; Creatures by Challenge Rating","page":188,"source":"BGG","chapter":{"name":"Bestiary","ordinal":{"type":"chapter","identifier":6},"index":6}},{"caption":"Adventure Hooks","colLabels":["d100","Adventure Hook Table or Text"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–02","{@book Cloud Giant Wealth|BGG|2|Cloud Giant Wealth} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["03–04","{@book Fire Giant Skill|BGG|2|Fire Giant Skill} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["05–06","{@book Frost Giant Might|BGG|2|Frost Giant Might} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["07–08","{@book Stone Giant Artistry|BGG|2|Stone Giant Artistry} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["09–11","{@book Rejecting the Ordning|BGG|2|Rejecting the Ordning} (chapter 2, \"{@book The Ordning|BGG|2|The Ordning}\")"],["12–14","{@book Annam's Children Adventures|BGG|2|Annam's Children Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["15–17","{@book Interloper Gods Adventures|BGG|2|Interloper Gods Adventures} (chapter 2, \"{@book Gods and Religion|BGG|2|Gods and Religion}\")"],["18–20","{@book Recluses|BGG|2|Recluses} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["21–23","{@book Exiles|BGG|2|Exiles} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["24–25","{@book Bands|BGG|2|Bands} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["26–27","{@book Families|BGG|2|Families} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["28–29","{@book Steadings|BGG|2|Steadings} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["30–31","{@book Settlements|BGG|2|Settlements} (chapter 2, \"{@book Social Structures|BGG|2|Social Structures}\")"],["32–33","{@book Hidden Rune Adventures|BGG|2|Hidden Rune Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["34–35","{@book Eternal Throne Adventures|BGG|2|Eternal Throne Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["36–37","{@book Worldroot Circle Adventures|BGG|2|Worldroot Circle Adventures} (chapter 2, \"{@book Organizations|BGG|2|Organizations}\")"],["38–40","{@book Against the Giants|BGG|3|Against the Giants} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["41–43","{@book Clash of Titans|BGG|3|Clash of Titans} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["44–46","{@book Delve into the Past|BGG|3|Delve into the Past} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["47–49","{@book Giant-Sized Schemes|BGG|3|Giant-Sized Schemes} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["50–52","{@book Into the Giant Realms|BGG|3|Into the Giant Realms} (chapter 3, \"{@book Adventure Models|BGG|3|Adventure Models}\")"],["53–54","{@book Boss Assignments|BGG|3|Boss Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["55–56","{@book Financier Assignments|BGG|3|Financier Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["57–58","{@book Seer Assignments|BGG|3|Seer Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["59–60","{@book Sovereign Assignments|BGG|3|Sovereign Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["61–62","{@book Tutor Assignments|BGG|3|Tutor Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["63–64","{@book Warleader Assignments|BGG|3|Warleader Assignments} (chapter 3, \"{@book Giant Patrons|BGG|3|Giant Patrons}\")"],["65–66","{@book Annam's Cradle Adventures|BGG|4|Annam's Cradle Adventures} ({@book chapter 4|BGG|4|Annam's Cradle})"],["67–68","{@book Ashen Grotto Adventures|BGG|4|Ashen Grotto Adventures} ({@book chapter 4|BGG|4|Ashen Grotto})"],["69–70","{@book Dreamer's Reach Adventures|BGG|4|Dreamer's Reach Adventures} ({@book chapter 4|BGG|4|Dreamer's Reach})"],["71–72","{@book Endless Rockslide Adventures|BGG|4|Endless Rockslide Adventures} ({@book chapter 4|BGG|4|Endless Rockslide})"],["73–74","{@book Forest Crystal Adventures|BGG|4|Forest Crystal Adventures} ({@book chapter 4|BGG|4|Forest Crystal})"],["75–76","{@book Forsaken Deep Adventures|BGG|4|Forsaken Deep Adventures} ({@book chapter 4|BGG|4|Forsaken Deep})"],["77–78","{@book Gale's Eye Tower Adventures|BGG|4|Gale's Eye Tower Adventures} ({@book chapter 4|BGG|4|Gale's Eye Tower})"],["79–80","{@book Grolantor's Larder Adventures|BGG|4|Grolantor's Larder Adventures} ({@book chapter 4|BGG|4|Grolantor's Larder})"],["81–82","{@book Hiatea's Hearth Adventures|BGG|4|Hiatea's Hearth Adventures} ({@book chapter 4|BGG|4|Hiatea's Hearth})"],["83–84","{@book Horizon's Edge Adventures|BGG|4|Horizon's Edge Adventures} ({@book chapter 4|BGG|4|Horizon's Edge})"],["85–86","{@book Howling Iceberg Adventures|BGG|4|Howling Iceberg Adventures} ({@book chapter 4|BGG|4|Howling Iceberg})"],["87–88","{@book Karontor's Hold Adventures|BGG|4|Karontor's Hold Adventures} ({@book chapter 4|BGG|4|Karontor's Hold})"],["89–90","{@book Misty Vale Adventures|BGG|4|Misty Vale Adventures} ({@book chapter 4|BGG|4|Misty Vale})"],["91–92","{@book Runic Circle Adventures|BGG|4|Runic Circle Adventures} ({@book chapter 4|BGG|4|Runic Circle})"],["93–94","{@book Singing Sands Adventures|BGG|4|Singing Sands Adventures} ({@book chapter 4|BGG|4|Singing Sands})"],["95–96","{@book Star Forge Adventures|BGG|4|Star Forge Adventures} ({@book chapter 4|BGG|4|Star Forge})"],["97–98","{@book Thundering Observatory Adventures|BGG|4|Thundering Observatory Adventures} ({@book chapter 4|BGG|4|Thundering Observatory})"],["99–00","{@book Worldroot Sapling Adventures|BGG|4|Worldroot Sapling Adventures} ({@book chapter 4|BGG|4|Worldroot Sapling})"]],"name":"Appendix B: Adventure Hooks; Adventure Hooks","page":192,"source":"BGG","chapter":{"name":"Adventure Hooks","ordinal":{"type":"appendix","identifier":"B"},"index":8}},{"caption":"Eldraine Creatures","colLabels":["CR","Creature","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["1/2","{@creature Faerie Borrower|MCV4EC}","Fey"],["1/2","{@creature Gingerbrute|MCV4EC}","Construct"],["1","{@creature Faerie Pest|MCV4EC}","Fey"],["2","{@creature Faerie Pathlighter|MCV4EC}","Fey"],["2","{@creature Sewer King|MCV4EC}","Fiend"],["3","{@creature Knight of Eldraine|MCV4EC}","Humanoid"],["3","{@creature Ogre Chitterlord|MCV4EC}","Giant"],["3","{@creature Redtooth Werefox|MCV4EC}","Monstrosity"],["4","{@creature Sweettooth Horror|MCV4EC}","Fiend"],["5","{@creature Deathless Rider|MCV4EC}","Undead"],["5","{@creature Dunbarrow Witch|MCV4EC}","Humanoid"],["5","{@creature Nightmare Haunt|MCV4EC}","Aberration"],["6","{@creature Witchstalker|MCV4EC}","Monstrosity"],["7","{@creature Goose Mother|MCV4EC}","Fey"],["11","{@creature High Fae Impostor|MCV4EC}","Fey"],["11","{@creature Snapping Hydra|MCV4EC}","Monstrosity"],["11","{@creature Tempest Hart|MCV4EC}","Elemental"],["11","{@creature Treefolk|MCV4EC}","Plant"],["12","{@creature High Fae Kindguard|MCV4EC}","Fey"],["12","{@creature High Fae Mage|MCV4EC}","Fey"],["12","{@creature Specter of Night|MCV4EC}","Undead"],["13","{@creature High Fae Noble|MCV4EC}","Fey"],["15","{@creature Archon of Boundaries|MCV4EC}","Celestial"],["15","{@creature Witchkite|MCV4EC}","Dragon"],["18","{@creature Beanstalk Wurm|MCV4EC}","Monstrosity"]],"name":"In This Collection; Eldraine Creatures","source":"MCV4EC","chapter":{"name":"Monstrous Compendium Vol. Four: Eldraine Creatures","index":0}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type"],"colStyles":["col-2 text-center","col-6","col-4"],"rows":[["0","{@creature Cranium rat squeaker|MPP}","Aberration"],["0","{@creature Sunfly|MPP}","Celestial"],["1","{@creature Swarm of sunflies|MPP}","Celestial"],["1","{@creature Vargouille reflection|MPP}","Fiend"],["2","{@creature Dabus|MPP}","Celestial"],["2","{@creature Lantern archon|MPP}","Celestial"],["2","{@creature Musteval guardinal|MPP}","Celestial"],["3","{@creature Bariaur wanderer|MPP}","Celestial"],["3","{@creature Bleak Cabal void soother|MPP}*","Humanoid"],["3","{@creature Githzerai traveler|MPP}","Aberration"],["3","{@creature Harmonium peacekeeper|MPP}*","Humanoid"],["3","{@creature Society of Sensation muse|MPP}*","Humanoid"],["3","{@creature Transcendent Order instinct|MPP}*","Humanoid"],["4","{@creature Hands of Havoc fire starter|MPP}*","Humanoid"],["4","{@creature Heralds of Dust remnant|MPP}*","Humanoid"],["4","{@creature Hound archon|MPP}","Celestial"],["4","{@creature Mind's Eye matter smith|MPP}*","Humanoid"],["5","{@creature Athar null|MPP}*","Humanoid"],["5","{@creature Cranium rat squeaker swarm|MPP}","Aberration"],["5","{@creature Fated shaker|MPP}*","Humanoid"],["5","{@creature Time dragon wyrmling|MPP}","Dragon"],["6","{@creature Doomguard rot blade|MPP}*","Humanoid"],["6","{@creature Eater of knowledge|MPP}","Aberration"],["6","{@creature Equinal guardinal|MPP}","Celestial"],["7","{@creature Githzerai uniter|MPP}","Aberration"],["7","{@creature Mercykiller bloodhound|MPP}*","Humanoid"],["8","{@creature Decaton modron|MPP}","Celestial"],["8","{@creature Harmonium captain|MPP}*","Humanoid"],["8","{@creature Transcendent Order conduit|MPP}*","Humanoid"],["8","{@creature Warden archon|MPP}","Celestial"],["9","{@creature Avoral guardinal|MPP}","Celestial"],["9","{@creature Ferrumach rilmani|MPP}","Celestial"],["9","{@creature Fraternity of Order law bender|MPP}*","Humanoid"],["9","{@creature Githzerai futurist|MPP}","Aberration"],["10","{@creature Darkweaver|MPP}","Aberration"],["10","{@creature Maelephant|MPP}","Fiend"],["10","{@creature Nonaton modron|MPP}","Construct"],["11","{@creature Farastu demodand|MPP}","Fiend"],["11","{@creature Octon modron|MPP}","Construct"],["11","{@creature Young time dragon|MPP}","Dragon"],["12","{@creature Cuprilach rilmani|MPP}","Celestial"],["12","{@creature Doomguard doom lord|MPP}*","Humanoid"],["12","{@creature Septon modron|MPP}","Construct"],["13","{@creature Hexton modron|MPP}","Construct"],["13","{@creature Kelubar demodand|MPP}","Fiend"],["14","{@creature Shemeshka|MPP}","Fiend"],["16","{@creature Shator demodand|MPP}","Fiend"],["17","{@creature Aurumach rilmani|MPP}","Celestial"],["17","{@creature Baernaloth|MPP}","Fiend"],["18","{@creature Adult time dragon|MPP}","Dragon"],["20","{@creature Kolyarut|MPP}","Construct"],["22","{@creature Planar incarnate|MPP}","Celestial or Fiend"],["26","{@creature Ancient time dragon|MPP}","Dragon"]],"footnotes":["*Appears in the \"{@book Faction Agents|MPP|1|Faction Agents}\" section"],"name":"Meeting Magic Item Prerequisites; Stat Blocks by Challenge Rating","page":4,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outer Plane Alignments","colLabels":["Outer Plane","Alignment"],"colStyles":["col-6","col-6"],"rows":[["{@book The Abyss|MPP|0|The Abyss}","CE"],["{@book Acheron|MPP|0|Acheron}","LN, LE"],["{@book Arborea|MPP|0|Arborea}","CG"],["{@book Arcadia|MPP|0|Arcadia}","LN, LG"],["{@book The Beastlands|MPP|0|The Beastlands}","NG, CG"],["{@book Bytopia|MPP|0|Bytopia}","NG, LG"],["{@book Carceri|MPP|0|Carceri}","NE, CE"],["{@book Elysium|MPP|0|Elysium}","NG"],["{@book Gehenna|MPP|0|Gehenna}","NE, LE"],["{@book Hades|MPP|0|Hades}","NE"],["{@book Limbo|MPP|0|Limbo}","CN"],["{@book Mechanus|MPP|0|Mechanus}","LN"],["{@book Mount Celestia|MPP|0|Mount Celestia}","LG"],["{@book The Nine Hells|MPP|0|The Nine Hells}","LE"],["{@book Pandemonium|MPP|0|Pandemonium}","CN, CE"],["{@book Ysgard|MPP|0|Ysgard}","CN, CG"]],"name":"Planar Alignment; Outer Plane Alignments","page":6,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Aberrations","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature aboleth} travels in a muck-filled, orbicular carriage, seeking to better understand the Outer Planes in preparation for a future world-domination scheme."],["2","A {@creature beholder} influenced by {@book the Abyss|MPP|0|The Abyss} has compound eyes and looks like a floating, cyclopean fly head. It promises not to destroy the characters if they bring it a corpse it has never tasted before."],["3","A dejected {@creature red slaad} wishes to be reunited with its {@creature slaad tadpole}, but it isn't certain where—or in what—it implanted its egg."],["4","A hirsute, axe-wielding {@creature flumph} influenced by {@book Ysgard|MPP|0|Ysgard} quests across the land, seeking legendary beasts to slay and epic songs to sing."]],"name":"Outlands Aberrations","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Beasts","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An awakened {@creature giant scorpion} owns a custom-made boat and runs a ferry business along a prominent river. It offers its services to characters in need."],["2","A {@creature triceratops} influenced by {@book Mechanus|MPP|0|Mechanus} and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles."],["3","{@creature Stirge||Stirges} drawn from countless worlds congregate in a tornado-sized, bloodsucking cloud that threatens a gate-town."],["4","A desiccated {@creature giant frog} influenced by {@book Pandemonium|MPP|0|Pandemonium} screams whenever it opens its mouth. Its interior is even noisier."]],"name":"Outlands Beasts","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Celestials","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature empyrean} calls for aid in taking back a corner of the Outlands overrun by demons."],["2","Wearing grim armor and displaying a rust-colored horn, a {@creature unicorn} influenced by {@book Acheron|MPP|0|Acheron} challenges all it encounters to mortal combat."],["3","A fallen {@creature deva}, now neutral aligned, is on permanent vacation. The mellow angel is a font of multiversal secrets, but it shares them only with strangers who prove themselves more relaxed than it."],["4","A {@creature couatl} influenced by {@book Limbo|MPP|0|Limbo} has color-changing wings and insists passersby convince it that they're worthy of existing. If the couatl isn't convinced, it has a 50 percent chance of either attacking or wandering off."]],"name":"Outlands Celestials","page":11,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Constructs","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tyrannical {@creature homunculus} rules over the small domain of its long-lost archmage master."],["2","A beautiful but vain {@creature flesh golem} influenced by {@book Arborea|MPP|0|Arborea} insists on following a character until the character sketches, sculpts, or otherwise artistically renders it."],["3","A gang of inquisitive {@creature Monodrone||monodrones} and its {@creature duodrone} leader insist on following a character, saying they expect that individual's doom to be \"statistically noteworthy.\""],["4","A {@creature clay golem} influenced by {@book the Beastlands|MPP|0|The Beastlands} has been transformed into the walking hive that's home to numerous {@creature Swarm of Wasps||swarms of insects (wasps)}."]],"name":"Outlands Constructs","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Dragons","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature ancient gold dragon} disguised as a canary gives the characters a nonmagical item and offers them Bahamut's best wishes."],["2","A lawful good {@creature Faerie Dragon (Violet)||faerie dragon} with wings like stained glass has been influenced by {@book Mount Celestia|MPP|0|Mount Celestia}. It seeks the characters' aid in recovering a stolen {@item holy avenger}."],["3","A {@creature time dragon wyrmling|MPP} (presented later in this book) wants help constructing a magical structure that will be important in the future."],["4","A neutral evil {@creature adult silver dragon} with dull, gray scales has been influenced by {@book Hades|MPP|0|Hades}. It demands a toll from any who crosses its domain."]],"name":"Outlands Dragons","page":12,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Elementals","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Water Elemental||Water elementals} travel in a group that looks like a long, wandering river."],["2","Some skull-headed {@creature Azer||azers} have been influenced by {@book the Nine Hells|MPP|0|The Nine Hells}. They escort a heavily armored caravan of rare ore to the gate-town of Ribcage."],["3","A wounded {@creature mud mephit} asks the characters to help it deliver a sealed package to a leader in a nearby gate-town."],["4","A wealthy {@creature dao} that glistens with gemstones has been influenced by {@book Arborea|MPP|0|Arborea}. It leads a parade of glimmering {@creature galeb duhr} between gate-towns as part of a shopping spree for precious rocks."]],"name":"Outlands Elementals","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fey","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Revelers joined a group of {@creature Satyr||satyrs} in their festivities. As the satyrs' celebration has continued for over a year, the revelers seek the characters' help in extricating themselves without offending their hosts."],["2","A kindly {@creature green hag} influenced by {@book Elysium|MPP|0|Elysium} invites passersby to join her for tea in her cottage made of sweets. She makes some of the best cookies in the Outlands."],["3","A pack of {@creature Blink Dog||blink dogs} tracks a band of {@creature Maelephant|MPP|maelephants} (presented {@book later|MPP|1|Maelephant} in this book) to prevent them from spoiling lands influenced by the Upper Planes."],["4","A gnarled {@creature dryad} influenced by {@book Carceri|MPP|0|Carceri} seeks to entrap creatures within the root-snarled, prison-like cavern beneath her grove."]],"name":"Outlands Fey","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Fiends","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature nycaloth} seeks to capture several monochromatic {@creature Hell Hound||hell hounds} influenced by {@book Gehenna|MPP|0|Gehenna}. The yugoloth seeks to sell the hounds to Fiends participating in the Blood War."],["2","After being ambushed by a rival, a {@creature night hag} merchant offers a reward to characters who help her recover her lost inventory: several dozen stray {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})."],["3","A hero requests the characters' help in gaining the aid of a legendary steed called a nic'epona, a {@creature nightmare} influenced by one of the Upper Planes."],["4","Rival {@creature Incubus||incubi} seek to recruit the characters to serve either a {@creature balor} warlord or a {@creature pit fiend} general whose fiendish armies are prepared to clash nearby."]],"name":"Outlands Fiends","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Giants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Several {@creature Cyclops||cyclopes} refuse to let the characters pass through a region where they're constructing a massive ring of beautifully carved standing stones."],["2","An {@creature ettin} influenced by {@book the Beastlands|MPP|0|The Beastlands} has one head with bovine features and one head with lupine features. It desperately needs help finding something both heads are willing to eat."],["3","A {@creature storm giant} seeks the characters' help in finding an offering of significant worth and size to impress the god Annam."],["4","A jade-skinned {@creature oni} from Bytopia has become separated from the spirit she was bound to protect. She requests aid in catching up to her lost ward."]],"name":"Outlands Giants","page":13,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Humanoids","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters need to find a wandering {@creature priest} who alone knows the ritual necessary to open a specific portal."],["2","Several gnome {@creature Mage||mages} seek help recovering their walking castle from a band of aggressive, spine-covered {@creature lizardfolk} influenced by {@book the Abyss|MPP|0|The Abyss}."],["3","The characters stumble across a youthful or elderly {@creature commoner} who doesn't know how they came to be in the Outlands and who wants only to go home."],["4","A {@creature bandit captain} and his gang seek the characters' help as they plan a heist in the realm of an immortal being, like the {@book Realm of the Norns|SatO|_UNKNOWN} or {@book Wonderhome|SatO|_UNKNOWN} (see {@book Sigil and the Outlands|SatO} for details on both locations)."]],"name":"Outlands Humanoids","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Monstrosities","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters are hired to recover cargo from a crashed vessel brimming with rare technology, but the wreckage is overrun with {@creature Rust Monster||rust monsters}."],["2","The characters have to retrieve a treasure from a group of mischievous {@creature Sprite||sprites}. The sprites are secretly defended by {@creature Mimic||mimics} influenced by {@book Elysium|MPP|0|Elysium} that take the form of tiny, whimsical cottages."],["3","A pride of {@creature Displacer Beast||displacer beasts} stalks a band of traveling merchants. The merchants seek protection from the predators hunting them for sport."],["4","A {@creature drider} influenced by {@book Arborea|MPP|0|Arborea} runs a {@creature giant spider} ranch. She hires the characters to hunt a rare breed of {@creature sunfly|MPP} (detailed {@book later|MPP|1|Sunflies} in this book) that, when fed to her spiders, will allow them to produce a remarkable type of silk."]],"name":"Outlands Monstrosities","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Oozes","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A yugoloth arms dealer has captured a hundred {@creature Gray Ooze||gray oozes} and seeks to sell them in the gate-town of Rigus as a weapon capable of destroying Acheron's floating cubes. A rival hires the characters to steal and dispose of the oozes."],["2","Within a {@creature gelatinous cube} influenced by {@book Gehenna|MPP|0|Gehenna} floats a gigantic fiendish skull. Numerous Fiends revere the cube and interpret depraved schemes and threatening orders from its quivering. A Celestial seeks aid in destroying the cube."],["3","A bog in a region influenced by {@book Carceri|MPP|0|Carceri} is swamped with countless {@creature Black Pudding||black puddings}. The characters are hired to recover a lost relic from the bottom of the bog."],["4","A chef in the gate-town of {@book Tradegate|SatO|_UNKNOWN} wants the characters to retrieve royal jelly from a hive of giant bees (use the {@creature giant wasp} stat block). He doesn't note that the hive's honey takes the form of sweet-tasting {@creature Ochre Jelly||ochre jellies}."]],"name":"Outlands Oozes","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Plants","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A young {@creature treant} wants to put down roots. It asks the characters to help it travel around the Outlands so it can find a suitable place to call home."],["2","A {@creature myconid sovereign} has convinced a group of {@creature Githzerai Monk||githzerai monks} to abandon their teachings and follow its path to serenity. Another githzerai hires the characters to oust the fungal guru."],["3","An herbalist has cultivated a unique breed of {@creature Gas Spore||gas spores}. She hires the characters to convey the spores to her buyer without setting off the fungi."],["4","A resident of the gate-town of {@book Ecstasy|SatO|_UNKNOWN} is missing. His garden of {@creature Twig Blight||twig blights}—influenced by {@book Elysium|MPP|0|Elysium} to resemble topiary sculptures—haven't been fed and now sow chaos in town."]],"name":"Outlands Plants","page":14,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Outlands Undead","colLabels":["d4","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The characters find a trapped {@creature crawling claw}. Rather than attacking, the severed hand can lead the characters to the thankful immortal who lost it."],["2","A {@creature banshee} influenced by {@book Acheron|MPP|0|Acheron} appears as a fallen knight-commander with a legion of {@creature Specter||specters}. Guardians of the gate-town of Rigus hire the characters to help banish the phantom army."],["3","A {@creature lich} seeks to dominate the gate-town of Hopeless and see it dragged into Hades with himself as its ruler. Citizens of the gate-town entreat the characters to keep the gate-town hopeful enough that it doesn't fall into the Lower Plane."],["4","Several confused {@creature ghost} {@book petitioners|MPP|0|Petitioners} have become lost. They seek someone to pass judgment on their lives and deliver them to the proper planes."]],"name":"Outlands Undead","page":15,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Chaotic Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–8","{@dice 1d6} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["09–16","1 {@creature monodrone} that has gone rogue and seeks the meaning of the multiverse"],["17–24","{@dice 1d6} {@creature Swarm of Sunflies|MPP|swarms of sunflies}*"],["25–31","{@dice 1d4} {@creature Red Slaad||red slaadi}"],["32–38","1 {@creature Cranium Rat Squeaker Swarm|MPP|swarm of cranium rat squeakers}.* Roll a die. If the number is even, these cranium rats have set up a tiny shop. If the number is odd, these cranium rats have also set up a tiny shop but are con artists."],["39–46","{@dice 1d6} {@creature Pteranodon||pteranodons}"],["47–55","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a planar criminal"],["56–62","{@dice 1d8} {@creature berserker} {@book petitioners|MPP|0|Petitioners}"],["63–72","A rift-like portal connecting to a random plane"],["73–79","1 {@creature ettin} with two different animal heads"],["80–85","1 {@creature green slaad} disguised as a lost explorer from the Material Plane"],["86–90","{@dice 1d6} {@creature Vrock||vrocks} seeking to dragoon captives into the Blood War"],["91–97","A location the characters passed hours ago"],["98–00","1 chaotic {@creature empyrean} seeking companions to undertake a mighty quest"]],"name":"Chaotic Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Evil Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–7","{@dice 1d6} {@creature Vargouille Reflection|MPP|vargouille reflections}*"],["08–16","1 {@creature night hag} selling {@dice 2d6} {@creature Larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG})"],["17–23","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["24–31","A force of {@dice 3d10} {@creature Hobgoblin||hobgoblins} and 1 {@creature hobgoblin} {@creature warlord|MPMM}"],["32–38","1 {@creature gnoll fang of Yeenoghu} and {@dice 2d6} {@creature Gnoll||gnolls}"],["39–47","1 {@creature ultroloth} and {@dice 1d4} {@creature Mezzoloth||mezzoloths}"],["48–53","1 {@creature darkweaver|MPP}* that calls from its shadowy lair"],["54–63","A portal to a Lower Plane that whispers sinister promises"],["64–69","1 {@creature shator demodand|MPP}* seeking its lost prisoners"],["70–77","{@dice 2d6} {@creature Nightmare||nightmares}"],["78–84","1 {@creature githyanki knight} mounted on 1 {@creature young red dragon}"],["85–91","1 {@creature lich} in a sinister walking citadel"],["92–98","A Blood War battlefield where 1 {@creature marilith} general leads demons against 1 {@creature ice devil} general and its devils"],["99–00","1 {@creature baernaloth|MPP}* with a sinister magic item"]],"name":"Evil Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Good Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–09","1 {@creature sunfly|MPP}* carrying a tiny dessert"],["10–16","1 {@creature lantern archon|MPP}* leading a group of {@dice 2d4} {@creature commoner} {@book petitioners|MPP|0|Petitioners} who are prone to getting lost"],["17–22","{@dice 1d6} {@creature Musteval Guardinal|MPP|musteval guardinals}* on a secret mission"],["23–28","1 {@creature time dragon wyrmling|MPP}*"],["29–35","{@dice 1d4} {@creature Hound Archon|MPP|hound archons},* each with a {@creature mastiff} tracking dog"],["36–41","A friendly, awakened {@creature swarm of bats}"],["42–48","{@dice 1d4} {@creature Cloud Giant||cloud giants} on a floating island"],["49–56","1 {@creature druid} studying an inert, magical animal sculpture made of thousands of tanzanite crystals"],["57–63","1 {@creature treant} comprised of cacti, coral, or mushrooms"],["64–70","1 {@creature avoral guardinal|MPP}* seeking a lost animal {@book petitioner|MPP|0|Petitioners}"],["71–80","A portal to an Upper Plane that beckons with promises of eternal peace and comfort"],["81–87","1 gold dragon (your choice of {@creature Young Gold Dragon||young}, {@creature Adult Gold Dragon||adult}, or {@creature Ancient Gold Dragon||ancient})"],["88–95","1 {@creature planar incarnate|MPP|planar incarnate (Celestial form)}"],["96–00","1 {@creature solar} angel sent to bestow a {@book blessing|DMG|7|Blessings} (see the {@book Dungeon Master's Guide|DMG}) on a character"]],"name":"Good Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Lawful Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–06","A {@creature warden archon|MPP}* guarding a portal to a dangerous plane"],["07–13","1 {@creature imp} who claims to speak for an archdevil"],["14–21","{@dice 1d6} {@creature Hands of Havoc Fire Starter|MPP|Hands of Havoc fire starters}*"],["22–29","1 {@creature maelephant|MPP}*"],["30–36","1 {@creature flumph} {@book petitioner|MPP|0|Petitioners} that's excited to learn about the planes"],["37–42","1 {@creature decaton modron|MPP}* and {@dice 2d6} {@creature Quadrone||quadrones} on their way back to Mechanus"],["43–48","1 {@creature guardian naga} storyteller"],["49–54","1 {@creature gynosphinx} who guards secret wisdom"],["55–61","{@dice 1d6} {@creature Knight||knights} on a quest across the planes"],["62–69","1 {@creature nonaton modron|MPP}* in a walking citadel that looks like a giant modron"],["70–76","{@dice 1d4} {@creature Couatl||couatls}"],["77–84","1 {@creature Mind's Eye matter smith|MPP}* testing a new invention"],["85–90","1 {@creature beholder} {@book petitioner|MPP|0|Petitioners} scheming against a rival who's still alive"],["91–97","1 {@creature pit fiend} who claims to speak for an archdevil"],["98–00","1 {@creature hexton modron|MPP}* leading a march of hundreds of lesser modrons"]],"name":"Lawful Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Neutral Planar Encounters","colLabels":["d100","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01–07","{@dice 1d6} {@creature thri-kreen} looking for a way back to their Material Plane home"],["08–15","A mysterious being who communicates via 1 {@creature cranium rat squeaker|MPP}*"],["16–22","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}* undertaking increasingly daring feats"],["23–31","1 {@creature smoke mephit} carrying challenges between archmage rivals"],["32–38","1 {@creature eater of knowledge|MPP}*"],["39–46","{@dice 2d12} {@creature commoner} {@book petitioners|MPP|0|Petitioners} fleeing {@dice 1d4} {@creature Farastu Demodand|MPP|farastu demodands}* and 1 {@creature kelubar demodand|MPP}*"],["47–55","1 {@creature cuprilach rilmani|MPP}* on an assassination mission"],["56–64","1 {@creature equinal guardinal|MPP}* messenger"],["65–71","{@dice 1d4} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["72–79","1 {@creature kolyarut|MPP}* seeking a contract breaker"],["80–86","1 {@creature aurumach rilmani|MPP}*"],["87–92","1 {@creature githzerai futurist|MPP}* with a warning about a character's future"],["93–98","1 {@creature flameskull} claiming to be the famed planar explorer Morte"],["99–00","1 {@creature ancient time dragon|MPP}* (50 percent chance the time dragon is from the past, 50 percent chance it's from the future)"]],"name":"Neutral Planar Encounters","page":63,"source":"MPP","chapter":{"name":"Introduction: Multiversal Menagerie","index":0}},{"caption":"Ascendant Factions of Sigil","colLabels":["Name","Summary"],"colStyles":["col-6","col-6"],"rows":[["{@creature Athar Null|MPP|Athar}","Claim the gods are frauds"],["{@creature Bleak Cabal Void Soother|MPP|Bleak Cabal}","Find no sense in the multiverse"],["{@creature Doomguard Doom Lord|MPP|Doomguard}","Celebrate destruction"],["{@creature Doomguard Rot Blade|MPP|Fated}","Take all they can"],["{@creature Fated Shaker|MPP|Fraternity of Order}","Discover laws to find truth"],["{@creature Fraternity of Order Law Bender|MPP|Hands of Havoc}","Free society through chaos"],["{@creature Hands of Havoc Fire Starter|MPP|Harmonium}","Enforce peace through might"],["{@creature Harmonium Captain|MPP|Heralds of Dust}","Believe we're already dead"],["{@creature Harmonium Peacekeeper|MPP|Mercykillers}","Bringers of merciless justice"],["{@creature Heralds of Dust Remnant|MPP|Mind's Eye}","Seekers of godhood"],["{@creature Mercykiller Bloodhound|MPP|Society of Sensation}","Find truth through experience"],["{@creature Mind's Eye Matter Smith|MPP|Transcendent Order}","Act unfettered by thought"]],"name":"Faction Agents; Ascendant Factions of Sigil","page":53,"source":"MPP","chapter":{"name":"Bestiary A to Z","index":1}},{"caption":"Spells","colLabels":["Level","Spell","School","Class"],"colStyles":["col-2 text-center","col-2","col-2","col-6"],"rows":[["2nd","{@spell Warp sense|SatO}","Divination","Sorcerer, warlock, wizard"],["4th","{@spell Gate seal|SatO}","Abjuration","Sorcerer, warlock, wizard"]],"name":"Spells","page":12,"source":"SatO","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"caption":"Portal Quirks","colLabels":["d6","Portal Quirk"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One-Way. The portal functions only one way, either into or out of Sigil. The portal isn't visible or detectable from the exit side."],["2","Shifting. One end of the portal moves in a pattern between different locations in Sigil or the destination plane."],["3","Slow. After a creature enters the portal, {@dice 2d4} days pass before the creature appears at its destination, during which time the creature is trapped in a stasis and is unaware of the passage of time."],["4","Taxing. The portal's energy is unstable. A creature that passes through the portal must succeed on a DC 10 Constitution saving throw or gain 1 level of {@condition exhaustion}."],["5","Temporary. The portal allows only {@dice 1d6 + 6} travelers to pass through in either direction, then vanishes."],["6","Tumbling Lock. Every time the portal is opened, it requires a different portal key."]],"name":"Portal Quirks","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Planar Portals","colLabelGroups":[{"colLabels":["d100"]},{"colLabels":["Portal Anchor"]},{"colLabels":["Destination","Sigil"]},{"colLabels":["Other Plane"]},{"colLabels":["Sample Keys"]}],"colStyles":["col-2 text-center","col-2","col-2","col-2","col-4"],"rows":[["01–03","Carved wooden arch","{@book Bottle and Jug|SatO|2|Bottle and Jug}","{@book Ysgard|DMG|2|Ysgard}","Stein, war horn"],["04–06","Revolving door","{@book Face of Gith|SatO|2|Face of Gith}","{@book Limbo|DMG|2|Limbo}","Melting ice, red slaad egg"],["07–09","Shattered window","{@book Nowhere|SatO|2|Nowhere}","{@book Pandemonium|DMG|2|Pandemonium}","Brick from an infirmary, tattered paper fan"],["10–12","Sewer pipe","{@book Infinite Well|SatO|2|Infinite Well}","{@book The Abyss|DMG|2|The Abyss}","Celestial blood, demon ichor"],["13–15","Cell door","{@book Prison|SatO|2|Prison}","{@book Carceri|DMG|2|Carceri}","Broken key, length of chain"],["16–18","Open grave","{@book Dead Nations|SatO|2|Dead Nations}","{@book Hades|DMG|2|Hades}","Faceless mask, scrap of gray cloth"],["19–21","Trapdoor","{@book Grease Pit|SatO|2|Grease Pit}","{@book Gehenna|DMG|2|Gehenna}","Bloody knife, lava rock"],["22–24","Furnace door","{@book Bank of Abbathor|SatO|2|Bank of Abbathor Inc.}","{@book The Nine Hells|DMG|2|The Nine Hells}","Pinch of sulfur, signed contract"],["25–27","Iron gate","{@book Armory|SatO|2|Armory}","{@book Acheron|DMG|2|Acheron}","Broken blade, medal"],["28–30","Clock tower face","{@book High Courts|SatO|2|High Courts}","{@book Mechanus|DMG|2|Mechanus}","Metal cog, perfectly balanced scales"],["31–33","Razorvine trellis","{@book Great Foundry|SatO|2|Great Foundry}","{@book Arcadia|DMG|2|Arcadia}","Rune-inscribed ingot, sprig of grapes"],["34–36","Temple window","{@book Heart's Fire|SatO|2|Heart's Fire}","{@book Mount Celestia|DMG|2|Mount Celestia}","Angel feather, holy water"],["37–39","Ornate mirror","{@book Hall of Speakers|SatO|2|Hall of Speakers}","{@book Bytopia|DMG|2|Bytopia}","Garden trowel, pair of twins"],["40–42","Reflecting pool","{@book Gatehouse|SatO|2|Gatehouse}","{@book Elysium|DMG|2|Elysium}","Tears of joy, white lily"],["43–45","Stable gate","{@book Flame Pits|SatO|2|Flame Pits}","{@book The Beastlands|DMG|2|The Beastlands}","Animal tooth, fresh wildflower"],["46–48","Garden arch","{@book Civic Festhall|SatO|2|Civic Festhall}","{@book Arborea|DMG|2|Arborea}","Boisterous laughter, pinprick from a thorn"],["49–58","Courtyard gate","{@book Fortune's Wheel|SatO|2|Fortune's Wheel}","{@book The Outlands|DMG|2|The Outlands and Sigil}","Stone from the Spire, spoked wheel"],["59–63","Bedroom closet","{@book Planar Energy Cooperative|SatO|2|Planar Energy Cooperative}","{@book Ethereal Plane|DMG|2|Ethereal Plane}","Burial shroud, phase spider mandible"],["64–68","Skylight","{@book Shattered Temple|SatO|2|Shattered Temple}","{@book Astral Plane|DMG|2|Astral Plane}","Scrap of githyanki armor, silver sphere"],["69–71","Chimney","{@book Great Bazaar|SatO|2|Great Bazaar}","{@book Elemental Plane of Air|DMG|2|Plane of Air}","Incense smoke, silken scarf"],["72–74","Cellar door","{@book Tower Sorcerous|SatO|2|Tower Sorcerous}","{@book Elemental Plane of Earth|DMG|2|Plane of Earth}","Granite cube, metal ore"],["75–77","Blazing hearth","{@book Smoldering Corpse Bar|SatO|2|Smoldering Corpse Bar}","{@book Elemental Plane of Fire|DMG|2|Plane of Fire}","Brass brazier, burning coal"],["78–80","Crumbling well","{@book The Ditch|SatO|2|The Ditch}","{@book Elemental Plane of Water|DMG|2|Plane of Water}","Pearl, pure water"],["81–90","Mausoleum entrance","{@book Mortuary|SatO|2|Mortuary}","{@book Shadowfell|DMG|2|Shadowfell}","Grave dirt, mourner's veil"],["91–94","Yew wardrobe","{@book Parted Veil|SatO|2|Parted Veil}","{@book Feywild|DMG|2|Feywild}","Book of limericks, toadstool"],["95–98","Human-shaped hole","{@book Gastrognome|SatO|2|Gastrognome}","{@book Far Realm|DMG|2|The Far Realm}","Alien fossil, bezoar"],["99–00","Inn room door","{@book Ubiquitous Wayfarer|SatO|2|Ubiquitous Wayfarer}","{@book Material Plane|DMG|2|Known Worlds of the Material Plane}","Childhood toy, map scroll"]],"name":"Planar Portals","page":18,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Wards","colLabels":["Ward","Prominent Factions"],"colStyles":["col-3","col-9"],"rows":[["{@book Clerks' Ward|SatO|2|Clerks' Ward}","{@book Fated|SatO|2|Fated}, {@book Incanterium|SatO|2|Incanterium},* {@book Society of Sensation|SatO|2|Society of Sensation}"],["{@book Hive Ward|SatO|2|Hive Ward}","{@book Bleak Cabal|SatO|2|Bleak Cabal}, {@book Hands of Havoc|SatO|2|Hands of Havoc}, {@book Heralds of Dust|SatO|2|Heralds of Dust}"],["{@book Lady's Ward|SatO|2|Lady's Ward}","{@book Doomguard|SatO|2|Doomguard}, {@book Fraternity of Order|SatO|2|Fraternity of Order}, {@book Harmonium|SatO|2|Harmonium}, {@book Mercykillers|SatO|2|Mercykillers}"],["{@book Lower Ward|SatO|2|Lower Ward}","{@book Athar|SatO|2|Athar}, {@book Ring Givers|SatO|2|Ring Givers},* {@book Mind's Eye|SatO|2|Mind's Eye}"],["{@book Market Ward|SatO|2|Market Ward}","{@book Free League|SatO|2|Free League},* {@book Transcendent Order|SatO|2|Transcendent Order}"],["{@book Undersigil|SatO|2|Undersigil}","Coterie of Cakes,* Revolutionary League,* Undivided* (see the \"{@book Undersigil|SatO|2|Undersigil}\" section later in this chapter for these factions)"]],"name":"Sigil Gazetteer; Sigil Wards","page":29,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Prison Inmates","colLabels":["d12","Inmate"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A chaotic evil {@creature storm giant} conquerer who darkened Sigil's skies with storm clouds"],["2","A disheveled wizard named Gifad (chaotic neutral, human {@creature mage}) who claims to hail from the future"],["3","Koe, a fiery-winged, chaotic neutral {@creature deva} imprisoned for smuggling weapons forged on Mount Celestia to Fiends on both sides of the Blood War"],["4","A clone of Manshoon (lawful evil, human {@creature archmage}), an infamous masked archwizard from the world of Toril, who insists he has been framed"],["5","A {@creature cuprilach rilmani|MPP} (see {@book Morte's Planar Parade|MPP}) that killed a former factol to preserve the Balance"],["6","A malevolent cosmic force manifesting as a {@creature planar incarnate|MPP} (see {@book Morte's Planar Parade|MPP}) that feeds on entire realities"],["7","A nameless, chaotic evil {@creature doppelganger} who has impersonated every factol in Sigil"],["8","A supernatural {@creature assassin} who targets only former mortals"],["9","A world-destroying Construct (use the {@creature kolyarut|MPP} stat block) whose creator is still at large"],["10","A {@creature decaton modron|MPP} (see {@book Morte's Planar Parade|MPP}) that turned itself in after a {@creature pentadrone} under its command malfunctioned and abandoned its post"],["11","A {@creature darkweaver|MPP} guilty of trying to eat a {@creature dabus|MPP} (both stat blocks are in {@book Morte's Planar Parade|MPP})"],["12","A {@creature kraken} that briefly drowned one of Sigil's wards by using portals to aquatic planes"]],"name":"Prison Inmates","page":45,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Spells for Sale","colLabels":["Spell","Cost per Spell"],"colStyles":["col-10","col-2 text-center"],"rows":[["{@spell Comprehend languages}, {@spell detect magic}, {@spell disguise self}, {@spell feather fall}, {@spell illusory script}, {@spell protection from evil and good}, {@spell shield}, {@spell Tenser's floating disk}","25 gp"],["{@spell Arcane lock}, {@spell darkvision}, {@spell detect thoughts}, {@spell hold person}, {@spell invisibility}, {@spell knock}, {@spell Nystul's magic aura}, {@spell warp sense|SatO}*","75 gp"],["{@spell Dispel magic}, {@spell fly}, {@spell glyph of warding}, {@spell magic circle}, {@spell sending}, {@spell tongues}","150 gp"],["{@spell Dimension door}, {@spell fabricate}, {@spell gate seal|SatO},* {@spell locate creature}","300 gp"],["{@spell Contact other plane}, {@spell legend lore}, {@spell planar binding}, {@spell Rary's telepathic bond}","750 gp"]],"name":"Spells for Sale","page":50,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Bazaar Shops","colLabels":["d8","Vendor"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Boastful human hunter ({@creature assassin}) who sells hides and armors made from creatures she has slain—such as ankheg breastplates, angel-feathered cloaks, and horned gorgon shields"],["2","Celestial-owned bookstall carrying holy texts, illuminated manuscripts, and divine stationary"],["3","Boutique where a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) with an eye for fashion weaves the latest styles out of pure shadow"],["4","Food stall catering to creatures of a specific type"],["5","Sweltering iron shack where a {@creature fire giant} blacksmith and his two {@creature magmin} helpers craft sturdy weapons with harmlessly smoldering pommels"],["6","Pawn shop that specializes in portal keys"],["7","Souvenir shop full of chintzy planar trinkets that might all be Tiny {@creature Mimic||mimics}"],["8","Contractor hiring monsters to defend dungeons on other worlds"]],"name":"Shopping in the Bazaar; Bazaar Shops","page":53,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Adventure Hooks","colLabels":["d10","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A lost soul asks the party to escort them to the home of their deity—who no one's ever heard of."],["2","A barrister begs the characters to serve as witnesses during a trial in the {@book High Courts|SatO|2|High Courts}, but the characters have no memory of witnessing a crime."],["3","A {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}) with an important secret needs help avoiding foes and finding its swarm elsewhere in Sigil."],["4","Refugees entreat the characters to help them find a safe new home in Sigil."],["5","The characters learn that a terrifying war machine is being transported through Sigil for use in conquering a Material Plane world."],["6","A shop or tavern owner hires the characters to track down a deadbeat patron—a {@creature solar}, a {@creature pit fiend}, a {@creature death knight}, or other powerful being."],["7","A group tries to kidnap a character, as the character is the key to a portal the group plans to use."],["8","A villain looks remarkably like one of the characters, enough so that a {@creature kolyarut|MPP} or {@creature cuprilach rilmani|MPP} (both detailed in {@book Morte's Planar Parade|MPP}) mistakes the character for the scoundrel."],["9","An {@creature archmage} new to the city offers to reward the characters with a magic item if they serve as their touts and sedan chair carriers for a day."],["10","A {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) requests the characters' aid in removing someone or someplace from Sigil before the Lady of Pain learns of it."]],"name":"Sigil Adventure Hooks","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Faction Missions","colLabels":["d6","Mission"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A factol hires the characters to dig up dirt on a rival faction leader."],["2","The characters must infiltrate another faction's headquarters and steal a priceless item."],["3","A faction leader hires the characters as bodyguards for an important city event at the {@book Hall of Speakers|SatO|2|Hall of Speakers}."],["4","Suspicious of their own ranks, a factol hires the characters to root out a spy."],["5","A factotum secretly offers the characters a hefty reward to break someone out of the {@book Prison|SatO|2|Prison}."],["6","After a public spat with another faction leader, a factol goes missing. Their second-in-command hires the characters to investigate."]],"name":"Faction Missions","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Sigil Calamities","colLabels":["d8","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Sigil begins to shudder daily at peak and antipeak, causing a citywide panic."],["2","Waves of arcane blackouts sweep across Sigil. During these events, magic items have their effects suppressed, spells behave unpredictably, and portals cease to function. The {@book Incanterium|SatO|2|Incanterium} is to blame."],["3","Without warning, the Lady of Pain sends two-thirds of Sigil's population to {@book the Mazes|SatO|2|The Mazes}. It's up to the characters to figure out why."],["4","Reliable portals throughout Sigil begin to malfunction. Chaos ensues as citizens vanish to unknown planes in a mass."],["5","A portal to the front lines of the Blood War opens in the {@book Lower Ward|SatO|2|Lower Ward}, bringing the conflict to the city."],["6","Dozens of dead factions unite in {@book Undersigil|SatO|2|Undersigil}. They mount an uprising on the surface and attempt to oust several factions."],["7","The Lady of Pain locks the Cage without warning, barring anything and anyone from entering or exiting the City of Doors."],["8","The Lady of Pain decrees that Sigil tolerates its factions no longer. They must disband or risk her wrath. Three factols come together and hire the characters to change the Lady's mind."]],"name":"Sigil Calamities","page":58,"source":"SatO","chapter":{"name":"Sigil, the City of Doors","ordinal":{"type":"chapter","identifier":2},"index":2}},{"caption":"Automata Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Fleeing interplanar bounty hunters, a three-horned tiefling named Romerillo (chaotic good, tiefling {@creature spy}) seeks refuge on one of the Upper Planes. Romerillo asks the characters to sneak them aboard the Concordant Express."],["2","Disguised as Serafil, a {@creature shator demodand|MPP} (see {@book Morte's Planar Parade|MPP}) assumes the council member's position and has the \"impostor\" arrested. Serafil's disheveled secretary beseeches the characters for aid."],["3","A chaotic evil {@creature quadrone} tampers with the street numbers at night, causing widespread gridlock as modrons leave for work each morning. The Council of Order asks the characters to investigate."],["4","A {@creature marid} fruit vendor is arrested in the Inverse for color-coordinating the produce in their stall. The genie petitions the characters to defend them in the nonsensical courts of the Hall of Discord."]],"name":"Automata Adventures","page":63,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Bedlam Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The winds puppeteer the contents of an armory in the Bleakheights. A {@creature goblin} shopkeep pays the characters to defend their shop's wind chimes from rampaging suits of {@creature animated armor}."],["2","Each night, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a resident of Midtown and drags them into the {@book Wailing Hollows|SatO|3|Wailing Hollows}. Gatekeeper Cirrus calls for the creature's capture or extermination."],["3","Orbys Bumblewing asks the characters to test a dubious new flying machine. During their flight, Nimbus Knife {@creature Bandit||bandits} attempt to steal it."],["4","A wave of murder sweeps through Midtown, caused by a malevolent breeze (use the {@creature ghost} stat block) that possesses the townsfolk."]],"name":"Bedlam Adventures","page":65,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Curst Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Dolores ({@creature green hag}) pays the characters to remove a group of {@creature Bandit||bandits} from her junkyard."],["2","A disgraced {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}) in the {@book Traitor's Gate|SatO|3|Traitor's Gate} pays the characters to free Tovus Gilaf from the burgomaster's estate."],["3","A {@creature Mercykiller bloodhound|MPP} (see {@book Morte's Planar Parade|MPP}) arrives in town, searching for a fugitive who looks exactly like one of the characters."],["4","The gate to Carceri briefly ruptures, releasing a host of destructive {@creature Fomorian||fomorians} on Curst."]],"name":"Curst Adventures","page":67,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ecstasy Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A convincing petitioner (chaotic neutral {@creature ghost}) pretends to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest."],["2","The Lightcaller holds a peace banquet in {@book Solrise Tower|SatO|3|Solrise Tower}, inviting powerful devils and demons in hopes of ending the Blood War. A {@creature solar} requests the characters attend in case things turn ugly."],["3","A {@creature green hag} poisons Ecstasy's orchards daily at twilight, outside the jurisdiction of either monarch. After a string of illnesses at {@book Revelhome|SatO|3|Revelhome}, Madame Millani hires the characters to investigate."],["4","Three evenings have passed since the gates of {@book Moondark Tower|SatO|3|Moondark Tower} last opened. An owl-like {@creature avoral guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) night merchant asks the party to solve the mystery."]],"name":"Ecstasy Adventures","page":69,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Excelsior Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","An {@creature androsphinx} arrives in Excelsior and declares itself the new high chancellor. Forough petitions the characters to help cement her authority."],["2","The {@creature empyrean} Tygrant receives a prophecy that he can return to Mount Celestia only if he is humbled through defeat. He challenges all of Excelsior, including the characters, to wrestling matches in his tower."],["3","Allowed into the {@book forum|SatO|3|Forum} on an ancient contract, a silver-tongued {@creature pit fiend} invites Excelsior's orators to debate the worth of a soul. An angel asks the characters to take the podium."],["4","The faith of a divine champion ({@creature gladiator}) begins to waver in the {@book Chandelier|SatO|3|Chandelier}, causing their cloud keep to shudder. A {@creature lantern archon|MPP} (see {@book Morte's Planar Parade|MPP}) asks the characters to erase the warrior's doubt before their fortress falls from the sky."]],"name":"Excelsior Adventures","page":71,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Faunel Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Mick Mangehide ({@creature gnoll fang of Yeenoghu}) and his band of {@creature Gnoll||gnolls} set out to claim the hides of Faunel's three pack leaders."],["2","Commanded by a general in Rigus, a {@creature hobgoblin warlord} attempts to capture {@book Camp Greenbriar|SatO|3|Camp Greenbriar} and convert it into a logging camp."],["3","A {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) explorer hires the characters to join an expedition to recover a lost treasure from Old Faunel."],["4","An irate {@creature roc} assails Eagles' Aerie, gobbling up its inhabitants and destroying their nests in search of its egg, which was stolen by the Vile Hunt."]],"name":"Faunel Adventures","page":73,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Fortitude Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A local politician (dwarf {@creature noble}) pays the characters to dig up dirt on an opponent."],["2","After a series of guilty admissions, {@creature Black Pudding||black puddings} begin to slither from the {@book Pavilion of Purity|SatO|3|Pavilion of Purity} at night, slaying their confessors one by one. The Spotless Seven hires the party to scrub the black puddings from the town."],["3","One of the Storm Lords falls ill with a supernatural cold, plunging Fortitude into a sudden brutal winter. The remaining three elemental beings ask the characters to enter the gate in search of a cure."],["4","A popular candidate for the Spotless Seven convinces several citizens that to achieve inner harmony, they must indulge themselves in one night of unchecked mayhem."]],"name":"Fortitude Adventures","page":75,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Glorium Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The town's deceased warriors rise to fight again as {@creature Ghost||ghosts}, but their resurgence creates headaches when the spirit of Flatnose Grim expects to be reinstated as the town's ruler."],["2","After an argument with Tyrza, Jek Thanol refuses to shield Glorium from the armies of Gzemnid. With their treaty shattered, a {@creature death tyrant} attacks the gate-town."],["3","A {@creature frost giant} jarl learns of the entrance to the World Tree within {@book Serpent's Rise|SatO|3|Serpent's Rise}. Rather than attack Glorium, he sets out to find the root and use it to conquer untold worlds."],["4","A {@creature sea hag} in the {@book Sacred Well|SatO|3|Sacred Well} tells one of the characters they will die at the hand of Gzemnid in five days."]],"name":"Glorium Adventures","page":77,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Hopeless Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The party is caught red-handed after a mean-spirited {@creature goblin} makeup artist ambushes them with a splash of magic paint. Two {@creature Beholder||beholders} demand the characters perform at the {@book Gallows|SatO|3|Gallows} or be disintegrated where they stand."],["2","Commanded by its superiors in Hades, a {@creature nycaloth} bubbles up through the Wishless Well and begins hunting members of the resistance in Hopeless."],["3","High Cardinal Thingol hires the characters to catch the Jester, a costumed vigilante ({@creature mage}) in possession of a wand that spreads joy."],["4","A {@creature baernaloth|MPP} (see {@book Morte's Planar Parade|MPP}) whispers to the characters through the Wishless Well, offering to trade ancient secrets for the Maiden of Misery's true identity."]],"name":"Hopeless Adventures","page":79,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Plague-Mort Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Disguised as a cleric of a sun god, a {@creature deva} from Excelsior begins proselytizing among hopeful townsfolk in secret. Archlector Bex commands the characters to capture the missionary and deliver them to the Pit."],["2","A farmer pays the characters to prune a patch of pustules from a field before the harvest is spoiled. Dozens of {@creature Zombie||zombies} lurk within the maze of stalks."],["3","Armed with a forked spear, the vindictive Martari Mayhem (lawful evil, tiefling {@creature gladiator}) plans to storm {@book Blightsteel Keep|SatO|3|Blightsteel Keep}. At the {@book Razed Altar|SatO|3|Razed Altar}, she hires the characters to infiltrate the stronghold and report on its defenses."],["4","Alorio Nightriddle (chaotic evil, human {@creature mage}) invites the characters to a clandestine meeting at A Pinch of Salt, a rundown tavern with a {@creature glabrezu} proprietor. Alorio wants their help to oust the archlector."]],"name":"Plague-Mort Adventures","page":81,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Ribcage Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the character's loved ones pledges their soul in an infernal contract. To win it back, the party must argue their case before a {@creature pit fiend} judge in the Court of Cinders."],["2","Commanded by a fallen angel (lawful evil {@creature planetar}) who runs a rival tavern, a gaggle of {@creature Imp||imps} begins vandalizing the {@book Bleeding Horn|SatO|3|Bleeding Horn}. The {@creature ice devil} Sparax pays characters to deal with the situation."],["3","Thalamra Vanthampur, a deceased duke of Baldur's Gate, claws her way out of the depths of Avernus and emerges in Ribcage as a {@creature death knight}. A vengeful conqueror, she calls on the characters to help topple Duchess Zurkbane and her cronies."],["4","Duchess Zurkbane hires the characters to capture a supposedly dangerous criminal, who turns out to be an innocent {@creature commoner} who saw Zurkbane's true form."]],"name":"Ribcage Adventures","page":83,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Rigus Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature arcanaloth} Fetchtatter pays the characters to steal an infernal war machine from {@book Ribcage|SatO|3|Ribcage} so it can be sold to a general in Rigus."],["2","The avatar of an evil deity of war (use the {@creature planar incarnate|MPP} stat block from {@book Morte's Planar Parade|MPP}) emerges from the {@book Lion's Gate|SatO|3|Gate} to destroy Rigus."],["3","A {@creature mummy lord} in the {@book Crown|SatO|3|Crown} commands General Braahg to implement an outdated strategy. Risking treason, the hobgoblin hires the characters to lay his superior to rest."],["4","The {@creature ghost} of a fallen warrior asks the party to investigate why their name isn't on the {@book Final Procession|SatO|3|Final Procession}. The culprit is a petty Crown General who took credit for the warrior's heroism."]],"name":"Rigus Adventures","page":85,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Sylvania Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vampire} bachelorette invites the characters to a costumed ball at the {@book Yearning Timbers|SatO|3|Yearning Timbers}, hoping to enlist their help in choosing her next partner."],["2","A jolly halfling invites the characters to a tea party at their woodland cottage. The halfling is actually a {@creature green hag} intent on eating her guests."],["3","A {@creature blink dog} gobbles up King Ewren III. As the kingdom descends into chaos, a {@creature pixie} messenger asks the characters to help determine the next monarch."],["4","One of the Seven Spiritors (use the {@creature ghost} stat block) possesses a {@creature satyr} and involves the characters in a scandal that must be remedied."]],"name":"Sylvania Adventures","page":87,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Torch Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When a buyer stiffs the Stolen Glance, Zephesta hires the characters to collect the debt and \"rough him up a little bit.\" She fails to mention the buyer is a {@creature cloud giant}."],["2","A {@creature death tyrant} claiming to be the deceased founder of the Xanathar's Guild on Toril hires the party to obtain an invitation to the Family on its behalf—or be destroyed."],["3","The {@book Bank of Abbathor|SatO|3|Bank of Abbathor} hires the characters as security. The very same day, two {@creature Maelephant|MPP|maelephants} (see {@book Morte's Planar Parade|MPP}) attempt to rob the bank."],["4","{@creature Doppelganger||Doppelgangers} in the Lookalikes gang take on the characters' appearances and go on a crime spree, creating problems for the party at multiple locations."]],"name":"Torch Adventures","page":89,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Tradegate Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","While the characters are shopping, several hostile {@creature xorn} attack the {@book Trademill Mint|SatO|3|Trademill Mint}."],["2","During a demonstration for the characters, a gnome inventor's latest creation (use the {@creature iron golem} stat block) runs amok, wreaking havoc."],["3","Melvin Manyroads (chaotic good, gnome {@creature mage}) asks the characters to help map one of the many sites in the Outlands (see the \"{@book Other Realms|SatO|3|Other Realms}\" section later in this chapter)."],["4","A local beekeeper wants to sell a special planar honey in the {@book Everything Emporium|SatO|3|Everything Emporium}. To help her get started, the beekeeper asks the characters to capture {@dice 1d10} live {@creature Sunfly|MPP|sunflies} (see {@book Morte's Planar Parade|MPP})."]],"name":"Tradegate Adventures","page":91,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Xaos Adventures","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A team of four {@creature Quadrone||quadrones} recruits the party on a rescue mission into the {@book Cube|SatO|3|The Cube}."],["2","Lazethon, a {@creature githzerai uniter|MPP} (see {@book Morte's Planar Parade|MPP}), recruits the characters to defend the embassy from an approaching githyanki warship."],["3","A merciless {@creature githyanki knight} arrives in Xaos on the back of a {@creature young red dragon}. He asks the characters to help him sniff out members of the Sha'sal Khou on behalf of Vlaakith the Lich-Queen."],["4","Slaadi flock to their nest in Xaos for a ritual that occurs once every century. Afraid of becoming hosts for {@creature Slaad Tadpole||slaad tadpoles}, townsfolk beseech the characters for aid."]],"name":"Xaos Adventures","page":93,"source":"SatO","chapter":{"name":"The Outlands","ordinal":{"type":"chapter","identifier":3},"index":3}},{"caption":"Heralds of Dust Spellcasting Fees","colLabels":["Spell","Price"],"colStyles":["col-11","col-2 text-right"],"rows":[["{@spell Identify}, {@spell illusory script}","25 gp"],["{@spell Darkvision}, {@spell gentle repose}","50 gp"],["{@spell Animate dead}, {@spell feign death}, {@spell speak with dead}","100 gp"]],"name":"Heralds of Dust Spellcasting Fees","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Portals","colLabels":["d6","Portal Anchor","Portal Key"],"colStyles":["col-2 text-center","col-5 text-center","col-5"],"rows":[["1","Body bag","Vial of embalming fluid"],["2","Bone-filled ossuary","Mourning dance"],["3","Funerary urn","Spoken eulogy"],["4","Eye of a giant's skull","Two gold coins"],["5","Open casket","Flower from a grave"],["6","Pile of ashes","Dead creature's keepsake"]],"name":"Entering the Mortuary; Mortuary Portals","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Chambers","colLabels":["d10","Chamber"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A storage room for objects bequeathed by the dead"],["2","A cramped, tenement-like catacomb housing for sapient Undead who live and work in Sigil"],["3","A crematorium littered with ash"],["4","A scriptorium for epitaphs, eulogies, and obituaries"],["5","A filthy room filled with mounds of grave dirt"],["6","A cadaver room where maimed Undead can peruse replacement limbs"],["7","A craft room for caskets, ships, and other containers used in funerary ceremonies"],["8","A ritual chamber affected by a permanent {@spell hallow} spell"],["9","A reception hall that smells of funeral potatoes"],["10","An autopsy room lined with surgical instruments"]],"name":"Exploring the Mortuary; Mortuary Chambers","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Mortuary Adventure Hooks","colLabels":["d4","Adventure Hook"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A wrongfully interred {@creature death knight} launches a campaign against Factol Skall, fomenting dissent and dividing the Heralds of Dust into splinter factions. Factol Skall hires the characters to unite the dead before the faction crumbles beyond repair."],["2","A multiversal law dictates that a death council must convene in the Mortuary once every century. The characters are charged with exhuming a series of influential Undead entombed on other planes and escorting them to the Mortuary. Some of the council members are especially cranky when awoken."],["3","When a godling is born on the Upper Planes, a wave of positive energy sweeps over the Mortuary through its myriad portals, restoring hundreds of long-dead creatures to life."],["4","{@creature Factol Skall|AATM} (see the appendix) announces his retirement. Before he transcends to True Death, he asks the characters to help him name his successor."]],"name":"Mortuary Adventures; Mortuary Adventure Hooks","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Animated Coffin Contents","colLabels":["d6","Contents"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature swarm of bats}"],["2","{@dice 1d4} {@creature Skeleton||skeletons} packed like sardines"],["3","A groaning {@creature mummy}"],["4","A patch of {@hazard yellow mold} (see the {@book Dungeon Master's Guide|DMG})"],["5","A slumbering {@creature vampire spawn}"],["6","A portal to the {@area Path of Graves|02a|x} (detailed earlier in this supplement)"]],"name":"Animated Coffin Contents","source":"AATM","chapter":{"name":"Adventure Atlas: The Mortuary","index":0}},{"caption":"Inspiration Cards","colLabels":["Card","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["Balance (or 2 ♠)","When you deal damage to a creature, immediately spend 1 Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum 1)."],["Comet (or 2 {@color ♦|#ff0000})","As a bonus action, select one creature as your chosen foe. That creature has vulnerability to damage you deal and resistance to all other damage, and it has disadvantage on its attack rolls against any creature other than you. This effect ends when any creature other than you deals damage to the target."],["Donjon (or A ♠)","As an action, you are transported to an empty demiplane until the end of your next turn. You can't affect or be affected by anything on the plane you left until you return. You return to the same space you left or, if that space is occupied, to the nearest unoccupied space."],["Euryale (or Q ♠)","When a creature makes a saving throw, it has disadvantage on that saving throw."],["Fates (or A {@color ♥|#ff0000})","Reroll a single {@dice d20} roll you've just made. You must use the second roll."],["Flames (or Q ♣)","When you deal damage to a creature, that creature takes an extra {@dice 1d6} fire damage."],["Fool (or Joker with ™)","As a reaction, when you take damage, you cause the creature that dealt it to have the {@condition prone} condition."],["Gem (or 2 {@color ♥|#ff0000})","Take an additional action on your turn."],["Jester (or Joker without ™)","Take the {@action Disengage} action as a bonus action."],["Key (or Q {@color ♥|#ff0000})","As a bonus action, teleport, with anything you are wearing or carrying, up to 30 feet to a space you can see."],["Knight (or J {@color ♥|#ff0000})","As a reaction, impose disadvantage on the attack roll of a creature you can see."],["Moon (or Q {@color ♦|#ff0000})","As a bonus action, regain one expended 1st-level spell slot or a single use of an ability that can be used a certain number of times per day."],["Puzzle (or 2 ♣)","Gain advantage on a saving throw."],["Rogue (or J ♠)","Gain advantage on an attack roll."],["Ruin (or K ♠)","As a bonus action, impose disadvantage on all ability checks of a creature you can see until the end of its next turn."],["Sage (or A {@color ♦|#ff0000})","Take the {@action Help} or {@action Search} action as a bonus action."],["Skull (or J ♣)","As an action, surround yourself with a shroud of death. Until the start of your next turn, any creature that ends its turn within 5 feet of you takes {@dice 1d6} necrotic damage."],["Star (or J {@color ♦|#ff0000})","Gain advantage on an ability check."],["Sun (or K {@color ♦|#ff0000})","As a reaction, when a creature makes a melee attack that hits you, that creature has the {@condition blinded} condition until the end of your next turn."],["Talons (or A ♣)","As a bonus action, reduce the speed of one creature within 5 feet of you to 0 until the start of your next turn."],["Throne (or K {@color ♥|#ff0000})","As a reaction, when you take damage, the creature that dealt the damage has the {@condition frightened} condition until the end of its next turn. You are the source of its fear."],["Void (or K ♣)","As a reaction, when you take damage, gain resistance to that damage until the start of your next turn."]],"name":"Inspiration Hand; Inspiration Cards","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Forest Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"A ♠"},"{@creature Young green dragon}","8","—"],[{"type":"cell","roll":{"exact":2},"entry":"A ♣"},"{@creature Druid} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":"K ♠"},"{@creature Bandit captain}","2","Bandits"],[{"type":"cell","roll":{"exact":4},"entry":"K ♣"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":5},"entry":"K {@color ♥|#ff0000}"},"{@creature Bandit} ×4","1/8","Bandits"],[{"type":"cell","roll":{"exact":6},"entry":"Q ♠"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":7},"entry":"Q ♣"},"{@creature Owlbear}","3","—"],[{"type":"cell","roll":{"exact":8},"entry":"J ♠"},"{@creature Ettercap}","2","Spiders"],[{"type":"cell","roll":{"exact":9},"entry":"J ♣"},"{@creature Swarm of Spiders||Swarm of insects (spiders)}","2","Spiders"],[{"type":"cell","roll":{"exact":10},"entry":"J {@color ♥|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":11},"entry":"J {@color ♦|#ff0000}"},"{@creature Giant spider} ×2","1","Spiders"],[{"type":"cell","roll":{"exact":12},"entry":"9 ♣"},"{@creature Giant boar}","2","—"],[{"type":"cell","roll":{"exact":13},"entry":"8 ♣"},"{@creature Ankheg} (lurker)","2","—"],[{"type":"cell","roll":{"exact":14},"entry":"7 ♠"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":15},"entry":"7 ♣"},"{@creature Displacer beast} (twin)","3","—"],[{"type":"cell","roll":{"exact":16},"entry":"6 ♠"},"{@creature Worg} ×2 (lurker)","1/2","—"],[{"type":"cell","roll":{"exact":17},"entry":"5 ♠"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":18},"entry":"5 ♣"},"{@creature Pegasus}","2","—"],[{"type":"cell","roll":{"exact":19},"entry":"4 ♠"},"{@creature Shambling mound}","5","—"],[{"type":"cell","roll":{"exact":20},"entry":"3 ♠"},"{@creature Vampiric mist|MPMM}*","3","—"],[{"type":"cell","roll":{"exact":21},"entry":"2 ♠"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Forest Encounter Deck","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Corrupted Lands Encounter Deck","colLabels":["{@dice 1d21|Card}","Creature","Challenge","Group"],"colStyles":["col-2 text-center","col-6","col-2 text-center","col-2 text-center"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":" A {@color ♦|#ff0000}"},"{@creature Shoosuva|MPMM}*","8","—"],[{"type":"cell","roll":{"exact":2},"entry":" A {@color ♥|#ff0000}"},"{@creature Gold dragon wyrmling} (friend)","—","—"],[{"type":"cell","roll":{"exact":3},"entry":" K {@color ♦|#ff0000}"},"{@creature Ochre jelly} (lurker)","2","—"],[{"type":"cell","roll":{"exact":4},"entry":" Q {@color ♥|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":5},"entry":" Q {@color ♦|#ff0000}"},"{@creature Nothic} (twin)","2","—"],[{"type":"cell","roll":{"exact":6},"entry":"10 ♠"},"{@creature Cult fanatic}","2","Cultists"],[{"type":"cell","roll":{"exact":7},"entry":"10 ♣"},"{@creature Veteran}","3","Cultists"],[{"type":"cell","roll":{"exact":8},"entry":"10 {@color ♥|#ff0000}"},"{@creature Cultist} ×4","1/8","Cultists"],[{"type":"cell","roll":{"exact":9},"entry":"10 {@color ♦|#ff0000}"},"{@creature Maw demon|MPMM}*","1","Cultists"],[{"type":"cell","roll":{"exact":10},"entry":" 9 ♠"},"{@creature Gnoll fang of Yeenoghu}","4","Gnolls"],[{"type":"cell","roll":{"exact":11},"entry":" 9 {@color ♥|#ff0000}"},"{@creature Gnoll pack lord}","2","Gnolls"],[{"type":"cell","roll":{"exact":12},"entry":" 9 {@color ♦|#ff0000}"},"{@creature Gnoll}","1/2","Gnolls"],[{"type":"cell","roll":{"exact":13},"entry":" 8 {@color ♥|#ff0000}"},"{@creature Vrock}","6","—"],[{"type":"cell","roll":{"exact":14},"entry":" 7 {@color ♥|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":15},"entry":" 7 {@color ♦|#ff0000}"},"{@creature Harpy}","1","—"],[{"type":"cell","roll":{"exact":16},"entry":" 6 {@color ♥|#ff0000}"},"{@creature Manticore}","3","—"],[{"type":"cell","roll":{"exact":17},"entry":" 5 {@color ♥|#ff0000}"},"{@creature Deathlock|MPMM}* (twin)","4","—"],[{"type":"cell","roll":{"exact":18},"entry":" 5 {@color ♦|#ff0000}"},"{@creature Ghoul} ×2 (twin)","1","—"],[{"type":"cell","roll":{"exact":19},"entry":" 4 {@color ♥|#ff0000}"},"{@creature Gibbering mouther} (lurker)","2","—"],[{"type":"cell","roll":{"exact":20},"entry":" 3 {@color ♥|#ff0000}"},"{@creature Treant} (noncombat encounter)","—","—"],[{"type":"cell","roll":{"exact":21},"entry":" 2 {@color ♦|#ff0000}"},"Draw two","—","—"]],"footnotes":["*This monster appears in {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}. Omit this card if you don't have that book."],"name":"Corrupted Lands Encounter Deck","source":"BMT","chapter":{"name":"Balance","ordinal":{"type":"chapter","identifier":3},"index":2}},{"caption":"Magic Items by Name","colLabels":["Magic Item","Rarity","Chapter"],"colStyles":["col-8","col-2 text-center","col-2 text-center"],"rows":[["{@item Antimagic Armor|BMT}","Very rare","{@book 9|BMT|8|Starshot Crossbow}"],["{@item Armor of Fungal Spores|BMT}","Uncommon","{@book 9|BMT|8|Armor of Fungal Spores}"],["{@item Armor of the Fallen|BMT}","Uncommon","{@book 9|BMT|8|Armor of the Fallen}"],["{@item Armor of Weightlessness|BMT}","Uncommon","{@book 9|BMT|8|Armor of Weightlessness}"],["{@item Baleful Talon|BMT}","Very rare","{@book 5|BMT|4|Baleful Talon}"],["{@item Blasted Goggles|BMT}","Uncommon","{@book 20|BMT|19|Blasted Goggles}"],["{@item Bloodrage Greataxe|BMT}","Uncommon","{@book 9|BMT|8|Bloodrage Greataxe}"],["{@item Bloodseeker Ammunition|BMT}","Very rare","{@book 9|BMT|8|Bloodseeker Ammunition}"],["{@item Boomerang Shield|BMT}","Uncommon","{@book 9|BMT|8|Boomerang Shield}"],["{@item Bow of Conflagration|BMT}","Rare","{@book 9|BMT|8|Bow of Conflagration}"],["{@item Bow of Melodies|BMT}","Very rare","{@book 9|BMT|8|Bow of Melodies}"],["{@item Breastplate of Balance|BMT}","Rare","{@book 5|BMT|4|Breastplate of Balance}"],["{@item Card Sharp's Deck|BMT}","Uncommon","{@book 6|BMT|5|Card Sharp's Deck}"],["{@item Clockwork Armor|BMT}","Very rare","{@book 9|BMT|8|Clockwork Armor}"],["{@item Crown of Whirling Comets|BMT}","Very rare","{@book 5|BMT|4|Crown of Whirling Comets}"],["{@item Deck of Dimensions|BMT}","Very rare","{@book 6|BMT|5|Deck of Dimensions}"],["{@item Deck of Many More Things|BMT}","Legendary","{@book 7|BMT|6|Deck of Many More Things}"],["{@item Deck of Miscellany|BMT}","Uncommon","{@book 6|BMT|5|Deck of Miscellany}"],["{@item Deck of Oracles|BMT}","Rare","{@book 8|BMT|7|Deck of Oracles}"],["{@item Deck of Wild Cards|BMT}","Very rare","{@book 6|BMT|5|Deck of Wild Cards}"],["{@item Deck of Wonder|BMT}","Uncommon","{@book 7|BMT|6|Deck of Wonder}"],["{@item Donjon's Sundering Sphere|BMT}","Rare","{@book 5|BMT|4|Donjon's Sundering Sphere}"],["{@item Dried Leech|BMT}","Uncommon","{@book 9|BMT|8|Dried Leech}"],["{@item Euryale's Aegis|BMT}","Legendary","{@book 5|BMT|4|Euryale's Aegis}"],["{@item Fabulist Gem|BMT}","Uncommon","{@book 5|BMT|4|Fabulist Gem}"],["{@item Fate Cutter Shears|BMT}","Very rare","{@book 8|BMT|7|Fate Cutter Shears}"],["{@item +1 Fate Dealer's Deck|BMT|Fate Dealer's Deck}","Varies","{@book 8|BMT|7|Fate Dealer's Deck}"],["{@item Feywrought Armor|BMT}","Rare","{@book 9|BMT|8|Feywrought Armor}"],["{@item Fool's Blade|BMT}","Very rare","{@book 5|BMT|4|Fool's Blade}"],["{@item Forcebreaker Weapon|BMT}","Very rare","{@book 9|BMT|8|Forcebreaker Weapon}"],["{@item Glimmering Moonbow|BMT}","Rare","{@book 5|BMT|4|Glimmering Moonbow}"],["{@item Gloomwrought Armor|BMT}","Rare","{@book 9|BMT|8|Gloomwrought Armor}"],["{@item Grasping Whip|BMT}","Rare","{@book 9|BMT|8|Grasping Whip}"],["{@item Hammer of Runic Focus|BMT}","Very rare","{@book 9|BMT|8|Hammer of Runic Focus}"],["{@item House of Cards|BMT}","Uncommon","{@book 8|BMT|7|House of Cards}"],["{@item Jester's Mask|BMT}","Legendary","{@book 5|BMT|4|Jester's Mask}"],["{@item Plate of Knight's Fellowship|BMT}","Uncommon","{@book 5|BMT|4|Plate of Knight's Fellowship}"],["{@item Ring of Puzzler's Wit|BMT}","Uncommon","{@book 5|BMT|4|Ring of Puzzler's Wit}"],["{@item Rod of Hellish Flames|BMT}","Very rare","{@book 5|BMT|4|Rod of Hellish Flames}"],["{@item Rogue's Mantle|BMT}","Rare","{@book 5|BMT|4|Rogue's Mantle}"],["{@item Ruinous Flail|BMT}","Rare","{@book 5|BMT|4|Ruinous Flail}"],["{@item Sage's Signet|BMT}","Varies","{@book 5|BMT|4|Sage's Signet}"],["{@item Shield of the Tortoise|BMT}","Uncommon","{@book 9|BMT|8|Shield of the Tortoise}"],["{@item Shrieking Greaves|BMT}","Rare","{@book 20|BMT|19|Shrieking Greaves}"],["{@item Skull Helm|BMT}","Very rare","{@book 5|BMT|4|Skull Helm}"],["{@item Sling of Giant Felling|BMT}","Uncommon","{@book 9|BMT|8|Sling of Giant Felling}"],["{@item Spindle of Fate|BMT}","Legendary","{@book 5|BMT|4|Spindle of Fate}"],["{@item Starshot Crossbow|BMT}","Rare","{@book 5|BMT|4|Antimagic Armor}"],["{@item Stonemaker War Pick|BMT}","Very rare","{@book 9|BMT|8|Stonemaker War Pick}"],["{@item Sun Staff|BMT}","Rare","{@book 5|BMT|4|Sun Staff}"],["{@item Sword of the Planes|BMT}","Legendary","{@book 9|BMT|8|Sword of the Planes}"],["{@item Telescopic Transporter|BMT}","Legendary","{@book 13|BMT|12|Telescopic Transporter}"],["{@item Tidecaller Trident|BMT}","Very rare","{@book 9|BMT|8|Tidecaller Trident}"],["{@item Voidwalker Armor|BMT}","Rare","{@book 5|BMT|4|Voidwalker Armor}"],["{@item Warrior's Passkey|BMT}","Rare","{@book 5|BMT|4|Warrior's Passkey}"],["{@item Weapon of Throne's Command|BMT}","Very rare","{@book 5|BMT|4|Weapon of Throne's Command}"],["{@item Winged Ammunition|BMT}","Uncommon","{@book 9|BMT|8|Winged Ammunition}"],["{@item +1 Wraps of Unarmed Prowess|BMT|Wraps of Unarmed Prowess}","Varies","{@book 9|BMT|8|Wraps of Unarmed Prowess}"]],"name":"Magic Items in This Book; Magic Items by Name","source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Gem Stories","colLabels":["d6","Moment"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","One of the party's patrons dies, and the patron's will bequeaths all their wealth to the characters."],["2","The party is hired by a disguised dragon who offers them part of its hoard as payment."],["3","A character falls through a crevice and discovers a massive deposit of glittering ore."],["4","The party finds a map in an old bottle that leads to a buried treasure chest filled with ancient coins."],["5","The local merchants' guild, enamored with the party's exploits, offers to sponsor the characters."],["6","The characters are invited to participate in a grand talent competition. Despite the odds, one of the characters wins."]],"name":"Sudden Riches; Gem Stories","source":"BMT","chapter":{"name":"Gem","ordinal":{"type":"chapter","identifier":5},"index":4}},{"caption":"Rogue Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Your family is connected to an organization that seeks justice and opposes tyranny."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A powerful member of a thieves' guild or spy network opposes you at every turn."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Someone important to you is imprisoned, but you believe they're innocent."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You committed a terrible trespass and have a bounty on your head."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"An important individual owes you a favor; what did you do to earn it?"],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A Fiend threatens someone dear to you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Your friend since childhood is optimistic to a fault and often conned or exploited."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"Someone searches for the same treasure you do, and disaster will strike if they find it first."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"Hardships bring out your optimism—which is lucky, since you seem to attract unfortunate events!"],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"You've had an unexpected crisis. Did you solve it quickly, or did you hesitate and risk doom?"],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"An ally who is a member of a helpful organization passes you information or exerts influence on your behalf in subtle ways."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your life is an idyllic story, except for something that makes you wonder if any of it is true."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You have part of a riddle that leads to a great treasure or momentous secret."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone important to you isn't who you think they are."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You lived a life of luxury until someone in power took it away. Will you get revenge?"],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"A mage or magical creature takes an interest in you, offering you advice—for a price."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You've defied certain death so many times that it doesn't seem like coincidence anymore."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You overcame a hardship imposed by your life circumstances, transforming your position entirely or turning the situation to your benefit."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"A divine spellcaster or divine emissary provides you with guidance, whether you want it or not."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"A precious object was stolen from you."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You are secretly the heir to great power, but those who usurped that power want you dead."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Someone you care for is lost; although others have written them off, you believe they're still alive somewhere."]],"name":"Heroes of Destiny; Rogue Destinies","source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Villainous Motivations","colLabels":["d6","Motivation"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Eliminate the character and take their place."],["2","Use the character as the key to unlocking immense power, perhaps as a ritual sacrifice."],["3","Claim a treasure from the character, or take the character's wealth and holdings for themself."],["4","Avenge a harm caused by the character or someone the character represents."],["5","Prove their superiority by bringing the character to ruin in a public and inescapable fashion."],["6","Use the character to solve a great mystery and then claim credit."]],"name":"The Rogue's Motivation; Villainous Motivations","source":"BMT","chapter":{"name":"Rogue","ordinal":{"type":"chapter","identifier":6},"index":5}},{"caption":"Spells","colLabels":["Level","Spell","School","Concentration","Ritual","Class"],"colStyles":["col-1 text-center","col-2","col-2","col-1 text-center","col-1 text-center","col-5"],"rows":[["2nd","{@spell Spray of Cards|BMT}","Conjuration","No","No","Bard, sorcerer, warlock, wizard"],["3rd","{@spell Antagonize|BMT}","Enchantment","No","No","Bard, sorcerer, warlock, wizard"],["4th","{@spell Spirit of Death|BMT}","Necromancy","Yes","No","Sorcerer, warlock, wizard"]],"name":"Spells","source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Sage Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were once a member of an order dedicated to keeping magical artifacts out of the hands of those who would abuse their power."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"A seer predicted you're destined for immense power. Do you seek this power or reject it?"],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"Your dreams include visions of an imprisoned extraplanar entity."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You wish to learn powerful magic to protect your loved ones from harm."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"Your magical studies are driven by a desire to manipulate reality."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"Your magical ability stems from a gamble you made with a Fiend—though you're not sure if you won or lost."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"You use your arcane prowess to con unsuspecting individuals."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You come from a long tradition of wild mages, even if your own powers are different."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Your spellbook manifests as a deck of cards."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"Your family of renowned warriors judges you on your martial talents (or lack thereof)."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"A loved one is cursed, and you're determined to break that curse."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"You live for the pursuit of arcane secrets and lost legends."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Someone you trust is actually a monster, such as a dragon or a hag, in disguise."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"A fortune teller warned that you're destined to cause great destruction, which you're trying to avoid."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"You use a divinatory card spread to decide which spells to prepare each day."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You seek a way to cheat death."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"Your spells and magical abilities take on the appearance of playing cards."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"Agents of the Solar Bastion (see {@book chapter 10|BMT|9}) once saved your life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You seek to reclaim a stolen magical artifact."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You began your arcane scholarship as an apprentice to a court magician."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"You've glimpsed another plane of existence, but no one believes you. You strive to prove them wrong."]],"name":"Heroes of Destiny; Sage Destinies","source":"BMT","chapter":{"name":"Sage","ordinal":{"type":"chapter","identifier":7},"index":6}},{"caption":"Fated Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"You were trained by an organization that opposes a deity or another powerful cosmic force."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You were born under a sign associated with cataclysm, and every attempt to glimpse your future reveals ill omens."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"A religious organization imprisoned you, perhaps because of a crime you committed against that faith or because the leaders considered you the servant of a rival power."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"You or your family are watched by secretive figures. They usually keep hidden, but you've seen they wear an unknown symbol."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"You made a choice in your past that haunts you. Whatever the consequences, it's not clear you made the right choice."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"A powerful figure opposed to your beliefs vexes your life; even your triumphs seem to serve this being's ends."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"What could have been one of the happiest moments in your life turned into a tragedy."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You inherited land containing the ruins of a temple where a coveted relic was hidden."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You were brought up to believe in a prophecy of impending doom, but you perceive potential and hope where others expect disaster."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"An inflexible person with power over you threatened to bring about disaster, but your decisive action prevailed."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"The defenders of a religious organization such as a druid circle, paladin order, or temple watch over you."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"You are most comfortable at night, and all your greatest successes have taken place then. You also bear a silvery, crescent-shaped birthmark."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Your studies led you to a scrap of prophecy or the memoir of a prominent figure, which calls your beliefs into question."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"A devout individual whom you looked up to revealed themself to be false, a disciple of a power opposed to your beliefs."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"You were once a favored adherent of a religious order, but you've been cast out in disgrace."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"An otherworldly being whispers advice to you in dreams or visitations, taking on different guises and speaking through others."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You were returned to life through resurrection magic, divine intervention, or a mysterious circumstance you don't yet understand."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"When you adopted your current beliefs, your life changed dramatically for the better."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"While you never placed much stock in the beliefs you were taught, adhering to them saved you from a catastrophe."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"You have a well-used holy symbol from someone you looked up to, and you feel uncertain anytime you're without it."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You were born to a family of divinely favored folk, and they have big expectations for you."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Your soul, or a loved one's, is doomed to be taken by a Fiend, a powerful Undead, or another wicked power."]],"name":"Heroes of Destiny; Fated Destinies","source":"BMT","chapter":{"name":"Fates","ordinal":{"type":"chapter","identifier":8},"index":7}},{"caption":"Knight Destinies","colLabels":["{@dice 1d22|Card}","Heroic Tie"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Balance"},"Someone—or something—wronged you in your past. You seek revenge."],[{"type":"cell","roll":{"exact":2},"entry":"Comet"},"You've been promised an inheritance if you can make a name for yourself as a hero."],[{"type":"cell","roll":{"exact":3},"entry":"Donjon"},"You're stranded far from home and intend to fight your way back."],[{"type":"cell","roll":{"exact":4},"entry":"Euryale"},"A year of solitude gave you clarity and led you down the path of the warrior."],[{"type":"cell","roll":{"exact":5},"entry":"Fates"},"A fortune teller foresaw that you would find your calling in a life of battle."],[{"type":"cell","roll":{"exact":6},"entry":"Flames"},"When the heat of battle takes over, you barely recognize yourself. This scares you."],[{"type":"cell","roll":{"exact":7},"entry":"Fool"},"Friendly (or not-so-friendly) competition with a rival has spurred you to adventure."],[{"type":"cell","roll":{"exact":8},"entry":"Gem"},"You seek a fabled magic weapon or magic suit of armor. You won't rest until you find it."],[{"type":"cell","roll":{"exact":9},"entry":"Jester"},"You feel like a laughingstock but believe you'll make something of yourself on the battlefield."],[{"type":"cell","roll":{"exact":10},"entry":"Key"},"Someone close to you was kidnapped. You hope to find and rescue them."],[{"type":"cell","roll":{"exact":11},"entry":"Knight"},"You used to be a squire to a brave knight, but that knight died in combat."],[{"type":"cell","roll":{"exact":12},"entry":"Moon"},"Your dreams are haunted by the screams of those you couldn't save in battle."],[{"type":"cell","roll":{"exact":13},"entry":"Puzzle"},"Unpredictability is a hallmark of your fighting style. You keep enemies on their toes."],[{"type":"cell","roll":{"exact":14},"entry":"Rogue"},"Tales of your past heroic deeds might be somewhat exaggerated."],[{"type":"cell","roll":{"exact":15},"entry":"Ruin"},"When you lost everything, you realized the only thing you could rely on was your martial skill."],[{"type":"cell","roll":{"exact":16},"entry":"Sage"},"Descended from a family of sorcerers, you were the only one not to show magical aptitude."],[{"type":"cell","roll":{"exact":17},"entry":"Skull"},"You had a near-death experience, and you believe you saw yourself going to the Nine Hells."],[{"type":"cell","roll":{"exact":18},"entry":"Star"},"You're chasing notoriety, hoping for folk to sing of your deeds for years to come."],[{"type":"cell","roll":{"exact":19},"entry":"Sun"},"You once belonged to a small but mighty militia. Sometimes, you miss the regimented structure of that life."],[{"type":"cell","roll":{"exact":20},"entry":"Talons"},"When monsters attacked your hamlet, you found you had a way with weapons."],[{"type":"cell","roll":{"exact":21},"entry":"Throne"},"You honed your martial skills as a bodyguard to an important political figure."],[{"type":"cell","roll":{"exact":22},"entry":"Void"},"Slaying monsters is a welcome distraction to the growing emptiness inside you."]],"name":"Heroes of Destiny; Knight Destinies","source":"BMT","chapter":{"name":"Knight","ordinal":{"type":"chapter","identifier":9},"index":8}},{"caption":"Solar Bastion Contact","colLabels":["d6","Contact"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Restless Retiree. Gundra, an ancient dwarf, served the Solar Bastion in the field for over a century before retiring. She lives in the Solar Bastion now and relentlessly drills the knights she trains. She clearly misses working in the field."],["2","Grumpy Veteran. Howart, an older human, has mentored many young adventurers, but most were smart enough to listen to his advice... unlike you lot, who seem to think you know everything."],["3","Busy Supervisor. Theira, a frazzled elf, has so many irons in the fire, so many projects to keep track of! Of course you're not imposing, she says, but can you get quickly to the point, please?"],["4","Distracted Researcher. Haddick, a middle-aged halfling, spends most of her time in the Library Tower at the Solar Bastion. Even when she's not at the library, or when she's talking to you, it's pretty clear that her mind is still there, focused on her latest subject of research."],["5","Lonely Knight. Jared, a human knight of the Solar Bastion with a distinguished career, has traveled the multiverse alone so long he's become isolated and unsure of himself in social situations. He wants to help but needs encouragement to regain his naturally friendly demeanor."],["6","Hilarion. The solar speaks to you directly, via the {@spell Sending} spell or after summoning you to the Solar Bastion."]],"name":"Solar Bastion Contact","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Member Roles","colLabels":["Role","Backgrounds"],"colStyles":["col-6","col-6"],"rows":[["Counselor","{@background Charlatan}, {@background entertainer}, {@background noble}"],["Curse-breaker","{@background Acolyte}, {@background folk hero}, {@background hermit}, {@background soldier}"],["Investigator","{@background Variant Criminal (Spy)||Criminal}, {@background sage}, {@background sailor}"],["Researcher","{@background Variant Guild Artisan (Guild Merchant)||Guild artisan}, {@background sage}"],["Tracker","{@background Outlander}, {@background urchin}"]],"name":"Solar Bastion Specialists; Solar Bastion Member Roles","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Solar Bastion Quests","colLabels":["d8","Quest"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aid and Counsel. Your contact has learned another group of adventurers has discovered a {@item Deck of Many Things}. Find them before they draw from it, and warn them of its dangers—or help them get out of the mess their draws bring upon them."],["2","Research. A rare tome said to describe early encounters with Decks of Many Things is thought to lie in the hoard of a dragon. Retrieve it!"],["3","Track Rifflers. {@creature Riffler|BMT|Rifflers} (see {@book chapter 21|BMT|20|Riffler}) have been active in a remote countryside. Find out if they have a {@item Deck of Many Things}, and ensure they don't give it to a hapless mortal."],["4","Stay Ahead of the Grim Harrow. Riders of the Grim Harrow (see {@book chapter 19|BMT|18}) are terrorizing a village as they search for a {@item Deck of Many Things}. Figure out where they're going, and get there before they do!"],["5","Find {@creature Euryale|BMT}. Rumors of a reclusive medusa are spreading through a city. There's a slim chance the medusa could be {@creature Euryale|BMT}, who could lead the knights to {@creature Asteria|BMT}. Determine the medusa's identity and secretly follow her trail, if any, to {@creature Asteria|BMT}."],["6","Prevent Misuse. A {@creature Hierophant of the Comet|BMT|hierophant} of the Heralds of the Comet (see {@book chapter 12|BMT|11|Hierophant of the Comet}) has acquired a few cards from the original {@item Deck of Many Things}. Ensure the complete artifact doesn't fall into her hands."],["7","Combat a Curse. After plundering a dragon's hoard, adventurers attract constant ill luck. Make sure the treasure isn't cursed; if it is, ensure they aren't spreading the curse as they spend the gold."],["8","Contain an Evil Artifact. The blights and ruination befalling a region suggest someone there is casting spells from the {@item Book of Vile Darkness} or perhaps wielding the {@item Wand of Orcus}. Do whatever is necessary to stop this person, and bring the evil artifact back to Hilarion so it can be contained."]],"name":"Solar Bastion Quests","source":"BMT","chapter":{"name":"Sun","ordinal":{"type":"chapter","identifier":10},"index":9}},{"caption":"Apocalyptic Warnings","colLabels":["d12","Warning"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A large star or comet appears in the night sky, shedding as much light as the full moon."],["2","A constant stream of meteors is visible in the sky, even during the day, always moving in the same direction."],["3","The sky turns sickly green or bruised purple."],["4","The water of a river or a lake or along a coastline turns to blood, acid, or blue sand."],["5","All creatures born on a particular day (including livestock and wild animals) have a common feature, such as incandescent eyes, a fiery halo, or brightly glowing blood that is visible through the skin."],["6","Locusts, cicadas, wasps, spiders, or snakes swarm in unimaginable numbers."],["7","Earthquakes shake the ground with increasing frequency and strength."],["8","A warning message in countless languages appears all over a city's walls."],["9","A hermit who is a local legend comes to town and delivers a warning."],["10","A dead angel falls from the sky in a fireball that strikes the earth, leaving a charred skeleton with burnt wings and a scorched trumpet."],["11","Everyone has the exact same dream, in which a disembodied presence delivers a warning."],["12","All children simultaneously stop what they're doing and convey the same warning in unison."]],"name":"Apocalyptic Warnings","source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Apocalyptic Calamities","colLabels":["d12","Calamity"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The {@creature tarrasque} awakens. (A {@creature kraken}, an {@creature empyrean}, or another titan might also serve as an agent of apocalyptic wrath.)"],["2","A deadly plague that's resistant to curative magic sweeps the land."],["3","A prolonged drought leads to terrible famine."],["4","A volcano (or chain of volcanoes) erupts."],["5","A large asteroid crashes into the world."],["6","A vast sinkhole opens, swallowing a city into the Underdark or one of the Lower Planes, or releasing hordes of Fiends."],["7","The gods are stripped of their power and are forced to occupy mortal forms."],["8","The world is drawn into another plane of existence."],["9","The gods war among themselves or against incredibly powerful alien beings."],["10","Magic goes awry, creating random zones of wild magic (where casting any spell of 1st level or higher causes a roll on the {@table Wild Magic Surge|PHB|Wild Magic Surge table} in the {@book Player's Handbook|PHB}) and dead magic (like an {@spell Antimagic Field} spell on a larger scale)."],["11","The corpse of a slain god falls to the earth."],["12","Every Dragon is consumed with unthinking rage and unleashes devastation on those living nearby."]],"name":"Apocalyptic Calamities","source":"BMT","chapter":{"name":"Comet","ordinal":{"type":"chapter","identifier":12},"index":11}},{"caption":"Common Zodiac Associations","colLabels":["Sign","Nickname","Prominence","Birthstone","Creature","Color","Ability Score"],"colStyles":["col-1-8","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7","col-1-7"],"rows":[["{@book Skull|BMT|12|Skull}","The Watcher","Midwinter","Onyx","Imp","Black, white","Constitution"],["{@book Balance|BMT|12|Balance}","The Merchant","Late winter","Quartz","Fish","Orange","Intelligence"],["{@book Sage|BMT|12|Sage}","The Wise One","Early spring","Garnet","Sphinx","Purple","Intelligence"],["{@book Throne|BMT|12|Throne}","The Everlasting","Midspring","Ruby","Dragon","Gold","Charisma"],["{@book Key|BMT|12|Key}","The Child","Late spring","Opal","Cat","Silver","Wisdom"],["{@book Flames|BMT|12|Flames}","The Lovers","Early summer","Moonstone","Unicorn","Pink","Charisma"],["{@book Knight|BMT|12|Knight}","The Dragon Slayer","Midsummer","Diamond","Griffon","Blue","Strength"],["{@book Euryale|BMT|12|Euryale}","The Gardener","Late summer","Emerald","Basilisk","Green","Wisdom"],["{@book Rogue|BMT|12|Rogue}","Night's Edge","Early autumn","Jet","Rat","Black","Dexterity"],["{@book Gem|BMT|12|Gem}","The Genie","Midautumn","Blue sapphire","Whale","Indigo","Strength"],["{@book Talons|BMT|12|Talons}","The Elder","Late autumn","Jade","Owlbear","Yellow","Constitution"],["{@book Jester|BMT|12|Jester}","The Nilbog","Early winter","Pearl","Goose","Red","Dexterity"]],"name":"Common Zodiac Associations","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Zodiac Phenomena","colLabels":["d12","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Skull. The unliving surge with renewed zeal. Undead in the region gain 13 ({@dice 3d8}) {@book temporary hit points|PHB|9|Temporary Hit Points} daily at dusk."],["2","Balance. Each creature in the region intuitively knows the immunities, resistances, and vulnerabilities of any creature it sees in the region."],["3","Sage. Emotions are muted in the region, but minds open to new ideas. Creatures in the region have advantage on Charisma checks made to improve the attitude of other creatures in the region."],["4","Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the {@condition frightened} condition."],["5","Key. A creature can unlock an object in this region simply by touching it, even if the lock is magical."],["6","Flames. Emotions in the region become more intense. Whenever a creature in the region tries to alter the attitude of another, a failed Charisma check always results in the latter creature turning hostile if it wasn't hostile already."],["7","Knight. Spectral knights routinely fly across the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on initiative count 20 (losing initiative ties), the knights deal 9 ({@dice 2d8}) force damage to each of the characters' enemies. After the battle, the knights bow, then disappear."],["8","Euryale. Natural vegetation in the region grows poisonous thorns. A creature that enters or ends its turn in {@book difficult terrain|PHB|8|Difficult Terrain} caused by this vegetation must succeed on a DC 12 Constitution saving throw or take 7 ({@dice 2d6}) poison damage. If this damage reduces a creature to 0 hit points, the creature instead has 1 hit point and has the {@condition petrified} condition until that condition is removed by the {@spell Greater Restoration} spell or similar magic."],["9","Rogue. Sneaks find their efforts easier in the region. Creatures in the region make Dexterity ({@skill Stealth}) checks with advantage."],["10","Gem. At midnight on a clear night, the stars appear to multiply tenfold, then rain down to the ground as minuscule silver meteorites. In all, 100 gp worth of silver falls harmlessly from the sky, scattered throughout the region."],["11","Talons. Some magic is suppressed in the region. Common magic items, cantrips, and 1st-level spells don't function within this area."],["12","Jester. Misfortune besets people in the region. Whenever a Humanoid in the region makes an ability check or an attack roll and rolls a 1 on the {@dice d20}, it has the {@condition incapacitated} condition until the end of its next turn, as it is magically overcome with laughter."]],"name":"Zodiac Phenomena","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Telescope Travel Mishaps","colLabels":["d6","Mishap"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The travelers appear adrift in the Astral Sea."],["2","The travelers appear on a different plane of existence, determined randomly or chosen by the DM."],["3","Excess cosmic energy overloads the telescope, causing it to explode. Each creature within 60 feet of the telescope takes {@dice 8d6} necrotic damage. Any Humanoid who survives this damage is transformed into a different kind of creature, as if it had been subject to the {@spell Reincarnate} spell."],["4","A creature from the Astral Sea (such as a {@creature githyanki knight}) appears within 60 feet of the telescope. The DM decides its attitude."],["5","The travelers appear on a different planet or celestial body in the Wildspace system nearest to their target destination."],["6","The travelers arrive at their intended destination, but they each appear coated in harmless slime."]],"name":"Telescope Travel Mishaps","source":"BMT","chapter":{"name":"Star","ordinal":{"type":"chapter","identifier":13},"index":12}},{"caption":"Seelie Market Introductions","colLabels":["d6","Introduction"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A strange trail of toadstools leads off the beaten path into the nearby woods."],["2","A pixie beckons you to follow her, promising you a sight beyond your wildest dreams."],["3","A man stumbles from the forest. He doesn't speak, but his arms are full of delicious-looking fruit."],["4","The party hears chattering voices and the music of panpipes coming from a secluded area."],["5","In the distance, the party sees a descending dragon pulling a caravan of wagons."],["6","A dragon's gentle voice calls out to the characters in their dreams, giving them directions to the market but no further details."]],"name":"Seelie Market Introductions","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fey Fruit Effects","colLabels":["d10","Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Every 10 minutes, the creature must eat another fey fruit or make a DC 10 Constitution saving throw, gaining 1 level of {@condition exhaustion} on a failed save. Magic that ends the {@condition charmed} condition cures the cravings, which otherwise end after 1 hour."],["2","The creature turns a sickly green and has the {@condition poisoned} condition for 1 hour."],["3","The creature can't deliberately lie for 24 hours."],["4","The creature can't understand any language for the next 8 hours."],["5","The creature turns into a {@creature Faerie Dragon (Violet)||faerie dragon}, as if by a {@spell True Polymorph} spell that has a duration of 24 hours."],["6","Regenerative bark covers the creature's skin, granting the effects of a {@spell Barkskin} spell for 24 hours."],["7","The creature and anything it is wearing or carrying become {@condition invisible} for 24 hours. This invisibility ends early immediately after the creature attacks or casts a spell."],["8","The creature gains the benefits of a {@spell Speak with Animals} spell for 8 hours."],["9","The creature gains {@dice 4d4 + 4} {@book temporary hit points|PHB|9|Temporary Hit Points}."],["10","The creature sprouts dragonfly-like wings, gaining a flying speed of 30 feet for 1 hour."]],"name":"Fruit Stalls; Fey Fruit Effects","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Secondhand Steals","colLabels":["d8","Secondhand Steal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of small, rose-tinted glasses with round lenses"],["2","A droopy potted plant in an old boot"],["3","A rusty metal goblet shaped like a frog opening its mouth to the sky"],["4","A wide-brimmed, palm-frond sunhat that has been chewed on"],["5","A utensil shaped like a fork on one end and a spoon on the other"],["6","A thick, sun-yellowed book on seasonal agriculture written in Halfling"],["7","A well-used squeaky toy in the shape of a garden gnome with a red hat"],["8","A glass statuette of a rust monster"]],"name":"Secondhand Trinkets; Secondhand Steals","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Lavender's Spell Scrolls","colLabels":["Spell Level","Spell Scroll"],"colStyles":["col-2 text-center","col-10"],"rows":[["1st","{@spell Cure Wounds}, {@spell Faerie Fire}"],["2nd","{@spell Moonbeam}, {@spell Protection from Poison}"],["3rd","{@spell Antagonize|BMT}*"]],"footnotes":["*This spell appears in {@book chapter 7|BMT|6|Antagonize}."],"name":"Lavender's Spell Scrolls","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Fortunes","colLabels":["{@dice 1d9|Card}","Fortune"],"colStyles":["col-2 text-center","col-10"],"rows":[[{"type":"cell","roll":{"exact":1},"entry":"Comet"},"\"Carry a lit flame with you at all times. You will be rewarded with wondrous treasure.\""],[{"type":"cell","roll":{"exact":2},"entry":"Fates"},"\"You are fated to witness a terrible catastrophe. Take solace in knowing there is nothing you can do to stop it.\""],[{"type":"cell","roll":{"exact":3},"entry":"Fool"},"\"Someone who seems helpless will call for your aid. Do not trust them.\""],[{"type":"cell","roll":{"exact":4},"entry":"Key"},"\"A dream will bring answers to the questions you seek.\""],[{"type":"cell","roll":{"exact":5},"entry":"Knight"},"\"Someone will offer you their services in a time of great need. Trust them.\""],[{"type":"cell","roll":{"exact":6},"entry":"Rogue"},"\"A foe is hunting you. They seek vengeance and shall arrive soon.\""],[{"type":"cell","roll":{"exact":7},"entry":"Ruin"},"\"You will soon lose something you hold dear.\""],[{"type":"cell","roll":{"exact":8},"entry":"Sage"},"\"Give advice freely and often. It will save another's life in the near future, earning you their loyalty.\""],[{"type":"cell","roll":{"exact":9},"entry":"Throne"},"\"Great responsibility shall be thrust upon you. Only you will know if you are ready.\""]],"name":"Fortune-Telling; Fortunes","source":"BMT","chapter":{"name":"Jester","ordinal":{"type":"chapter","identifier":14},"index":13}},{"caption":"Ruin Encounters","colLabels":["1d12","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Animals—such as a {@creature brown bear}, {@creature giant owl}, or pack of {@dice 2d6} {@creature Wolf||wolves}—attack, made vicious by the effect of Baphomet's temple deep under the hill."],["2","{@dice 2d4} {@creature Minotaur Archaeologist|BMT|minotaur archaeologists} explore the hill, looking for artifacts and places to dig."],["3","{@dice 1d6} {@creature Minotaur Infiltrator|BMT|minotaur infiltrators} are performing a bloody rite to Baphomet; if there are six, one is their leader, {@creature Brusipha|BMT} (both stat blocks appear in this chapter). If discovered, the minotaurs attack to conceal their activity from outsiders."],["4","{@dice 1d3} {@creature Displacer Beast||displacer beasts}, pets of the green hags, are on the prowl; alternatively, use {@creature Yeth Hound|MPMM|yeth hounds} from {@book Mordenkainen Presents: Monsters of the Multiverse|MPMM}."],["5","A plaintive howl echoes over the hill. Characters who succeed on a DC 12 Wisdom ({@skill Perception}) check identify the source as the collapsed bell tower in the Feygrove, where a young {@creature displacer beast} is trapped."],["6","A {@creature green hag} from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to conceal herself as a dryad and invites the characters to the Feygrove, then returns to her coven and sets a trap for the characters."],["7","Vegetation on the hillside has grown into a hedge maze due to the magical influence of Baphomet's temple. Navigating the maze requires 1 hour and a successful DC 18 Wisdom ({@skill Survival}) check."],["8","Mekkalath's presence prompts a fiery eruption. Creatures in a 5-foot-radius, 20-foot-high cylinder must succeed on a DC 15 Dexterity saving throw or take 17 ({@dice 5d6}) fire damage."],["9","{@dice 1d3} {@creature Fire Elemental||fire elementals} drawn from the Elemental Plane of Fire by Mekkalath's aura wander the hill."],["10","Spiders from the Feygrove are on the prowl; they include {@dice 2d4} {@creature Giant Spider||giant spiders} plus either {@dice 1d3} {@creature Phase Spider||phase spiders} or 1 {@creature ruin spider|BMT} (see {@book chapter 21|BMT|20|Ruin Spider})."],["11","A lone {@creature githyanki warrior} hunts for tonight's meal."],["12","A {@creature red slaad}, dropped here by the comet that recently overflew the site, searches the hill for any way to lift the wards around the watchtower."]],"name":"Random Encounters; Ruin Encounters","source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Visions of Ioun","colLabels":["1d6","Vision"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Minotaurs dig beneath the hill and build a temple to Bahamut and other gods."],["2","Minotaurs clad in the garb of a bestial cult summon demons and slay other minotaur priests in a horrific bloodbath."],["3","Monks and knights travel to the hill and construct the abbey at its summit."],["4","Knights defeat a hobgoblin warlord and bring back a {@item Deck of Many Things} and other trophies."],["5","As an army besieges the abbey, a knight draws the Skull card from a {@item Deck of Many Things}. Skull-headed Undead appear and massacre everyone they see."],["6","A huge red dragon emerges from the catacombs beneath the abbey to make his lair atop the hill. Among his treasures is a {@item Deck of Many Things}."]],"name":"Feygrove; Visions of Ioun","source":"BMT","chapter":{"name":"Ruin","ordinal":{"type":"chapter","identifier":16},"index":15}},{"caption":"Marks of the Donjon","colLabels":["d6","Curse"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","The character can't stop shivering."],["2","The character's vision is limited to a 5-foot-wide line pointing in a single direction."],["3","The character gets nauseous near windows or doorways. If the character moves through such a threshold, the character has disadvantage on saving throws for 1 minute."],["4","The character is plagued by nightmares of metal constructs."],["5","The character is disoriented by wide-open spaces and has no sense of direction outdoors."],["6","While in sunlight, the character has disadvantage on attack rolls."]],"name":"Mark of the Donjon; Marks of the Donjon","source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Drone Patrols","colLabels":["d6","Patrol Composition"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–2","{@dice 1d6} {@creature Quadrone Detention Drone|BMT|quadrones}"],["3","{@dice 1d4} suits of {@creature Animated Armor Detention Drone|BMT|animated armor}"],["4–5","2 {@creature Helmed Horror Detention Drone|BMT|helmed horrors}"],["6","1 {@creature Advanced Detention Drone|BMT|shield guardian}"]],"name":"Drone Patrols","source":"BMT","chapter":{"name":"Donjon","ordinal":{"type":"chapter","identifier":17},"index":16}},{"caption":"Gem Shards","colLabels":["Attack Roll or Check Total","Thunder Damage","Gemstone Value"],"colStyles":["col-4","col-4","col-4"],"rows":[["5 or lower","33 ({@dice 6d10})","10 gp"],["10–14","22 ({@dice 4d10})","50 gp"],["15–19","11 ({@dice 2d10})","100 gp"],["20–24","5 ({@dice 1d10})","500 gp"],["25–29","—","1,000 gp"],["30 or higher","—","5,000 gp"]],"name":"Gem Shards","source":"BMT","chapter":{"name":"Void","ordinal":{"type":"chapter","identifier":18},"index":17}},{"caption":"Stat Blocks by Challenge Rating","colLabels":["CR","Stat Block","Creature Type","Chapter"],"colStyles":["col-2 text-center","col-6","col-2","col-2 text-center"],"rows":[["1/4","{@creature Minotaur archaeologist|BMT}","Humanoid","{@book 16|BMT|15}"],["1/2","{@creature Aspirant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["1","{@creature Harrow hawk|BMT}","Undead","{@book 21|BMT|20}"],["2","{@creature Minotaur infiltrator|BMT}","Humanoid","{@book 16|BMT|15}"],["2","{@creature Oddlewin|BMT}","Fey","{@book 14|BMT|13}"],["3","{@creature Brusipha|BMT}","Humanoid","{@book 16|BMT|15}"],["3","{@creature Harrow hound|BMT}","Undead","{@book 19|BMT|18}"],["3","{@creature Living portent|BMT}","Celestial","{@book 21|BMT|20}"],["4","{@creature Fate hag|BMT}","Fey","{@book 21|BMT|20}"],["4","{@creature Initiate of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["4","{@creature Werevulture|BMT}","Fiend","{@book 21|BMT|20}"],["5","{@creature Ambitious assassin|BMT}","Humanoid","{@book 6|BMT|5}"],["5","{@creature Riffler|BMT}","Fey","{@book 21|BMT|20}"],["5","{@creature Ruin spider|BMT}","Monstrosity","{@book 21|BMT|20}"],["5","{@creature Sir Jared|BMT}","Humanoid","{@book 10|BMT|9}"],["7","{@creature Talon beast|BMT}","Monstrosity","{@book 21|BMT|20}"],["9","{@creature Boss Augustus|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Boss Delour|BMT}","Monstrosity","{@book 11|BMT|10}"],["9","{@creature Gremorly's ghost|BMT}","Undead","{@book 15|BMT|14}"],["9","{@creature Solar Bastion knight|BMT}","Humanoid","{@book 10|BMT|9}"],["11","{@creature Enchanting infiltrator|BMT}","Fey","{@book 6|BMT|5}"],["11","{@creature Hierophant of the Comet|BMT}","Humanoid","{@book 12|BMT|11}"],["14","{@creature Breath drinker|BMT}","Aberration","{@book 18|BMT|17}"],["14","{@creature Hulgaz|BMT}","Fiend","{@book 20|BMT|19}"],["15","{@creature Grim Champion of Pestilence|BMT}","Undead","{@book 19|BMT|18}"],["17","{@creature Hierophant medusa|BMT}","Monstrosity","{@book 21|BMT|20}"],["17","{@creature Otherworldly corrupter|BMT}","Aberration","{@book 6|BMT|5}"],["18","{@creature Asteria|BMT}","Humanoid","{@book 22|BMT|21}"],["18","{@creature Euryale|BMT}","Monstrosity","{@book 22|BMT|21}"],["18","{@creature Malaxxix|BMT}","Fiend","{@book 20|BMT|19}"],["20","{@creature Grim Champion of Bloodshed|BMT}","Undead","{@book 19|BMT|18}"],["21","{@creature Pazrodine|BMT}","Dragon","{@book 14|BMT|13}"],["21","{@creature Veiled presence|BMT}","Celestial","{@book 6|BMT|5}"],["22","{@creature Aurnozci|BMT}","Fiend","{@book 20|BMT|19}"],["25","{@creature Grim Champion of Desolation|BMT}","Undead","{@book 19|BMT|18}"]],"name":"Monsters in This Book; Stat Blocks by Challenge Rating","source":"BMT","chapter":{"name":"Talons","ordinal":{"type":"chapter","identifier":21},"index":20}},{"caption":"Cair Ophidian Flowers","colLabels":["d20","Flower"],"colStyles":["col-2 text-center","col-10"],"rows":[["1–10","Nonmagical Flower. This bloom has no magical properties but is very pretty."],["11–14","Swift Lily. This flower crackles with energy. As a bonus action, you can crush the flower to increase your speed by 30 feet until the start of your next turn. The flower is then destroyed. The flower loses its magic {@dice 1d6} days after being plucked."],["15–17","Drowsing Lavender. This stalk of purple blooms glows faintly. As an action, you can wave it at a creature within your reach. The creature must succeed on a DC 17 Wisdom saving throw or have the {@condition unconscious} condition until the start of your next turn. Once used this way, the flower is destroyed. The flower loses its magic {@dice 1d8} days after being plucked."],["18–19","Iron Peony. This flower's petals are silver-tipped. As a bonus action, you can crush the flower to gain resistance to all damage until the start of your next turn. The flower is then destroyed. This flower loses its magic {@dice 1d12} days after being plucked."],["20","Wishing Lion. This flower appears as a dandelion with a tiny lion head embedded in the fluff. As an action, you can blow on the fluff and cast the {@spell Wish} spell. The flower is then destroyed. This flower retains its magic until the spell is cast."]],"name":"Cair Ophidian Flowers","source":"BMT","chapter":{"name":"Euryale","ordinal":{"type":"chapter","identifier":22},"index":21}},{"caption":"Fortune Tellers","page":12,"colLabels":["d6","Fortune Teller"],"colStyles":["col-1 text-center","col-11"],"rows":[["1","An entertainer at a street fair or civic festival, who emphasizes that this card reading is \"for entertainment purposes only\""],["2","A professional fortune teller with a shop in a small town, who tries to inject the reading with elements of romance"],["3","A seer in a temple, whose eyes are closed throughout the reading and who couches everything in terms of the will of a certain god"],["4","A hag who cackles gleefully at every hint of danger or destruction in the reading"],["5","A haunted deck of cards that lays itself out and narrates the reading in a distant, ghostly echo"],["6","A member of the {@book Heralds of the Comet|BMT|11|Heralds of the Comet} (an apocalyptic cult described in The Book of Many Things), who stresses danger and destruction in the reading"]],"name":"Using an Adventure Spread During Play; Fortune Tellers","source":"DMTCRG","chapter":{"name":"Adventure Spreads","index":2}},{"caption":"Wild Magic","colLabels":["d8","Magical Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points."],["2","You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action."],["3","An intangible spirit, which looks like a {@creature flumph} or a {@creature pixie} (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 1d6} force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action."],["4","Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn."],["5","Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution."],["6","Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus."],["7","Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies."],["8","A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition blinded} until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action."]],"name":"Wild Magic","source":"TCE","srd":false,"page":25,"parentEntity":{"type":"subclass","name":"Path of Wild Magic","shortName":"Wild Magic","source":"TCE","className":"Barbarian","classSource":"PHB"}},{"caption":"Wild Magic Surge","colLabels":["{@dice d100}","Effect"],"colStyles":["col-1 text-center","col-11"],"rows":[["01-02","Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls."],["03-04","For the next minute, you can see any {@condition invisible} creature if you have line of sight to it."],["05-06","A {@filter modron|bestiary|source=mm|search=modron} chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later."],["07-08","You cast {@spell fireball} as a 3rd-level spell centered on yourself."],["09-10","You cast {@spell magic missile} as a 5th-level spell."],["11-12","Roll a {@dice d10}. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow."],["13-14","You cast {@spell confusion} centered on yourself."],["15-16","For the next minute, you regain 5 hit points at the start of each of your turns."],["17-18","You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face."],["19-20","You cast {@spell grease} centered on yourself."],["21-22","Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw."],["23-24","Your skin turns a vibrant shade of blue. A {@spell remove curse} spell can end this effect."],["25-26","An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ({@skill Perception}) checks that rely on sight."],["27-28","For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action."],["29-30","You teleport up to 60 feet to an unoccupied space of your choice that you can see."],["31-32","You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied."],["33-34","Maximize the damage of the next damaging spell you cast within the next minute."],["35-36","Roll a {@dice d10}. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older."],["37-38","{@dice 1d6} {@creature flumph||flumphs} controlled by the DM appear in unoccupied spaces within 60 feet of you and are {@condition frightened} of you. They vanish after 1 minute."],["39-40","You regain {@dice 2d10} hit points."],["41-42","You turn into a potted plant until the start of your next turn. While a plant, you are {@condition incapacitated} and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts."],["43-44","For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns."],["45-46","You cast {@spell levitate} on yourself."],["47-48","A {@creature unicorn} controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later."],["49-50","You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth."],["51-52","A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to {@spell magic missile}."],["53-54","You are immune to being intoxicated by alcohol for the next {@dice 5d6} days."],["55-56","Your hair falls out but grows back within 24 hours."],["57-58","For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame."],["59-60","You regain your lowest-level expended spell slot."],["61-62","For the next minute, you must shout when you speak."],["63-64","You cast {@spell fog cloud} centered on yourself."],["65-66","Up to three creatures you choose within 30 feet of you take {@damage 4d10} lightning damage."],["67-68","You are {@condition frightened} by the nearest creature until the end of your next turn."],["69-70","Each creature within 30 feet of you becomes {@condition invisible} for the next minute. The invisibility ends on a creature when it attacks or casts a spell."],["71-72","You gain resistance to all damage for the next minute."],["73-74","A random creature within 60 feet of you becomes {@condition poisoned} for {@dice 1d4} hours."],["75-76","You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is {@condition blinded} until the end of its next turn."],["77-78","You cast {@spell polymorph} on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration."],["79-80","Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute."],["81-82","You can take one additional action immediately."],["83-84","Each creature within 30 feet of you takes {@damage 1d10} necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt."],["85-86","You cast {@spell mirror image}."],["87-88","You cast {@spell fly} on a random creature within 60 feet of you."],["89-90","You become {@condition invisible} for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell."],["91-92","If you die within the next minute, you immediately come back to life as if by the {@spell reincarnate} spell."],["93-94","Your size increases by one size category for the next minute."],["95-96","You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute."],["97-98","You are surrounded by faint, ethereal music for the next minute."],["99-00","You regain all expended sorcery points."]],"name":"Wild Magic Surge","source":"PHB","srd":false,"page":103,"parentEntity":{"type":"subclass","name":"Wild Magic","shortName":"Wild","source":"PHB","className":"Sorcerer","classSource":"PHB"}},{"caption":"Potions for Sale","colLabels":["Potion of...","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["{@item potion of Healing||Healing}","50 gp"],["{@item potion of Climbing||Climbing}","75 gp"],["{@item potion of Animal friendship||Animal friendship}","100 gp"],["{@item potion of Greater healing||Greater healing}","100 gp"],["{@item potion of Water breathing||Water breathing}","100 gp"],["{@item potion of Superior healing||Superior healing}","500 gp"],["{@item potion of Supreme healing||Supreme healing}","5,000 gp"],["{@item potion of Invisibility||Invisibility}","5,000 gp"]],"name":"Potions for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Spell Scrolls for Sale","colLabels":["Spell Level","Cost"],"colStyles":["col-4 text-center","col-4 text-center","col-4 text-center"],"rows":[["Cantrip","25 gp"],["1st","75 gp"],["2nd","150 gp"],["3rd","300 gp"],["4th","500 gp"],["5th","1,000 gp"]],"name":"Spell Scrolls for Sale","source":"XGE","parentEntity":{"type":"variantrule","name":"Shared Campaign Variant Rules","source":"XGE"}},{"caption":"Lorehold Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A map made of concentric circles that can be rotated around the page"],["2","A puzzle box bedecked with amber"],["3","A dented brass compass with a red needle"],["4","The head of a broken statue that houses the consciousness of a snarky sage"],["5","A sheet of parchment embossed with tactile lettering, glowing red"],["6","A broken dagger with a wavy blade and a serpentine hilt"]],"name":"Lorehold Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Lorehold Student","source":"SCC"}},{"caption":"Prismari Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A pair of rose-tinted glasses with glittery frames"],["2","A stoppered glass bottle that, when opened, plays a brassy orchestral piece"],["3","A quartet of hovering water motes in a vial"],["4","A bandolier of watercolor paints"],["5","A tiara capped with a crystal that crackles with harmless lightning"],["6","An iridescent quill"]],"name":"Prismari Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Prismari Student","source":"SCC"}},{"caption":"Quandrix Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A small succulent in a dodecahedral clay pot"],["2","A blue knit hat that looks a bit like a bottle folding in on itself"],["3","A model hypercube carved from green crystal, showcasing the fourth dimension"],["4","A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a famous Quandrix professor"],["5","A blue tetrahedron that, when tapped twice, projects a recording of an old mathematics lecture"],["6","A round bread roll cut so that someone could spread butter on both halves without ever lifting the knife"]],"name":"Quandrix Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Quandrix Student","source":"SCC"}},{"caption":"Silverquill Trinkets","colLabels":["d6","Trinket"],"colStyles":["col-2 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which occasionally wriggles"],["5","A notebook containing waterproof paper"],["6","A necklace of five small vials, each filled with luminescent white liquid"]],"name":"Witherbloom Trinkets","source":"SCC","parentEntity":{"type":"background","name":"Witherbloom Student","source":"SCC"}},{"name":"Arctic Encounters (Levels 1—4)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02-05","{@dice 1d6 + 3} {@creature kobold||kobolds}"],["06-08","{@dice 1d4 + 3} trappers ({@creature commoner||commoners})"],["09-10","1 {@creature owl}"],["11-12","{@dice 2d4} {@creature blood hawk||blood hawks}"],["13-17","{@dice 2d6} {@creature bandit||bandits}"],["18-20","{@dice 1d3} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["21-25","The partially eaten carcass of a mammoth, from which {@dice 1d4} weeks of rations can be harvested."],["26-29","{@dice 2d8} hunters {@creature tribal warrior||tribal warriors}"],["30-35","1 {@creature half-ogre (ogrillon)||half-ogre}"],["36-40","Single-file tracks in the snow that stop abruptly"],["41-45","{@dice 1d3} {@creature ice mephit||ice mephits}"],["46-50","1 {@creature brown bear}"],["51-53","{@dice 1d6 + 1} {@creature orc||orcs}"],["54-55","1 {@creature polar bear}"],["56-57","{@dice 1d6} {@creature scout||scouts}"],["58-60","1 {@creature saber-toothed tiger}"],["61-65","A frozen pond with a jagged hole in the ice that appears recently made"],["66-68","1 {@creature berserker}"],["69-70","1 {@creature ogre}"],["71-72","1 {@creature griffon}"],["73-75","1 {@creature druid}"],["76-80","{@dice 3d4} refugees ({@creature commoner||commoners}) fleeing from orcs"],["81","{@dice 1d3} {@creature veteran||veterans}"],["82","{@dice 1d4} {@creature orog||orogs}"],["83","2 {@creature brown bear||brown bears}"],["84","1 {@creature orc Eye of Gruumsh} and {@dice 2d8} {@creature orc||orcs}"],["85","{@dice 1d3} {@creature winter wolf||winter wolves}"],["86-87","{@dice 1d4} {@creature yeti||yetis}"],["88","1 {@creature half-ogre (ogrillon)||half-ogre}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["91","1 {@creature revenant}"],["92-93","1 {@creature troll}"],["94-95","1 {@creature werebear}"],["96-97","1 {@creature young remorhaz}"],["98","1 {@creature mammoth}"],["99","1 {@creature young white dragon}"],["00","1 {@creature frost giant}"]]},{"name":"Arctic Encounters (Levels 5—10)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","2 {@creature saber-toothed tiger||saber-toothed tigers}"],["06-07","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["08-10","{@dice 1d3 + 1} {@creature brown bear||brown bears}"],["11-15","{@dice 1d3} {@creature polar bear||polar bears}"],["16-20","{@dice 2d4} {@creature berserker||berserkers}"],["21-25","A half-orc {@creature druid} tending to an injured {@creature polar bear}. If the characters assist the druid, she gives them a vial of antitoxin."],["26-30","{@dice 2d8} {@creature scout||scouts}"],["31-35","{@dice 2d4} {@creature ice mephit||ice mephits}"],["36-40","{@dice 2d6 + 1} {@creature zombie||zombies} aboard a galleon trapped in the ice. Searching the ship yields {@dice 2d20} days of rations."],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d6 + 3} {@creature orc||orcs}"],["51-53","{@dice 1d6 + 2} {@creature ogre||ogres}"],["54-55","{@dice 2d4} {@creature griffon||griffons}"],["56-57","{@dice 1d4} {@creature veteran||veterans}"],["58-60","1 {@creature bandit captain} with 1 {@creature druid}, {@dice 1d3} {@creature berserker||berserkers}, and {@dice 2d10 + 5} {@creature bandit||bandits}"],["61-65","{@dice 1d4} hours of extreme cold (see chapter 5 of the {@italic Dungeon Master's Guide})"],["66-68","1 {@creature young remorhaz}"],["69-72","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 2d8 + 6} {@creature orc||orcs}"],["73-75","1 {@creature revenant}"],["76-80","A howl that echoes over the land for {@dice 1d3} minutes"],["81-82","{@dice 1d3} {@creature mammoth||mammoths}"],["83-84","1 {@creature young white dragon}"],["85-86","{@dice 2d4} {@creature winter wolf||winter wolves}"],["87-88","{@dice 1d6 + 2} {@creature yeti||yetis}"],["89-90","{@dice 1d2} {@creature frost giant||frost giants}"],["91-92","{@dice 1d3} {@creature werebear||werebears}"],["93-94","{@dice 1d4} {@creature troll||trolls}"],["95-96","1 {@creature abominable yeti}"],["97-98","1 {@creature remorhaz}"],["99","1 {@creature roc}"],["00","{@dice 2d4} {@creature young remorhaz||young remorhazes}"]]},{"name":"Arctic Encounters (Levels 11—16)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature abominable yeti}"],["02-04","{@dice 1d6} {@creature revenant||revenants}"],["05-10","{@dice 1d4 + 1} {@creature werebear||werebears}"],["11-20","{@dice 1d3} {@creature young white dragon||young white dragons}"],["21-25","A blizzard that reduces visibility to 5 feet for {@dice 1d6} hours"],["26-35","1 {@creature roc}"],["36-40","A herd of {@dice 3d20 + 60} caribou ({@creature deer}) moving through the snow"],["41-50","{@dice 1d4} {@creature mammoth||mammoths}"],["51-60","{@dice 1d8 + 1} {@creature troll||trolls}"],["61-65","A mile-wide frozen lake in which preserved corpses of strange creatures can be seen"],["66-75","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["76-80","A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids"],["81-90","1 {@creature adult white dragon}"],["91-96","{@dice 1d8 + 1} {@creature frost giant||frost giants}"],["97-99","{@dice 1d4} {@creature remorhaz||remorhazes}"],["00","1 {@creature ancient white dragon}"]]},{"name":"Arctic Encounters (Levels 17—20)","type":"table","source":"XGE","page":92,"caption":"Arctic Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d10} {@creature revenant||revenants}"],["03-04","{@dice 2d8} {@creature troll||trolls}"],["05-06","{@dice 2d10} {@creature werebear||werebears}"],["07-08","1 {@creature frost giant}"],["09-10","{@dice 2d4} {@creature young remorhaz||young remorhazes}"],["11-20","{@dice 1d4} {@creature frost giant||frost giants}"],["21-25","A Circular patch of black ice on the ground. The air temperature around the patch is warmer than in the surrounding area, and characters who inspect the ice find bits of machinery frozen within."],["26-35","1 {@creature ancient white dragon}"],["36-40","An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic item of the DM's choice"],["41-50","{@dice 1d3} {@creature abominable yeti||abominable yetis}"],["51-60","{@dice 1d4} {@creature remorhaz||remorhazes}"],["61-65","A 500-foot-high wall of ice that is 300 feet thick and spread across {@dice 1d4} miles"],["66-75","{@dice 1d4} {@creature roc||rocs}"],["76-80","The likeness of a stern woman with long, flowing hair, carved into the side of a mountain"],["81-90","{@dice 1d10} {@creature frost giant||frost giants} with {@dice 2d4} {@creature polar bear||polar bears}"],["91-96","{@dice 1d3} {@creature adult white dragon||adult white dragons}"],["97-99","{@dice 2d4} {@creature abominable yeti||abominable yetis}"],["00","1 {@creature ancient white dragon} with {@dice 1d3} {@creature young white dragon||young white dragons}"]]},{"name":"Astral Sea Encounters","type":"table","source":"BAM","page":6,"caption":"Astral Sea Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-02","1 {@creature aartuk starhorror|BAM}*† and {@dice 2d4} {@creature Aartuk Weedling|BAM|aartuk weedlings}*","{@dice 1d12}"],["03-09","1 {@creature archmage}† using the {@spell astral projection} spell","{@dice 1d10 + 3}"],["10-11","1 {@creature braxat|BAM}*","{@dice 1d8}"],["12","1 {@creature cosmic horror|BAM}* (70 percent chance it is asleep)","{@dice 1d6}"],["13-15","{@dice 1d4} {@creature Deva||devas}† on a divine errand","{@dice 1d12 + 3}"],["16-28","1 {@creature githyanki knight}† and {@dice 1d6} {@creature Githyanki Warrior||githyanki warriors}†","{@dice 1d10}"],["29-31","1 {@creature githyanki knight}† mounted on a {@creature young red dragon}","{@dice 1d8}"],["32","1 {@creature githzerai zerth}† being hunted by githyanki","{@dice 1d6 + 6}"],["33-38","{@dice 1d4} {@creature kindori|BAM}*","{@dice 1d6 + 3}"],["39","1 {@creature mercane|BAM}*† and 1 {@creature beholder} bodyguard","{@dice 1d8 + 4}"],["40","1 {@creature neh-thalggu|BAM}*† looking for a portal to the Far Realm","{@dice 1d10}"],["41-42","1 {@creature pentadrone}","{@dice 1d6 + 3}"],["43-44","1 {@creature planetar}† from a nearby astral dominion","{@dice 1d12 + 3}"],["45-47","{@dice 2d4} {@creature Psurlon|BAM|psurlons}*†","{@dice 1d8}"],["48-50","Gargantuan floating crystal obelisk of mysterious origin","—"],["51-52","{@dice 4d4} {@creature Quadrone||quadrones}","{@dice 1d6 + 3}"],["53","1 {@creature monodrone} that has gone rogue","{@dice 2d6 + 3}"],["54-56","{@dice 1d4} {@creature Gray Slaad||gray slaadi}† in Humanoid form","{@dice 1d10}"],["57-58","1 {@creature green slaad}†","{@dice 1d12}"],["59-63","{@dice 3d6} {@creature Gray Scavver|BAM|gray scavvers}*","{@dice 1d8}"],["64","1 {@creature solar}† watching over a dead god that drifts nearby","{@dice 1d12 + 3}"],["65-66","1 solar dragon* (your choice of {@creature Young Solar Dragon|BAM|young}, {@creature Adult Solar Dragon|BAM|adult}, or {@creature Ancient Solar Dragon|BAM|ancient})","{@dice 2d6}"],["67","1 {@creature starlight apparition|BAM}*","{@dice 2d6 + 2}"],["68-70","{@dice 1d8} {@creature Unicorn||unicorns} galloping merrily across the Astral Sea","{@dice 1d6 + 6}"],["71-00","1 spelljamming ship (roll on the Ship Encounters table)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"At Sea Encounters","type":"table","source":"DMG","page":118,"caption":"At Sea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Ghost ship"],["3","Friendly and curious bronze dragon"],["4","Whirlpool ({@chance 25} chance that the whirlpool is a portal to the Elemental Plane of Water)"],["5","{@creature Merfolk} traders"],["6","Passing warship (friendly or hostile)"],["7-8","Pirate ship (hostile)"],["9-10","Passing merchant ship (galley or sailing ship)"],["11-12","{@creature Killer whale} sighting"],["13-14","Floating debris"],["15","Longship crewed by hostile {@creature berserker||berserkers}"],["16","Hostile {@creature griffon||griffons} or {@creature harpy||harpies}"],["17","Iceberg (easily avoided if seen from a distance)"],["18","{@creature Sahuagin} boarding party"],["19","NPC in the water (clinging to floating debris)"],["20","Sea monster (such as a {@creature dragon turtle} or {@creature kraken})"]]},{"name":"Cloud Giant Encounters","type":"table","source":"BGG","page":44,"caption":"Cloud Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature cloud giant} seeking to learn the secrets of 1 {@creature spectral cloud|BGG} (attitude for both: {@dice 1d8})"],["2","1 {@creature cloud giant} (attitude: {@dice 1d12}) trading riddles with 1 {@creature djinni} (attitude: {@dice 1d6 + 4})"],["3","{@dice 1d6} {@creature Nothic||nothics} (attitude: {@dice 2d4 + 2}) coveting cloud giant arcana"],["4","1 {@creature cloud giant destiny gambler|BGG} (attitude: {@dice 1d8 + 2}) conferring with 1 {@creature mage} (attitude: {@dice 1d12})"],["5","{@dice 1d4} {@creature doppelganger} spies (attitude: {@dice 1d8 + 1}) posing as servants while they try to glean secrets"],["6","2 {@creature Cloud Giant||cloud giants} (attitude: {@dice 1d10 + 2}; roll separately for each) engaged in a wager or battle of wits"],["7","1 {@creature cloud giant} (attitude: {@dice 1d10 + 2}) training 1 {@creature spotted lion|BGG} (attitude: {@dice 1d4 + 1})"],["8","1 {@creature cloud giant of Evil Air|BGG} bossing around 2 {@creature Air Elemental||air elementals} (attitude for all: {@dice 1d6})"],["9","1 {@creature cloud giant} (attitude: {@dice 1d8 + 1}) hunting with 1 {@creature wyvern} (attitude: {@dice 1d6})"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d6 + 4}) trying to retrieve an {@creature owlbear} (attitude: {@dice 1d6}) on a rampage after running away from its giant owner"],["11","{@dice 1d4 + 1} {@creature Vampiric Mist|MPMM|vampiric mists} (attitude: {@dice 1d4 + 1}) lurking in a fog bank"],["12","1 {@creature cloud giant smiling one|MPMM} (attitude: {@dice 1d10}) seeking the {@book Misty Vale|BGG|4|Misty Vale} (see {@book chapter 4|BGG|4})"]]},{"name":"Coastal Encounters (Levels 1—4)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature pseudodragon}"],["02-05","{@dice 2d8} {@creature crab||crabs}"],["06-10","{@dice 2d6} fishers ({@creature commoner||commoners})"],["11","{@dice 1d3} {@creature poisonous snake||poisonous snakes}"],["12-13","{@dice 1d6} {@creature guard||guards} protecting a standard {@creature noble}"],["14-15","{@dice 2d4} {@creature scout||scouts}"],["16-18","{@dice 2d10} {@creature merfolk}"],["19-20","{@dice 1d6 + 2} {@creature sahuagin}"],["21-25","{@dice 1d4} {@creature ghoul||ghouls} feeding on corpses aboard the wreckage of a merchant ship. A search uncovers {@dice 2d6} bolts of ruined silk, a 50-foot length of rope. and a barrel of salted herring."],["26-27","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6 + 1} {@creature kobold||kobolds}"],["28-29","{@dice 2d6} {@creature tribal warrior||tribal warriors}"],["30-31","{@dice 3d4} {@creature kobold||kobolds}"],["32-33","{@dice 2d4 + 5} {@creature blood hawk||blood hawks}"],["34-35","{@dice 1d8 + 1} {@creature pteranodon||pteranodons}"],["36-40","A few dozen baby turtles struggling to make their way to the sea"],["41-42","{@dice 1d6 + 2} {@creature giant lizard||giant lizards}"],["43-44","{@dice 1d6 + 4} {@creature giant crab||giant crabs}"],["45-46","{@dice 2d4} {@creature stirge||stirges}"],["47-48","{@dice 2d6 + 3} {@creature bandit||bandits}"],["49-53","{@dice 2d4} {@creature sahuagin}"],["54-55","{@dice 1d6 + 2} {@creature scout||scouts}"],["56-60","1 {@creature sea hag}"],["61-65","A momentary formation in the waves that looks like an enormous humanoid face"],["66-70","1 {@creature druid}"],["71-75","{@dice 1d4} {@creature harpy||harpies}"],["76-80","A lone hermit ({@creature acolyte}) sitting on the beach contemplating the meaning of the multiverse"],["81","{@dice 1d4} {@creature berserker||berserkers}"],["82","{@dice 1d6} {@creature giant eagle||giant eagles}"],["83","{@dice 2d4} {@creature giant toad||giant toads}"],["84","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d4} {@creature merrow}"],["85","{@dice 3d6} {@creature sahuagin}"],["86","{@dice 1d4} {@creature veteran||veterans}"],["87","{@dice 1d2} {@creature plesiosaurus||plesiosauruses}"],["88","1 {@creature bandit captain} with {@dice 2d6} {@creature bandit||bandits}"],["89","{@dice 1d3} {@creature manticore||manticores}"],["90","1 {@creature banshee}"],["91-92","{@dice 1d4 + 3} {@creature griffon||griffons}"],["93-94","1 {@creature sahuagin priestess} with {@dice 1d3} {@creature merrow} and {@dice 2d6} {@creature sahuagin}"],["95-96","1 {@creature sahuagin baron}"],["97-98","1 {@creature water elemental}"],["99","1 {@creature cyclops}"],["00","1 {@creature young bronze dragon}"]]},{"name":"Coastal Encounters (Levels 5—10)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature giant wolf spider||giant wolf spiders}"],["02-03","{@dice 3d6} {@creature pteranodon||pteranodons}"],["04-05","{@dice 2d4} {@creature scout||scouts}"],["06-07","{@dice 1d6 + 2} {@creature sahuagin}"],["08","1 {@creature sea hag}"],["09-10","{@dice 1d4 + 1} {@creature giant toad||giant toads}"],["11-15","{@dice 3d6} {@creature sahuagin}"],["16-20","{@dice 2d6} {@creature giant eagle||giant eagles}"],["21-25","A {@creature pseudodragon} chasing gulls through the air"],["26-29","{@dice 1d2} {@creature druid||druids}"],["30-32","{@dice 2d4 + 1} {@creature giant toad||giant toads}"],["33-35","1 {@creature commoner} singing a dirge (day only) or 1 {@creature banshee} (night only)"],["36-40","A stoppered bottle containing an illegible note and half buried in the sand"],["41-43","3 {@creature sea hag||sea hags}"],["44-46","{@dice 1d8 + 1} {@creature harpy||harpies}"],["47-50","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["51-53","{@dice 1d4} {@creature manticore||manticores}"],["54-56","{@dice 2d4} {@creature ogre||ogres}"],["57-60","{@dice 1d10} {@creature griffon||griffons}"],["61-65","A battle at sea between two galleons"],["66-70","{@dice 1d4 + 3} {@creature merrow}"],["71-75","A pirate crew consisting of 1 {@creature bandit captain}, 1 {@creature druid}, 2 {@creature berserker||berserkers}, and {@dice 2d12} {@creature bandit||bandits}, all searching for buried treasure"],["76-80","A severed humanoid hand tangled in a net"],["81-82","1 {@creature water elemental}"],["83-84","1 {@creature cyclops}"],["85-86","{@dice 1d4} {@creature banshee||banshees} (night only)"],["87-88","{@dice 2d4} {@creature veteran||veterans}"],["89-90","1 {@creature young bronze dragon}"],["91-93","{@dice 1d3} {@creature cyclops||cyclopes}"],["94-95","1 {@creature young blue dragon}"],["96","1 {@creature sahuagin baron} with {@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d8} {@creature sahuagin}"],["97","1 {@creature djinni}"],["98","1 {@creature roc}"],["99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Coastal Encounters (Levels 11—16)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature banshee||banshees} (night only)"],["02-04","1 {@creature cyclops}"],["05-08","{@dice 1d6 + 2} {@creature manticore||manticores}"],["09-10","{@dice 1d8 + 2} {@creature veteran||veterans}"],["11-20","1 {@creature young blue dragon}"],["21-25","A nest of {@dice 1d6} dragon turtle eggs"],["26-35","{@dice 1d4} {@creature sahuagin baron||sahuagin barons}"],["36-40","A trident partially buried in the sand"],["41-50","1 {@creature young bronze dragon}"],["51-55","1 {@creature marid}"],["56-60","{@dice 1d6} {@creature water elemental||water elementals}"],["61-65","{@dice 2d6} {@creature ghast||ghasts} crawling over {@dice 1d6} wrecked ships and feeding on the dead"],["66-70","1 {@creature djinni}"],["71-75","{@dice 1d3} {@creature young bronze dragon||young bronze dragons}"],["76-80","A beached whale, dead and bloated. If it takes any damage, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking {@dice 5d6} bludgeoning damage on a failed save, or half as much damage on a successful one."],["81-82","{@dice 2d4} {@creature cyclops||cyclopes}"],["83-84","1 {@creature storm giant}"],["85-86","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature adult bronze dragon}"],["89-90","1 {@creature adult blue dragon}"],["91-93","{@dice 1d3} {@creature roc||rocs}"],["94-97","1 {@creature dragon turtle}"],["98-99","1 {@creature ancient bronze dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Coastal Encounters (Levels 17—20)","type":"table","source":"XGE","page":93,"caption":"Coastal Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature roc}"],["11-20","1 {@creature storm giant}"],["21-25","An {@creature adult bronze dragon} fighting an {@creature adult blue dragon} to the death"],["26-40","{@dice 2d4} {@creature cyclops||cyclopes}"],["41-50","1 {@creature adult bronze dragon} or 1 {@creature adult blue dragon}"],["51-60","{@dice 1d3} {@creature djinni} or {@dice 1d3} {@creature marid||marids}"],["61-70","1 {@creature dragon turtle}"],["71-75","{@dice 1d3} {@creature roc||rocs}"],["76-80","{@dice 1d6 + 2} waterspouts that dance on the water before stopping abruptly"],["81-90","{@dice 1d6} {@creature young blue dragon||young blue dragons}"],["91-96","1 {@creature ancient bronze dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d3 + 1} {@creature storm giant||storm giants}"]]},{"name":"Death Giant Encounters","type":"table","source":"BGG","page":45,"caption":"Death Giant Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d6} {@creature Skeleton||skeletons} (attitude: {@dice 1d4 + 1}) rebuilding a destroyed idol at the disinterested direction of 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d10 + 2})"],["2","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d8}) wringing historical facts from a {@creature ghost} (attitude: {@dice 1d6 + 4}) that weeps over the memories"],["3","{@dice 1d4} {@creature Wraith||wraiths} (attitude: {@dice 1d4 + 1}) puzzling over a trinket that reminds them of their past lives"],["4","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d6}) stalking a creature to offer its soul to the Raven Queen"],["5","1 {@creature stone giant} (attitude: {@dice 1d12}) negotiating with 1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8})"],["6","1 {@creature revenant} (attitude: {@dice 1d10}) bent on revenging itself on its killer—a death giant"],["7","1 {@creature death giant reaper|BGG} (attitude: {@dice 1d8 + 2}) brooding over ancient carvings"],["8","1 {@creature death giant reaper|BGG} exile (attitude: {@dice 1d8 + 1}) searching for a creature it killed whose soul escaped the Raven Queen's clutches (the creature is now a {@creature revenant})"],["9","1 {@creature death giant shrouded one|BGG} (attitude: {@dice 1d6}) debating 1 {@creature devourer|MPMM} (attitude: {@dice 1d4 + 1}) on the finer points of souls"],["10","1 {@creature nightwalker|MPMM} (attitude: {@dice 1d4 + 1}) striding in search of a death giant's home or trappings"]]},{"name":"Desert Encounters (Levels 1—4)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d8} {@creature scorpion||scorpions}"],["02","{@dice 2d4} {@creature vulture||vultures}"],["03","1 abandoned {@creature mule}"],["04","{@dice 2d6} {@creature commoner||commoners} with {@dice 2d4} {@creature camel||camels} bound for a distant city"],["05","{@dice 1d6} {@creature flying snake||flying snakes}"],["06","{@dice 2d6} {@creature hyena||hyenas} or {@dice 2d6} {@creature jackal||jackals}"],["07","{@dice 1d6} {@creature guard||guards} escorting a {@creature noble} to the edge of the desert, all of them astride {@creature camel||camels}"],["08","{@dice 1d6} {@creature cat||cats}"],["09","1 {@creature pseudodragon}"],["10","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["11-13","{@dice 2d4} {@creature stirge||stirges}"],["14-15","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["16-17","1 {@creature scout}"],["18-20","{@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["21-25","Single-file tracks marching deeper into the desert"],["26-27","{@dice 4d4} {@creature kobold||kobolds}"],["28-29","1 {@creature jackalwere}"],["30-31","{@dice 3d6} {@creature tribal warrior||tribal warriors}"],["32-33","{@dice 1d6} {@creature giant lizard||giant lizards}"],["34-35","1 {@creature swarm of insects}"],["36-40","An oasis surrounded by palm trees and containing the remnants of an old camp"],["41-44","{@dice 3d6} {@creature bandit||bandits}"],["45-46","{@dice 1d4} {@creature constrictor snake||constrictor snakes}"],["47-48","{@dice 2d4} {@creature winged kobold}"],["49-50","1 {@creature dust mephit}"],["51-52","{@dice 1d3 + 1} {@creature giant toad||giant toads}"],["53-54","{@dice 1d4} {@creature giant spider||giant spiders}"],["55","1 {@creature druid}"],["56-57","{@dice 2d4} {@creature hobgoblin||hobgoblins}"],["58","1 {@creature wight}"],["59-60","1 {@creature ogre}"],["61-65","A brass lamp lying on the ground"],["66-67","{@dice 1d4} {@creature giant vulture||giant vultures}"],["68","1 {@creature phase spider}"],["69","1 {@creature giant constrictor snake}"],["70-71","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["72","{@dice 1d6 + 2} {@creature gnoll||gnolls}"],["73-74","1 {@creature mummy}"],["75","{@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["76-80","A pile of humanoid bones wrapped in rotting cloth"],["81-82","1 {@creature lamia}"],["83","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["84","{@dice 2d4} {@creature death dog||death dogs}"],["85-86","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["87","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d4 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["88-89","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 3d6} {@creature bandit||bandits}"],["90","{@dice 2d4} {@creature thri-kreen}"],["91","1 {@creature air elemental}"],["92","{@dice 1d3} {@creature couatl||couatls}"],["93","1 {@creature fire elemental}"],["94","{@dice 1d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature revenant}"],["96","{@dice 1d4} {@creature weretiger||weretigers}"],["97","1 {@creature cyclops}"],["98","1 {@creature young brass dragon}"],["99","1 {@creature medusa}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Desert Encounters (Levels 5—10)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature scout||scouts}"],["02","{@dice 2d4} {@creature jackalwere||jackalweres}"],["03","{@dice 2d6} {@creature hobgoblin||hobgoblins}"],["04","{@dice 1d4 + 3} {@creature dust mephit||dust mephits}"],["05","{@dice 1d6} {@creature swarm of insects}"],["06","1 {@creature giant constrictor snake}"],["07-08","1 {@creature lion}"],["09-10","{@dice 2d4} {@creature gnoll||gnolls}"],["11-12","{@dice 2d6} {@creature giant toad||giant toads}"],["13-17","1 {@creature mummy}"],["18-20","{@dice 1d8 + 1} {@creature giant vulture||giant vultures}"],["21-25","A stone obelisk partly buried in the sand"],["26-28","1 {@creature ogre} with {@dice 1d3} {@creature half-ogre (ogrillon)||half-ogres}"],["29-35","{@dice 1d10} {@creature giant hyena||giant hyenas}"],["36-40","{@dice 1d6 + 1} empty tents"],["41-43","{@dice 1d6 + 2} {@creature thri-kreen}"],["44-46","{@dice 2d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["47-50","{@dice 1d6 + 3} {@creature death dog||death dogs}"],["51-52","{@dice 1d4} {@creature giant scorpion||giant scorpions}"],["53","1 {@creature fire elemental}"],["54-55","1 {@creature hobgoblin captain} with {@dice 3d4} {@creature hobgoblin||hobgoblins}"],["56","{@dice 1d6 + 2} {@creature ogre||ogres}"],["57-58","{@dice 1d4} {@creature lamia||lamias}"],["59-60","1 {@creature air elemental}"],["61-65","A meteorite resting at the bottom of a glassy crater"],["66","{@dice 1d4 + 1} {@creature wight||wights}"],["67-68","1 {@creature young brass dragon}"],["69-70","1 {@creature bandit captain} with {@dice 1d3} {@creature berserker||berserkers} and {@dice 3d6} {@creature bandit||bandits}"],["71-72","1 {@creature cyclops}"],["73","{@dice 1d4} {@creature couatl||couatls}"],["74-75","{@dice 1d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["76-80","Strong winds that kick up dust and reduce visibility to {@dice 1d6} feet for {@dice 1d4} hours"],["81-83","1 {@creature revenant} with {@dice 1d3} {@creature wight||wights}"],["84-85","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["86-87","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["88-90","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91","1 {@creature young blue dragon}"],["92","{@dice 1d4} {@creature cyclops||cyclopes}"],["93","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["94","{@dice 1d4} {@creature medusa||medusas}"],["95","1 {@creature guardian naga}"],["96","{@dice 1d3} {@creature young brass dragon||young brass dragons}"],["97","1 {@creature efreeti}"],["98","1 {@creature roc}"],["99","1 {@creature gynosphinx}"],["00","1 {@creature adult brass dragon}"]]},{"name":"Desert Encounters (Levels 11—16)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature young brass dragon}"],["02-05","{@dice 4d6} {@creature gnoll||gnolls}"],["06-10","{@dice 3d10} {@creature giant hyena||giant hyenas}"],["11-12","{@dice 1d8 + 1} {@creature lamia||lamias}"],["13-14","{@dice 2d4} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["15-17","{@dice 1d6 + 2} {@creature giant scorpion||giant scorpions}"],["18-20","{@dice 2d4} {@creature phase spider||phase spiders}"],["21-25","A desert caravan consisting of {@dice 1d6} merchants ({@creature noble||nobles}) with {@dice 2d6} {@creature guard||guards}"],["26-27","{@dice 1d6 + 1} {@creature couatl||couatls}"],["28-30","{@dice 1d4} {@creature fire elemental||fire elementals}"],["31-32","1 {@creature hobgoblin captain} with {@dice 3d10 + 10} {@creature hobgoblin||hobgoblins}"],["33-35","{@dice 2d4} {@creature wight||wights}"],["36-40","{@dice 1d6} square miles of desert glass"],["41-42","1 {@creature young blue dragon}"],["43-45","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["46-48","{@dice 1d4} {@creature air elemental||air elementals}"],["49-50","{@dice 1d6 + 1} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-55","{@dice 1d4} {@creature medusa||medusas}"],["56-60","{@dice 1d4} {@creature revenant||revenants} with {@dice 3d12} {@creature skeleton||skeletons}"],["61-65","A plundered pyramid"],["66-70","{@dice 1d4} {@creature young brass dragon||young brass dragons}"],["71-75","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["76-78","{@dice 1d6 + 2} {@creature cyclops||cyclopes}"],["79-82","1 {@creature adult brass dragon}"],["83-85","1 {@creature purple worm}"],["86","{@dice 1d2} {@creature young blue dragon||young blue dragons}"],["87-88","1 {@creature mummy lord}"],["89","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["90","1 {@creature adult blue dragon}"],["91","{@dice 1d2} {@creature gynosphinx||gynosphinxes}"],["92-93","{@dice 1d3} {@creature efreeti||efreet}"],["94","1 {@creature androsphinx}"],["95","{@dice 1d4} {@creature roc||rocs}"],["96-97","1 {@creature adult blue dracolich}"],["98-99","1 {@creature ancient brass dragon}"],["00","1 {@creature ancient blue dragon}"]]},{"name":"Desert Encounters (Levels 17—20)","type":"table","source":"XGE","page":95,"caption":"Desert Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature adult brass dragon}"],["06-10","{@dice 1d2} {@creature yuan-ti abomination||yuan-ti abominations} with {@dice 2d10 + 5} {@creature yuan-ti malison (type 1)||yuan-ti malisons} and {@dice 4d6 + 6} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["11-14","{@dice 1d6 + 2} {@creature medusa||medusas}"],["15-18","{@dice 1d2} {@creature purple worm||purple worms}"],["19-22","{@dice 2d4} {@creature cyclops||cyclopes}"],["23-25","An abandoned city made from white marble, empty during the day. At night, harmless apparitions roam the streets, replaying the final moments of their lives."],["26-30","{@dice 1d3} {@creature young blue dragon||young blue dragons}"],["31-35","1 {@creature mummy lord}"],["36-40","{@dice 1d4} hours of extreme heat (see chapter 5 of the {@italic Dungeon Master's Guide})"],["41-50","{@dice 1d3} {@creature guardian naga||guardian nagas}"],["51-60","{@dice 1d4} {@creature efreeti||efreet}"],["61-63","An old signpost identifying a single destination, called Pazar"],["64-72","{@dice 1d4} {@creature roc||rocs}"],["73-80","{@dice 1d3} {@creature gynosphinx||gynosphinxes}"],["81-85","1 {@creature adult blue dracolich}"],["86-90","1 {@creature androsphinx}"],["91-96","1 {@creature ancient brass dragon}"],["97-99","1 {@creature ancient blue dragon}"],["00","{@dice 1d4} {@creature adult brass dragon||adult brass dragons}"]]},{"name":"Dinosaur World Encounters","type":"table","source":"BGG","page":49,"caption":"Dinosaur World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature regisaur|BGG} (attitude: {@dice 1d8}) hunting"],["2","1 {@creature altisaur|BGG} (attitude: {@dice 1d8 + 2}) grazing"],["3","{@dice 2d4} {@creature ankylosaurus} (attitude: {@dice 1d8}) digging a nest"],["4","{@dice 2d4} {@creature allosaurus} (attitude: {@dice 1d6}) engaged in territorial threat displays"],["5","1 {@creature aerosaur|BGG} (attitude: {@dice 1d8}) slowly circling"],["6","1 {@creature ceratops|BGG} (attitude: {@dice 1d6}) rampaging"],["7","{@dice 1d4 + 1} {@creature triceratops} (attitude: {@dice 1d6 + 4}) grazing"],["8","1 {@creature tyrannosaurus rex} (attitude: {@dice 1d4 + 1}) pursuing prey"],["9","{@dice 2d4} {@creature brontosaurus|MPMM} (attitude: {@dice 1d6 + 4}) migrating"],["10","{@dice 1d4} {@creature stegosaurus|MPMM} (attitude: {@dice 1d8 + 2}) trying to help an additional one that is stuck in thick mud"]]},{"name":"Elemental Air Encounters","type":"table","source":"BGG","page":49,"caption":"Elemental Air Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d3} {@creature Mist Hulk|BGG|mist hulks} (attitude: {@dice 1d8}) wandering about, wallowing in regret"],["2","{@dice 2d4} {@creature aarakocra} (attitude: {@dice 1d10 + 2}) flying in formation"],["3","{@dice 1d4} {@creature Air Elemental||air elementals} (attitude: {@dice 1d8 + 2}) kicking up dust and debris"],["4","{@dice 1d4} Evil Air cultists ({@creature Veteran||veterans}; attitude: {@dice 1d8}) riding {@creature Hippogriff||hippogriffs} (attitude: {@dice 1d8 + 2}) and accosting travelers"],["5","1 {@creature invisible stalker} (attitude: {@dice 1d6}) looking for a particular magic item"],["6","1 {@creature young gold dragon} (attitude: {@dice 1d8 + 4}) dancing in high wind currents"],["7","1 {@creature cloud giant of Evil Air|BGG} (attitude: {@dice 1d4 + 1}) terrorizing the skies"],["8","1 {@creature djinni} (attitude: {@dice 1d12 + 2}) examining shattered gargoyle remains"],["9","{@dice 2d4} {@creature Griffon||griffons} (attitude: {@dice 1d10}) with blue and gray coloring soaring"],["10","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d8}) crackling in a jagged path"],["11","{@dice 1d3} {@creature Air Elemental Myrmidon|MPMM|air elemental myrmidons} (attitude: {@dice 1d6}) on high alert"],["12","1 {@creature elder tempest|MPMM} (attitude: {@dice 1d6 + 2}) reveling in a storm"]]},{"name":"Elemental Earth Encounters","type":"table","source":"BGG","page":50,"caption":"Elemental Earth Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Gargoyle||gargoyles} (attitude: {@dice 1d8}) keeping watch, crouching utterly still"],["2","2 {@creature Galeb Duhr||galeb duhrs} (attitude: {@dice 1d10}) singing a rumbling bass duet to an audience of boulders"],["3","1 {@creature mud hulk|BGG} (attitude: {@dice 1d4 + 1}) futilely trying to bury 1 {@creature dust hulk|BGG} (attitude: {@dice 1d12}) in piles of muck"],["4","2 {@creature Bulette||bulettes} (attitude: {@dice 1d6 + 2}) burrowing and breaching the surface in an intricate dance"],["5","2 {@creature xorn} (attitude: {@dice 1d10}) gliding through the ground"],["6","1 {@creature roper} lurking near its brood of {@dice 1d6} {@creature Piercer||piercers} (attitude for all: {@dice 1d4 + 1})"],["7","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d4 + 1}) seeking surface-world creatures or structures to destroy"],["8","1 {@creature medusa} (attitude: {@dice 1d10}) anxiously planning its next move"],["9","{@dice 1d3} {@creature Earth Elemental||earth elementals} (attitude: {@dice 1d6 + 2}) examining a crystal formation"],["10","1 {@creature dao} (attitude: {@dice 1d8}) shaking down 2 dwarf miners ({@creature Veteran||veterans}; attitude: {@dice 1d10 + 2}) for \"taxes\""],["11","2 {@creature Earth Elemental Myrmidon|MPMM|earth elemental myrmidons} (attitude: {@dice 1d8}) stoically patrolling"],["12","1 {@creature zaratan|MPMM} (attitude: {@dice 1d6 + 2}) lumbering through the area, heedless of damage it causes"]]},{"name":"Elemental Fire Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Fire Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature salamander} heating its spear over {@dice 2d4} {@creature Fire Snake||fire snakes} (attitude for all: {@dice 1d6 + 3}) in a tangled coil"],["2","2 {@creature Cinder Hulk|BGG|cinder hulks} (attitude: {@dice 1d4 + 1}) seeking to burn everything in their path"],["3","{@dice 1d4 + 1} {@creature Smoke Mephit||smoke mephits} (attitude: {@dice 1d6}) following 1 {@creature fire elemental} (attitude: {@dice 1d8}) as it cuts a blazing swath"],["4","1 {@creature efreeti} and its {@dice 1d4} dwarf minions ({@creature Thug||thugs}; attitude for all: {@dice 1d4 + 1}) demanding tribute"],["5","{@dice 2d6} {@creature Magmin||magmins} (attitude: {@dice 1d6}) searching for something sizable to burn"],["6","{@dice 2d4} {@creature Azer||azers} assembling pieces of a {@creature helmed horror} (attitude for all: {@dice 1d10})"],["7","2 {@creature Fire Elemental||fire elementals} (attitude: {@dice 1d8}) flitting adoringly around a bonfire"],["8","1 {@creature young red dragon} (attitude: {@dice 1d4 + 1}) picking through the remains of a burned-out caravan"],["9","1 {@creature fire giant of Evil Fire|BGG} (attitude: {@dice 1d4 + 1}) conquering in the name of Imix, Prince of Evil Fire"],["10","1 {@creature flameskull} (attitude: {@dice 1d8 + 2}) searching for a lost spellbook from its living days"],["11","1 {@creature fire elemental myrmidon|MPMM} guarding 1 {@creature azer} (attitude for both: {@dice 1d6 + 2}) that is gathering metal or other raw material"],["12","1 {@creature phoenix|MPMM} (attitude: {@dice 1d8 + 3}) traveling to or from a site of great devastation"]]},{"name":"Elemental Water Encounters","type":"table","source":"BGG","page":51,"caption":"Elemental Water Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Sea Hag||coven} of 3 {@creature Sea Hag||sea hags} (attitude: {@dice 1d4 + 1}) trying to peer into the future"],["2","1 {@creature cult fanatic} and {@dice 2d6} {@creature Cultist||cultists} of Evil Water (all with swimming speeds of 30 feet and the ability to breathe water), with {@dice 1d2} {@creature Chuul||chuuls} (attitude for all: {@dice 1d4 +1})"],["3","1 {@creature rime hulk|BGG} (attitude: {@dice 1d6}) wailing and stalking"],["4","1 {@creature storm crab|BGG} (attitude: {@dice 1d8}) traveling in a straight path with purpose"],["5","1 {@creature frost giant of Evil Water|BGG} (attitude: {@dice 1d6}) considering going on a rampage"],["6","1 {@creature marid} singing as it lounges with 1 {@creature water elemental} (attitude for both: {@dice 1d10})"],["7","1 {@creature hydra} (attitude: {@dice 1d4 + 1}) hunting"],["8","2 {@creature Water Weird||water weirds} (attitude: {@dice 1d8}) keeping watch in small pools"],["9","1 {@creature dragon turtle} (attitude: {@dice 1d12}) searching for an advantage against a rival {@creature kraken}"],["10","2 {@creature Water Elemental||water elementals} (attitude: {@dice 1d10}) diligently making furrows in the sand using their bodies, creating a sprawling pattern"],["11","2 {@creature Water Elemental Myrmidon|MPMM|water elemental myrmidons} (attitude: {@dice 1d6 + 2}) barring a passage or portal"],["12","1 {@creature leviathan|MPMM} (attitude: {@dice 1d8}) swimming through an exceptionally high tide"]]},{"name":"Fiendish Incursion Encounters","type":"table","source":"BGG","page":52,"caption":"Fiendish Incursion Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 1d4} {@creature Barlgura||barlguras} (attitude: {@dice 1d4 + 1}) capering around a blasphemous idol"],["2","1 {@creature arcanaloth} (attitude: {@dice 1d12}) searching for a tempting bit of lost lore"],["3","2 {@creature Chain Devil||chain devils} (attitude: {@dice 1d6}) suspending corpses on spiked chains"],["4","1 {@creature fury of Kostchtchie|BGG} performing a rite with 2 {@creature Troll||trolls} (attitude for all: {@dice 1d6})"],["5","1 {@creature echo of Demogorgon|BGG} (attitude: {@dice 1d4 + 1}) building a two-headed effigy from corpses"],["6","1 {@creature stalker of Baphomet|BGG} (attitude: {@dice 1d4 + 1}) and 2 {@creature minotaur} cultists (attitude: {@dice 1d4 + 1}) stalking a {@creature scout} (attitude: {@dice 1d10 + 4})"],["7","1 {@creature maw of Yeenoghu|BGG} with 4 {@creature Gnoll||gnolls} and 4 {@creature Hyena||hyenas} (attitude for all: {@dice 1d4 + 1}), all stalking prey"],["8","1 {@creature marilith} (attitude: {@dice 1d4 + 2}) searching for a renowned giant smith to forge six new swords"],["9","1 {@creature cambion} (attitude: {@dice 1d8}) trading verbal jabs with 1 {@creature succubus} (attitude: {@dice 1d12})"],["10","1 {@creature fire hellion|BGG} (attitude: {@dice 1d6}) conjuring 1 {@creature bone devil} (attitude: {@dice 1d12}) into a red-hot iron circle"]]},{"name":"Fire Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Fire Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fire giant of Evil Fire|BGG} overseeing the rampage of 2 {@creature Fire Elemental||fire elementals} (attitude for all: {@dice 1d4 + 1})"],["2","1 {@creature fire giant forgecaller|BGG} using a {@creature xorn} (attitude for both: {@dice 1d10}) to track down mineral deposits"],["3","1 {@creature fire giant} (attitude: {@dice 1d10}) feeding {@dice 1d4 + 1} {@creature Hell Hound||hell hounds} (attitude: {@dice 1d6})"],["4","{@dice 2d4} {@creature Rust Monster||rust monsters} (attitude: {@dice 1d10}, automatically hostile toward anyone using metal objects) following the scent of iron"],["5","1 {@creature firegaunt|BGG} (attitude: {@dice 1d6}) stalking its former fellows who betrayed it"],["6","2 {@creature Troll||trolls} (attitude: {@dice 1d10 + 3}) terrified to disobey the orders of 1 {@creature fire giant} (attitude: {@dice 1d6})"],["7","1 soot-caked {@creature iron golem} (attitude: {@dice 1d6})"],["8","1 {@creature fire giant} smith (attitude: {@dice 1d10}) working on a breastplate sized for a Large creature"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) hauling a load of ore from a mine"],["10","3 {@creature Fire Giant||fire giants} (attitude: {@dice 1d6 + 1}) battling an {@creature adult red dragon} (attitude: {@dice 1d6})"],["11","1 {@creature fire giant} (attitude: {@dice 1d8 + 1}) leading 4 {@creature Firenewt Warrior|MPMM|firenewt warriors} (attitude: {@dice 1d8 + 1}) riding {@creature Giant Strider|MPMM|giant striders} (attitude: {@dice 1d8 + 3})"],["12","1 {@creature fire giant dreadnought|MPMM} (attitude: {@dice 1d6}) on guard"]]},{"name":"Fomorian Encounters","type":"table","source":"BGG","page":46,"caption":"Fomorian Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature fomorian noble|BGG} (attitude: {@dice 1d8 + 2}) studying a treatise on arcane phenomena"],["2","{@dice 1d4 + 2} {@creature Hook Horror||hook horrors} (attitude: {@dice 1d6}) banging their hooks on rocks or their bodies"],["3","1 {@creature fomorian} (attitude: {@dice 1d4 + 1}) with 5 {@creature commoner} captives (attitude: {@dice 1d8 + 4})"],["4","1 {@creature fomorian deep crawler|BGG} (attitude: {@dice 1d4 + 1}) scuttling in search of victims"],["5","1 {@creature fomorian} (attitude: {@dice 1d10}) supervising 1 {@creature umber hulk} (attitude: {@dice 1d6}) as it digs new tunnels"],["6","{@dice 2d4} {@creature Flumph||flumphs} (attitude: {@dice 1d8 + 4}) trying to avoid 1 {@creature ettin ceremorph|BGG} (attitude: {@dice 1d4 + 1}) while feeding on the ettin's psionic energy"],["7","2 {@creature Mind Flayer||mind flayers} (attitude: {@dice 1d4 + 1}) telepathically discussing the finer points of a brain they just shared"],["8","1 {@creature fomorian} (attitude: {@dice 1d8}) contemplating a gemstone it thinks is floating but that is actually suspended inside 1 {@creature gelatinous cube} (attitude: {@dice 1d4 + 1})"],["9","1 {@creature fomorian warlock of the dark|BGG} (attitude: {@dice 1d8 + 2}) seeking omens in the twisting slither of 1 {@creature neothelid|MPMM} (attitude: {@dice 1d8})"],["10","1 {@creature ulitharid|MPMM} (attitude: {@dice 1d6}) bargaining with 1 {@creature fomorian} (attitude: {@dice 1d8}) to establish a new mind flayer colony in the fomorian's territory"]]},{"name":"Forest Encounters (Levels 1—4)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature giant owl}"],["02","{@dice 1d4} {@creature cat||cats}"],["03","{@dice 2d4} woodcutters ({@creature commoner||commoners})"],["04","1 {@creature badger} or {@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["05","{@dice 2d8} {@creature baboon||baboons}"],["06","{@dice 1d6 + 3} {@creature hyena||hyenas}"],["07","1 {@creature owl}"],["08","1 {@creature pseudodragon}"],["09","1 {@creature panther}"],["10","1 {@creature giant poisonous snake}"],["11","{@dice 1d6 + 2} {@creature boar||boars}"],["12","{@dice 1d4 + 1} {@creature giant lizard||giant lizards}"],["13","1 {@creature ape} or 1 {@creature tiger}"],["14","{@dice 2d6} {@creature tribal warrior||tribal warriors} with {@dice 1d6} {@creature mastiff||mastiffs}"],["15","{@dice 1d6 + 2} {@creature giant bat||giant bats} or {@dice 3d6} {@creature flying snake||flying snakes}"],["16","1 {@creature scout} or {@dice 2d4} {@creature guard||guards} with {@dice 1d6} {@creature mastiff||mastiffs}"],["17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18","{@dice 1d3} {@creature constrictor snake||constrictor snakes}"],["19","{@dice 1d10 + 5} {@creature giant rat||giant rats} or {@dice 2d6 + 3} {@creature giant weasel||giant weasels}"],["20","{@dice 1d4 + 1} {@creature needle blight||needle blights} with {@dice 1d6 + 3} {@creature twig blight||twig blights}"],["21-25","A lost, weeping child. If the characters take the child home, the parents reward them with {@dice 1d3} potions of healing."],["26","{@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["27","{@dice 4d4} {@creature kobold||kobolds}"],["28","{@dice 1d3} {@creature black bear||black bears}"],["29","{@dice 3d6} {@creature stirge||stirges}"],["30","1 {@creature satyr}"],["31","{@dice 2d4} {@creature kenku}"],["32","{@dice 1d3} {@creature vine blight||vine blights} with {@dice 1d12} {@creature awakened shrub||awakened shrubs}"],["33","{@dice 1d4} {@creature swarm of ravens||swarms of ravens}"],["34","1 {@creature faerie dragon (yellow)||faerie dragon} (yellow or younger)"],["35","{@dice 1d4 + 2} {@creature giant badger||giant badgers}"],["36-40","A young woodcutter ({@creature scout}) racing through the forest to rescue a lost friend"],["41","{@dice 2d4} {@creature blink dog||blink dogs}"],["42","{@dice 1d8 + 1} {@creature sprite||sprites}"],["43","{@dice 1d6 + 2} {@creature elk}"],["44","{@dice 1d4} {@creature lizardfolk} or {@dice 3d6} {@creature bandit||bandits}"],["45","{@dice 1d4 + 4} {@creature wolf||wolves}"],["46","{@dice 2d4} {@creature giant wolf spider||giant wolf spiders}"],["47","1 {@creature swarm of insects} or {@dice 2d8} {@creature blood hawk||blood hawks}"],["48","{@dice 1d6 + 2} {@creature pixie||pixies}"],["49","1 {@creature brown bear}"],["50","{@dice 1d4 + 3} {@creature goblin||goblins}"],["51","{@dice 1d3} {@creature dryad||dryads}"],["52","1 {@creature awakened tree}"],["53","1 {@creature phase spider}"],["54","{@dice 1d6} {@creature harpy||harpies}"],["55","1 {@creature ettercap} or {@dice 1d8 + 1} {@creature orc||orcs}"],["56","1 {@creature goblin boss} with {@dice 2d6 + 1} {@creature goblin||goblins}"],["57","1 {@creature ankheg}"],["58","1 {@creature giant constrictor snake}"],["59","{@dice 1d4} {@creature bugbear||bugbears} or {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["60","1 {@creature pegasus}"],["61-65","A stream of cool, clean water flowing between the trees"],["66","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} or 1 {@creature ogre}"],["67","1 {@creature faerie dragon (green)||faerie dragon} (green or older)"],["68","1 {@creature werewolf} or {@dice 1d8 + 1} {@creature worg||worgs}"],["69","1 {@creature druid} harvesting mistletoe"],["70","1 {@creature will-o'-wisp}"],["71","{@dice 1d4} {@creature dire wolf||dire wolves} or 1 {@creature giant boar}"],["72","{@dice 1d10} {@creature giant wasp||giant wasps}"],["73","1 {@creature owlbear} or 1 {@creature giant elk}"],["74","{@dice 2d6} {@creature gnoll||gnolls}"],["75","{@dice 1d6} {@creature giant toad||giant toads}"],["76-80","{@dice 1d6} web cocoons hanging from the branches, holding withered carcasses"],["81","1 {@creature wereboar} or {@dice 1d4} {@creature giant boar||giant boars}"],["82","{@dice 1d6 + 2} {@creature giant spider||giant spiders}"],["83","{@dice 1d4} {@creature centaur||centaurs} or {@dice 1d4} {@creature giant elk}"],["84","1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 2} {@creature orc||orcs}"],["85","1 {@creature gnoll fang of Yeenoghu}"],["86","{@dice 1d4} {@creature grick||gricks}"],["87","1 {@creature bandit captain} with {@dice 2d6 + 3} {@creature bandit||bandits}"],["88","{@dice 1d4} {@creature wererat||wererats}"],["89","1 {@creature couatl} (day) or 1 {@creature banshee} (night)"],["90","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["91","{@dice 2d4} {@creature berserker||berserkers} or {@dice 1d4} {@creature veteran||veterans}"],["92","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d10 + 2} {@creature lizardfolk}"],["93","{@dice 1d4} {@creature displacer beast||displacer beasts}"],["94","{@dice 1d3} {@creature green hag||green hags}"],["95","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins} and {@dice 1d4} {@creature giant boar||giant boars}"],["96","1 {@creature yuan-ti malison (type 1)||yuan-ti malison} with {@dice 1d6 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["97","{@dice 1d3} {@creature weretiger||weretigers}"],["98","1 {@creature gorgon} or 1 {@creature unicorn}"],["99","1 {@creature shambling mound}"],["00","1 {@creature yuan-ti abomination}"]]},{"name":"Forest Encounters (Levels 5—10)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d4} {@creature vine blight||vine blights}"],["02","{@dice 2d6} {@creature hobgoblin||hobgoblins} or {@dice 2d6} {@creature orc||orcs}"],["03","{@dice 2d4} {@creature ape||apes} or {@dice 2d4} {@creature satyr||satyrs}"],["04","{@dice 1d3} {@creature will-o'-wisp||will-o'-wisps}"],["05","{@dice 1d4} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["06","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 1d8 + 2} {@creature orc||orcs}"],["07","{@dice 1d3} {@creature constrictor snake||constrictor snakes} or {@dice 1d4} {@creature tiger||tigers}"],["08","1 {@creature goblin boss} with {@dice 3d6} {@creature goblin||goblins}"],["09","1 {@creature faerie dragon (red)||faerie dragon} (any age)"],["10","1 {@creature brown bear} or {@dice 1d6 + 2} {@creature black bear||black bears}"],["11-13","{@dice 1d4} {@creature giant boar||giant boars}"],["14-15","{@dice 1d8 + 1} {@creature giant spider||giant spiders}"],["16-17","1 {@creature lizardfolk shaman} with {@dice 2d4} {@creature lizardfolk}"],["18","{@dice 1d10} {@creature giant toad||giant toads}"],["19","{@dice 1d4} {@creature ankheg||ankhegs}"],["20","{@dice 1d3} {@creature awakened tree||awakened trees} (day) or 1 {@creature banshee} (night)"],["21-25","A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven."],["26","1 {@creature couatl}"],["27-28","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d6 + 2} {@creature half-ogre (ogrillon)||half-ogres}"],["29-30","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["31-32","{@dice 1d6} {@creature wererat||wererats}"],["33","{@dice 1d4} {@creature grick||gricks}"],["34","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["35","{@dice 1d6} {@creature pegasus||pegasi}"],["36-40","An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour."],["41-42","{@dice 1d6 + 2} {@creature dryad||dryads}"],["43","{@dice 1d4} {@creature giant elk}"],["44","{@dice 1d8 + 1} {@creature harpy||harpies}"],["45-46","1 {@creature bandit captain} with 1 {@creature druid} and {@dice 1d6 + 5} {@creature bandit||bandits}"],["47-48","{@dice 2d4} {@creature dire wolf||dire wolves}"],["49-50","{@dice 2d4} {@creature bugbear||bugbears}"],["51-52","{@dice 2d4} {@creature centaur||centaurs}"],["53-54","{@dice 3d10} {@creature blink dog||blink dogs}"],["55-56","{@dice 1d4} {@creature owlbear||owlbears}"],["57-58","{@dice 1d8 + 1} {@creature berserker||berserkers}"],["59-60","{@dice 1d3} {@creature green hag||green hags}"],["61-65","A clear pool of water with {@dice 1d6} sleeping animals lying around its edge"],["66-67","{@dice 1d4} {@creature werewolf||werewolves}"],["68-69","1 {@creature werebear}"],["70-71","{@dice 1d8 + 1} {@creature ettercap||ettercaps}"],["72-73","{@dice 2d10} {@creature elk}"],["74-75","{@dice 1d4} {@creature veteran||veterans}"],["76-80","An old tree with a wizened face carved into the trunk"],["81","{@dice 1d4} {@creature wereboar||wereboars}"],["82","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["83","{@dice 1d4} {@creature shambling mound||shambling mounds}"],["84","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins} and {@dice 4d12} {@creature goblin||goblins}"],["85","1 {@creature yuan-ti abomination}"],["86","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["87","{@dice 1d4} {@creature troll||trolls}"],["88","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["89","1 {@creature oni}"],["90","{@dice 1d4} {@creature unicorn||unicorns}"],["91","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["92","1 {@creature young green dragon}"],["93","{@dice 1d4} {@creature gorgon||gorgons}"],["94","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["95","1 {@creature treant}"],["96","{@dice 1d4} {@creature revenant||revenants}"],["97","1 {@creature grick alpha} with {@dice 1d6 + 1} {@creature grick||gricks}"],["98","{@dice 1d4} {@creature giant ape||giant apes}"],["99","1 {@creature guardian naga}"],["00","1 {@creature adult gold dragon}"]]},{"name":"Forest Encounters (Levels 11—16)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature werebear}"],["04-05","{@dice 1d4} {@creature druid||druids} performing a ritual for the dead (day only) or {@dice 1d4} {@creature banshee||banshees} (night only)"],["06-07","{@dice 1d3} {@creature couatl||couatls}"],["08-10","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu} with {@dice 2d6 + 3} {@creature gnoll||gnolls}"],["11-15","{@dice 2d4} {@creature displacer beast||displacer beasts}"],["16-20","{@dice 1d6 + 2} {@creature veteran||veterans}"],["21-25","A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool."],["26-30","{@dice 1d4 + 1} {@creature green hag||green hags} with {@dice 1d3} {@creature owlbear||owlbears}"],["31-35","{@dice 1d6 + 2} {@creature werewolf||werewolves}"],["36-40","A small woodland shrine dedicated to a mysterious cult named the Siswa"],["41-45","{@dice 1d6 + 2} {@creature phase spider||phase spiders}"],["46-50","{@dice 2d4} {@creature yuan-ti malison (type 1)||yuan-ti malisons}"],["51-52","{@dice 1d3} {@creature werebear||werebears}"],["53-54","{@dice 1d4} {@creature revenant||revenants}"],["55-56","1 {@creature young green dragon}"],["57-58","{@dice 1d4} {@creature troll||trolls}"],["59-60","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["61-65","A group of seven people ({@creature commoner||commoners}) wearing animal masks and ambling through the woods"],["66-67","{@dice 1d4} {@creature gorgon||gorgons}"],["68-69","{@dice 1d3} {@creature shambling mound||shambling mounds}"],["70-71","1 {@creature treant}"],["72-73","{@dice 1d4} {@creature unicorn||unicorns}"],["74-75","{@dice 1d6 + 2} {@creature weretiger||weretigers}"],["76-80","Peals of silvery laughter that echo from a distance"],["81-82","1 {@creature guardian naga}"],["83-84","1 {@creature young gold dragon}"],["85-86","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["87-88","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["89-90","1 {@creature adult green dragon}"],["91-93","{@dice 1d8 + 1} {@creature giant ape||giant apes}"],["94-96","{@dice 2d4} {@creature oni}"],["97-99","{@dice 1d3} {@creature treant||treants}"],["00","1 {@creature ancient green dragon}"]]},{"name":"Forest Encounters (Levels 17—20)","type":"table","source":"XGE","page":97,"caption":"Forest Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1 {@creature young green dragon}"],["06-10","1 {@creature treant}"],["11-13","1 {@creature guardian naga}"],["14-16","{@dice 1d10} {@creature revenant||revenants}"],["17-19","{@dice 1d8 + 1} {@creature unicorn||unicorns}"],["20-22","{@dice 1d3} {@creature grick alpha||grick alphas}"],["23-25","For a few hundred feet, wherever the characters step, flowers bloom and emit soft light."],["26-28","1 {@creature young gold dragon}"],["29-31","{@dice 1d6 + 2} {@creature shambling mound||shambling mounds}"],["32-34","{@dice 2d4} {@creature werebear||werebears}"],["35-37","{@dice 1d4} {@creature oni}"],["38-40","{@dice 4d6 + 10} elves living in a small community in the treetop"],["41-43","{@dice 1d6 + 2} {@creature gorgon||gorgons}"],["44-46","{@dice 2d4} {@creature troll||trolls}"],["47-49","{@dice 1d4} {@creature giant ape||giant apes}"],["50-52","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["53-62","{@dice 1d3} {@creature young green dragon||young green dragons}"],["63-65","A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way"],["66-75","{@dice 1d4} {@creature treant||treants}"],["76-80","A cairn set atop a low hill"],["81-90","1 {@creature adult gold dragon}"],["91-96","1 {@creature ancient green dragon}"],["97-99","{@dice 2d4 + 1} {@creature treant||treants}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Frost Giant Encounters","type":"table","source":"BGG","page":46,"caption":"Frost Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) leading 1 {@creature titanothere|BGG} (attitude: {@dice 1d10}) loaded with fur and timber"],["2","1 {@creature young silver dragon} (attitude: {@dice 1d10 + 3}) tracking a frost giant raiding party"],["3","1 {@creature frost giant} hunting with {@dice 1d4} {@creature Winter Wolf||winter wolves} (attitude for all: {@dice 1d6})"],["4","2 {@creature Frost Giant||frost giants} (attitude: {@dice 1d6 + 2}) burying a body that rises as 1 {@creature frostmourn|BGG} (attitude: {@dice 1d4 + 1}) in the process"],["5","{@dice 2d4} {@creature Giant Goat||giant goats} (attitude: {@dice 1d6 + 4}) wandering about with chewed tethers"],["6","1 {@creature troll} (attitude: {@dice 1d10 + 2}) anxiously searching for the lost goats it tends for a frost giant tribe"],["7","1 {@creature frost giant} (attitude: {@dice 1d8 + 1}) building a wind shelter from ice blocks"],["8","1 {@creature frost giant ice shaper|BGG} (attitude: {@dice 1d10}) performing a sacrifice to Thrym"],["9","1 bored {@creature troll amalgam|BGG} (attitude: {@dice 1d10}) throwing its arm at a stack of boulders"],["10","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) on a pilgrimage"],["11","1 {@creature ogre bolt launcher|MPMM} and {@dice 1d4 + 2} {@creature Ogre||ogres} (attitude for all: {@dice 1d6}) bringing spoils from a raid to their frost giant leader"],["12","1 {@creature frost giant everlasting one|MPMM} (attitude: {@dice 1d4 + 1}) plotting revenge against the tribe that exiled it"]]},{"name":"Giant Construct Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Construct Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature runic colossus|BGG} (attitude: {@dice 1d6}) slowly rousing from a dormant state"],["2","{@dice 2d4} {@creature Animated Armor||animated armors} (Large) and 1 {@creature rug of smothering} (attitude for all: {@dice 1d6}) keeping watch"],["3","1 {@creature iron golem} (attitude: {@dice 1d6}) patrolling"],["4","1 {@creature shield guardian} (attitude: {@dice 1d12}) searching for its master"],["5","1 {@creature stone golem} (attitude: {@dice 1d6}) crudely carved to resemble a hill giant"],["6","{@dice 1d4 + 1} {@creature Helmed Horror||helmed horrors} (attitude: {@dice 1d8}) in a partially dormant state, as if asleep"],["7","2 {@creature Flesh Golem||flesh golems} (Large; attitude: {@dice 1d6}) made from ogre corpses stitched with copper wire"],["8","1 {@creature clay golem} (attitude: {@dice 1d6 + 6}) awaiting the fulfillment of a verse of ancient prophecy, which the characters could fulfill"],["9","1 {@creature cadaver collector|MPMM} (attitude: {@dice 1d8}) gathering bodies destined to become a {@creature flesh colossus|BGG} (described in {@book chapter 6|BGG|6|Flesh Colossus})"],["10","1 {@creature retriever|MPMM} (attitude: {@dice 1d6}) searching for a thief who stole a Giant rune"]]},{"name":"Giant Kin Encounters","type":"table","source":"BGG","page":53,"caption":"Giant Kin Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A band of {@dice 2d6} {@creature Ogre||ogres} (attitude: {@dice 1d6}) fawning over enormous Giant runes inscribed in the ground"],["2","{@dice 1d4} {@creature Cyclops||cyclopes} (attitude: {@dice 1d10}) tending a herd of sheep"],["3","1 {@creature troll} and {@dice 2d4} {@creature Orc||orcs} (attitude for all: {@dice 1d8}) scouting new settlement locations"],["4","1 {@creature troll mutate|BGG} (attitude: {@dice 1d6}) drawing, scratching, or painting with too many claws"],["5","{@dice 1d4} {@creature Firbolg Primeval Warden|BGG|firbolg primeval wardens} (attitude: {@dice 1d12}) making camp"],["6","{@dice 1d4 + 1} {@creature Fensir Skirmisher|BGG|fensir skirmishers} (attitude: {@dice 1d6 + 2}) frantically gathering and hunting food to stockpile"],["7","1 {@creature firbolg wanderer|BGG} (attitude: {@dice 1d8}) reluctantly bargaining with 1 {@creature green hag} (attitude: {@dice 1d8 + 3})"],["8","2 {@creature Ettin||ettins} (attitude: {@dice 1d8}) playing cards, with each head as an individual player in a four-player game"],["9","2 {@creature Ogre Chain Brute|MPMM|ogre chain brutes} (attitude: {@dice 1d4 + 1}) demolishing a small structure"],["10","1 {@creature dire troll|MPMM} (attitude: {@dice 1d6}) eating a dead troll before it regenerates"]]},{"name":"Giant Necropolis Encounters","type":"table","source":"BGG","page":54,"caption":"Giant Necropolis Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature young red shadow dragon} (attitude: {@dice 1d4 + 1}) seeking treasures steeped in sorrow"],["2","2 {@creature Cairnwight|BGG|cairnwights} (attitude: {@dice 1d6 + 3}) critiquing each other's artistic works in progress"],["3","1 {@creature barrowghast|BGG} and 2 {@creature Zombie||zombies} (attitude for all: {@dice 1d4 + 1}) prowling for living creatures to slay"],["4","1 {@creature frostmourn|BGG} (attitude: {@dice 1d8 + 1}) contemplating the many notches on its greataxe"],["5","{@dice 1d4} {@creature Shadow||shadows} (attitude: {@dice 1d8}) playing out the last moments of their lives as a shadow puppet show on a wall"],["6","{@dice 2d6} {@creature Zombie||zombies} (attitude: {@dice 1d4 + 1}) shuffling listlessly, following a path of Giant runes painted in dried blood"],["7","1 {@creature firegaunt|BGG} (attitude: {@dice 1d4 + 1}) killing and destroying, desperately hoping someone will end its existence"],["8","1 {@creature flesh colossus|BGG} (attitude: {@dice 1d6}) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect"],["9","1 {@creature tempest spirit|BGG} (attitude: {@dice 1d6}) searching for lost magical knowledge"],["10","1 {@creature spectral cloud|BGG} (attitude: {@dice 1d12}) wandering with a ghostly green lantern"]]},{"name":"Grassland Encounters (Levels 1—5)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 1—5)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature hobgoblin captain} with {@dice 1d4 + 1} {@creature hobgoblin||hobgoblins}"],["02","1 {@creature chimera}"],["03","1 {@creature gorgon}"],["04","{@dice 1d2} {@creature couatl||couatls}"],["05","1 {@creature ankylosaurus}"],["06","1 {@creature weretiger}"],["07","{@dice 1d3} {@creature allosaurus||allosauruses}"],["08-09","{@dice 1d3} {@creature elephant||elephants}"],["10-14","A circle of standing stones within which the air is utterly still, no matter how hard the wind blows outside"],["15-16","1 {@creature phase spider}"],["17-18","1 {@creature gnoll pack lord} with {@dice 1d4} {@creature giant hyena||giant hyenas}"],["19-20","1 {@creature pegasus}"],["21-22","1 {@creature ankheg}"],["23-24","{@dice 1d3} {@creature rhinoceros||rhinoceroses}"],["25-28","{@dice 1d3} {@creature cockatrice||cockatrices}"],["29-32","{@dice 1d6 + 2} {@creature giant wasp||giant wasps} or {@dice 1d4 + 3} {@creature swarm of insects||swarms of insects}"],["33-36","{@dice 1d4} {@creature jackalwere||jackalweres} or {@dice 1d4} {@creature scout||scouts}"],["37-40","{@dice 1d8} {@creature giant goat||giant goats} or {@dice 1d8} {@creature worg||worgs}"],["41-44","{@dice 2d4} {@creature hobgoblin||hobgoblins}, {@dice 2d4} {@creature orc||orcs}, or {@dice 2d4} {@creature gnoll||gnolls}"],["45-46","{@dice 1d2} {@creature giant poisonous snake||giant poisonous snakes}"],["47-48","{@dice 1d6 + 2} {@creature elk} or {@dice 1d6 + 2} {@creature riding horse||riding horses}"],["49-50","{@dice 2d4} {@creature goblin||goblins}"],["51-52","{@dice 1d3} {@creature boar||boars}"],["53-54","1 leopard ({@creature panther}) 1 {@creature lion}"],["55-58","{@dice 1d6 + 3} {@creature goblin||goblins} riding wolves"],["59-62","{@dice 2d6} {@creature giant wolf spider||giant wolf spiders} or 1 {@creature giant eagle}"],["63-65","{@dice 1d8 + 4} {@creature pteranodon||pteranodons}"],["66-69","{@dice 3d6} {@creature wolf||wolves}"],["70-74","{@dice 2d4 + 2} {@creature axe beak||axe beaks}"],["75-76","1 {@creature giant boar} or {@dice 1d2} {@creature tiger||tigers}"],["77-78","1 {@creature ogre} or {@dice 1d3} {@creature bugbear||bugbears}"],["79-80","{@creature giant elk} or 1 {@creature gnoll pack lord} or {@dice 1d3} {@creature giant hyena||giant hyenas}"],["81-82","{@dice 1d3} {@creature giant vulture||giant vultures} or {@dice 1d3} {@creature hippogriff||hippogriffs}"],["83-84","1 {@creature goblin boss} with {@dice 1d6 + 2} {@creature goblin||goblins} and {@dice 1d4 + 3} {@creature wolf||wolves}, or {@dice 1d3} {@creature thri-kreen}"],["85-89","{@dice 1d3} {@creature druid||druids} patrolling the wilds"],["90-91","{@dice 1d6} {@creature scarecrow||scarecrows} or 1 {@creature wereboar}"],["92-93","{@dice 1d3} {@creature centaur||centaurs} or {@dice 1d3} {@creature griffon||griffons}"],["94","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}, or 1 {@creature orc Eye of Gruumsh} with {@dice 2d4 + 1} {@creature orc||orcs}"],["95-96","1 {@creature triceratops}"],["97","1 {@creature cyclops} or 1 {@creature bulette}"],["98-99","{@dice 1d4} {@creature manticore||manticores}"],["00","1 {@creature tyrannosaurus rex}"]]},{"name":"Grassland Encounters (Levels 6—10)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 6—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d3} {@creature gorgon||gorgons}"],["02","{@dice 1d4} {@creature cyclops||cyclopes}"],["03-04","{@dice 1d3} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["05-06","1 {@creature chimera}"],["07-09","{@dice 1d4 + 1} {@creature veteran||veterans} on {@creature riding horse||riding horses}"],["10-11","A tornado that touches down {@dice 1d6} miles away, tearing up the land for 1 mile before it dissipates"],["12-13","{@dice 1d3} {@creature manticore||manticores}"],["14-15","{@dice 2d4} {@creature ankheg||ankhegs}"],["16-17","{@dice 1d8 + 1} {@creature centaur||centaurs}"],["18-19","{@dice 1d6 + 2} {@creature griffon||griffons}"],["20-21","{@dice 1d6} {@creature elephant||elephants}"],["22-24","A stretch of land littered with rotting war machines, bones, and banners of forgotten armies"],["25-28","{@dice 1d8 + 1} {@creature bugbear||bugbears}"],["29-32","1 {@creature gnoll pack lord} with {@dice 1d4 + 1} {@creature giant hyena||giant hyenas}"],["33-36","{@dice 2d4} {@creature scarecrow||scarecrows}"],["37-40","{@dice 1d12} {@creature lion||lions}"],["41-44","{@dice 1d10} {@creature thri-kreen}"],["45-46","1 {@creature allosaurus}"],["47-48","1 {@creature tiger}"],["49-50","{@dice 1d2} {@creature giant eagle||giant eagles} or {@dice 1d2} {@creature giant vulture||giant vultures}"],["51-52","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["53-54","{@dice 1d2} {@creature pegasus||pegasi}"],["55-58","1 {@creature ankylosaurus}"],["59-62","{@dice 1d2} {@creature couatl||couatls}"],["63-66","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 1} {@creature orc||orcs}"],["67-70","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["71-74","{@dice 1d4 + 1} {@creature rhinoceros||rhinoceroses}"],["75-76","1 {@creature hobgoblin captain} with {@dice 2d6} {@creature hobgoblin||hobgoblins}"],["77-78","{@dice 1d3} {@creature phase spider||phase spiders}"],["79-80","{@dice 1d6 + 2} {@creature giant boar||giant boars}"],["81-82","{@dice 2d4} {@creature giant elk}"],["83-84","{@dice 1d4} {@creature ogre||ogres} with {@dice 1d4} {@creature orog||orogs}"],["85-87","A hot wind that carries the stench of rot"],["88-90","{@dice 1d3} {@creature weretiger||weretigers}"],["91-92","1 {@creature bulette}"],["93-94","A tribe of {@dice 2d20 + 20} nomads ({@creature tribal warrior||tribal warriors}) on {@creature riding horse||riding horses} following a herd of antelope ({@creature deer}). The nomads are willing to trade food, leather, and information for weapons."],["95-96","{@dice 1d6 + 2} {@creature wereboar||wereboars}"],["97","1 {@creature young gold dragon}"],["98-99","{@dice 1d4} {@creature triceratops||triceratopses}"],["00","{@dice 1d3} {@creature tyrannosaurus rex||tyrannosaurus rexes}"]]},{"name":"Grassland Encounters (Levels 11—16)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 3d6} {@creature wereboar||wereboars}"],["06-10","{@dice 2d10} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-17","An old road of paved stones, partly reclaimed by wilderness, that travels for {@dice 1d8} miles in either direction before ending"],["18-27","{@dice 1d12} {@creature couatl||couatls}"],["28-30","A witch ({@creature mage}) dwelling in a crude hut. She offers potions of healing, antitoxins, and other consumable items for sale in exchange for food and news."],["31-40","{@dice 2d10} {@creature elephant||elephants}"],["41-46","{@dice 2d4} {@creature weretiger||weretigers}"],["47-56","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["57-61","{@dice 1d3} {@creature chimera||chimeras}"],["62-66","5 {@creature triceratops||triceratopses}"],["67-69","A giant hole 50 feet across that descends nearly 500 feet before opening into an empty cave"],["70-79","{@dice 1d4 + 3} {@creature gorgon||gorgons}"],["80-88","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["89-90","A circular section of grass nearly a quarter-mile across that appears to have been pressed down; {@dice 1d4} more such circles connected by lines can be seen from overhead."],["91-96","{@dice 2d4} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Grassland Encounters (Levels 17—20)","type":"table","source":"XGE","page":100,"caption":"Grassland Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 2d6} {@creature triceratops||triceratopses}"],["11-20","{@dice 1d10} {@creature gorgon||gorgons}"],["21-25","{@dice 2d6} {@creature hyena||hyenas} feeding on the carcass of a dead dinosaur"],["26-35","{@dice 3d6} {@creature bulette||bulettes}"],["36-40","A fiery chariot that races across the sky"],["41-50","{@dice 1d3} {@creature young gold dragon||young gold dragons}"],["51-60","{@dice 2d4} {@creature cyclops||cyclopes}"],["61-65","A valley where all the grass has died and the ground is littered with stumps and fallen tree trunks, all petrified"],["66-75","{@dice 2d10} {@creature wolf||wolves}"],["76-80","A friendly adventuring party of {@dice 1d6 + 1} characters of varying races, classes, and levels (average level {@dice 1d6 + 2}). They share information about their recent travels."],["81-90","{@dice 1d12} {@creature chimera||chimeras}"],["91-96","{@dice 1d6 + 2} {@creature tyrannosaurus rex||tyrannosaurus rexes}"],["97-99","1 {@creature adult gold dragon}"],["00","1 {@creature ancient gold dragon}"]]},{"name":"Hill Encounters (Levels 1—4)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature eagle}"],["02-03","{@dice 2d4} {@creature baboon||baboons}"],["04-06","{@dice 1d6} {@creature bandit||bandits}"],["07","{@dice 1d4} {@creature vulture||vultures}"],["08","{@dice 1d10} {@creature commoner||commoners}"],["09","1 {@creature raven}"],["10","1 {@creature poisonous snake}"],["11-13","{@dice 2d6} {@creature bandit||bandits} {@dice 2d6} {@creature tribal warrior||tribal warriors}"],["14","{@dice 2d8} {@creature goat||goats}"],["15","{@dice 1d6 + 4} {@creature blood hawk||blood hawks}"],["16","{@dice 1d4 + 3} {@creature giant weasel||giant weasels}"],["17-18","{@dice 1d3} {@creature guard||guards} with {@dice 1d2} {@creature mastiff||mastiffs} and 1 {@creature mule}"],["19-20","{@dice 1d6 + 5} {@creature hyena||hyenas}"],["21-22","{@dice 2d4} {@creature stirge||stirges}"],["23-25","An empty cave littered with bones"],["26","1 {@creature pseudodragon} or {@dice 1d3} {@creature giant owl||giant owls}"],["27","1 {@creature lion} or 1 cougar ({@creature panther})"],["28-30","{@dice 2d8} {@creature kobold||kobolds}"],["31","1 {@creature hippogriff}"],["32-34","{@dice 2d4} {@creature goblin||goblins}"],["35","1 {@creature worg}"],["36","{@dice 1d3} {@creature swarm of bats||swarms of bats} or {@dice 1d3} {@creature swarm of ravens||swarms of ravens}"],["37","1 {@creature giant eagle}"],["38-40","An old dwarf sitting on a stump, whittling a piece of wood"],["41","{@dice 1d4} {@creature elk}"],["42","{@dice 1d4} {@creature winged kobold||winged kobolds} with {@dice 1d6} {@creature kobold||kobolds}"],["43","{@dice 1d6 + 2} {@creature giant wolf spider||giant wolf spiders}"],["44-45","{@dice 2d4} {@creature wolf||wolves}"],["46","1 {@creature swarm of insects}"],["47","{@dice 1d8 + 1} {@creature axe beak||axe beaks}"],["48-49","1 {@creature brown bear} or {@dice 1d3} {@creature boar||boars}"],["50","1 {@creature scout}"],["51","1 {@creature ogre}"],["52-53","{@dice 2d4} {@creature gnoll||gnolls}"],["54","1 {@creature giant elk}"],["55","{@dice 1d3 + 1} {@creature harpy||harpies}"],["56","1 {@creature werewolf}"],["57-58","{@dice 2d4} {@creature orc||orcs}"],["59","{@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres}"],["60","1 {@creature druid} or 1 {@creature veteran}"],["61-63","The corpse of an adventurer that carries an intact {@item explorer's pack|phb} and lies atop a longsword"],["64","1 {@creature green hag}"],["65-66","{@dice 1d3} {@creature dire wolf||dire wolves}"],["67-68","A small cemetery containing {@dice 2d6} graves"],["69-70","1 {@creature hobgoblin captain} with {@dice 2d4} {@creature hobgoblin||hobgoblins}"],["71","{@dice 2d4} {@creature giant goat||giant goats}"],["72","1 {@creature manticore}"],["73-74","{@dice 1d6 + 2} {@creature hobgoblin||hobgoblins}"],["75","1 {@creature phase spider}"],["76-78","A pile of droppings from a very large bird"],["79","1 {@creature gnoll fang of Yeenoghu}"],["80","{@dice 1d3} {@creature giant boar||giant boars}"],["81","1 {@creature gnoll pack lord} with {@dice 1d3} {@creature giant hyena||giant hyenas}"],["82","1 {@creature bandit captain} with {@dice 2d4} {@creature bandit||bandits}"],["83","1 {@creature orc Eye of Gruumsh} with {@dice 1d8 + 2} {@creature orc||orcs}"],["84","{@dice 1d3} {@creature orog||orogs} or {@dice 1d4} {@creature berserker||berserkers}"],["85-86","1 {@creature ettin} or 1 {@creature wereboar}"],["87-88","1 {@creature goblin boss} with {@dice 2d6} {@creature goblin||goblins}"],["89","{@dice 1d3} {@creature griffon||griffons}"],["90","{@dice 1d3} {@creature peryton||perytons} or {@dice 1d4} {@creature pegasus||pegasi}"],["91-96","{@dice 1d3} {@creature troll||trolls}"],["97-99","1 {@creature cyclops}"],["00","1 {@creature stone giant}"]]},{"name":"Hill Encounters (Levels 5—10)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature pegasus||pegasi} or {@dice 1d3} {@creature peryton||perytons}"],["02","{@dice 1d6 + 2} {@creature giant goat||giant goats}"],["03","1 {@creature manticore}"],["04","{@dice 1d8 + 1} {@creature gnoll||gnolls} or {@dice 1d8 + 1} {@creature hobgoblin||hobgoblins}"],["05","{@dice 1d4} {@creature lion||lions}"],["06","{@dice 1d6 + 2} {@creature worg||worgs}"],["07","{@dice 1d4} {@creature brown bear||brown bears}"],["08","{@dice 3d6} {@creature axe beak||axe beaks}"],["09","1 {@creature half-ogre (ogrillon)||half-ogre} with {@dice 2d6} {@creature orc||orcs}"],["10","{@dice 2d10} {@creature winged kobold||winged kobolds}"],["11-12","1 {@creature goblin boss} with {@dice 1d4} {@creature dire wolf||dire wolves} and {@dice 2d6} {@creature goblin||goblins}"],["13","{@dice 1d6} {@creature giant elk}"],["14-15","{@dice 1d8 + 1} {@creature giant eagle||giant eagles}"],["16-17","{@dice 1d4} {@creature phase spider||phase spiders}"],["18-19","1 {@creature gnoll pack lord} with {@dice 2d4} {@creature giant hyena||giant hyenas}"],["20","{@dice 2d4} {@creature hippogriff||hippogriffs}"],["21-25","A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side"],["26-27","{@dice 2d4} {@creature orog||orogs}"],["28-29","{@dice 1d4 + 1} {@creature griffon||griffons}"],["30-31","{@dice 1d6 + 2} {@creature harpy||harpies}"],["32-33","1 {@creature orc Eye of Gruumsh} with {@dice 2d6 + 3} {@creature orc||orcs}"],["34-35","{@dice 1d4 + 3} {@creature giant boar||giant boars}"],["36-40","A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in"],["41-42","{@dice 1d3} {@creature green hag||green hags}"],["43-44","{@dice 1d4} {@creature werewolf||werewolves}"],["45-46","{@dice 1d6 + 2} {@creature ogre||ogres}"],["47-48","1 {@creature hobgoblin captain} with {@dice 2d8} {@creature hobgoblin||hobgoblins}"],["49-50","1 {@creature bandit captain} with {@dice 3d6} {@creature bandit||bandits}"],["51-54","1 {@creature chimera}"],["55-58","{@dice 1d4} {@creature ettin||ettins}"],["59-62","{@dice 1d6 + 2} {@creature veteran||veterans} with {@dice 2d6} {@creature berserker||berserkers}"],["63-65","An abandoned wooden hut"],["66-69","1 {@creature galeb duhr}"],["70-73","1 {@creature bulette}"],["74-77","1 {@creature wyvern}"],["78-80","{@dice 2d6 + 10} {@creature goat||goats} with 1 herder ({@creature tribal warrior})"],["81-82","{@dice 1d3} {@creature hill giant||hill giants}"],["83-84","{@dice 2d4} {@creature wereboar||wereboars}"],["85-86","{@dice 1d4} {@creature revenant||revenants}"],["87-88","{@dice 1d2} {@creature gorgon||gorgons}"],["89-90","{@dice 1d8 + 1} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["91-93","{@dice 1d4} {@creature cyclops||cyclopes}"],["94-96","1 {@creature young red dragon}"],["97-98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["00","1 {@creature roc}"]]},{"name":"Hill Encounters (Levels 11—16)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 2d8} {@creature manticore||manticores} or {@dice 2d8} {@creature phase spider||phase spiders}"],["02-04","{@dice 1d6} {@creature green hag||green hags} with {@dice 1d6} {@creature wyvern||wyverns}"],["05-07","1 {@creature hobgoblin captain} with 1 {@creature hill giant} and {@dice 4d10} {@creature hobgoblin||hobgoblins}"],["08-10","{@dice 2d6 + 3} {@creature werewolf||werewolves}"],["11-14","{@dice 1d6 + 2} {@creature ettin||ettins}"],["15-18","{@dice 1d3} {@creature bulette||bulettes}"],["19-22","{@dice 1d4} {@creature werebear||werebears}"],["23-24","A stream of smoke emerging from a small chimney in the hillside"],["25-28","{@dice 1d4} {@creature wyvern||wyverns}"],["29-32","{@dice 1d8 + 1} {@creature wereboar||wereboars}"],["33-36","{@dice 1d3} {@creature revenant||revenants}"],["37-38","A mild earthquake that shakes the region for {@dice 1d20} seconds"],["39-42","{@dice 1d3} {@creature chimera||chimeras}"],["43-46","{@dice 1d4} {@creature gorgon||gorgons}"],["47-50","{@dice 1d6 + 2} {@creature gnoll fang of Yeenoghu||gnoll fangs of Yeenoghu}"],["51-54","{@dice 1d4} {@creature hill giant||hill giants}"],["55-58","1 {@creature young red dragon}"],["59-62","{@dice 1d3 + 1} {@creature galeb duhr}"],["63-65","{@dice 2d10} dwarf miners ({@creature commoner||commoners}), whistling as they march toward their mine"],["66-69","{@dice 1d3} {@creature young copper dragon||young copper dragons}"],["70-73","{@dice 1d4} {@creature troll||trolls}"],["74-77","{@dice 1d3} {@creature cyclops||cyclopes}"],["78-80","{@dice 1d3} {@creature noble||nobles} with {@dice 1d4} {@creature scout||scouts} prospecting for gold"],["81-85","1 {@creature adult copper dragon}"],["86-90","{@dice 2d4} {@creature stone giant||stone giants}"],["91-96","{@dice 1d4} {@creature roc||rocs}"],["97-99","1 {@creature adult red dragon}"],["00","1 {@creature ancient copper dragon}"]]},{"name":"Hill Encounters (Levels 17—20)","type":"table","source":"XGE","page":101,"caption":"Hill Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d2} {@creature roc||rocs}"],["02-05","1 {@creature young red dragon}"],["06-10","{@dice 2d6} {@creature ettin||ettins}"],["11-15","{@dice 1d4} {@creature bulette||bulettes}"],["16-20","{@dice 1d10} {@creature revenant||revenants}"],["21-25","The white outline of an enormous horse carved into the side of a high hill"],["26-30","{@dice 1d6 + 1} {@creature gorgon||gorgons}"],["31-35","{@dice 2d4 + 1} {@creature troll||trolls}"],["36-40","The scorched remains of {@dice 2d10} humanoids littering a hillside"],["41-45","{@dice 2d4} {@creature hill giant||hill giants}"],["46-50","{@dice 1d6 + 2} {@creature werebear||werebears}"],["51-55","{@dice 2d4} {@creature galeb duhr}"],["56-60","{@dice 1d4 + 2} {@creature wyvern||wyverns}"],["61-65","A massive boulder partly buried in the earth as if it fell or was thrown there"],["66-70","1 {@creature adult copper dragon}"],["71-75","{@dice 1d6 + 3} {@creature cyclops||cyclopes}"],["76-80","The stub of an old stone tower jutting from the top of a hill"],["81-85","{@dice 2d4} {@creature stone giant||stone giants}"],["86-90","1 {@creature adult red dragon}"],["91-96","1 {@creature ancient copper dragon}"],["97-99","1 {@creature ancient red dragon}"],["00","{@dice 1d2} {@creature adult red dragon||adult red dragons} with {@dice 1d3} {@creature young red dragon||young red dragons}"]]},{"name":"Hill Giant Encounters","type":"table","source":"BGG","page":47,"caption":"Hill Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","2 {@creature Hill Giant||hill giants} charging at each other until their heads collide, while 4 {@creature Ogre||ogres} (attitude for all: {@dice 1d6 + 3}) watch and cheer"],["2","1 {@creature hill giant avalancher|BGG} (attitude: {@dice 1d8 + 2}) searching exasperatedly for a {@creature giant goose|BGG} that stole from the giant's bag"],["3","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d10}) trading broken weapons they've collected"],["4","1 {@creature hill giant} and 3 {@creature Ogre||ogres} (attitude for all: {@dice 1d12}) taking turns bowling ettin skulls at sticks stuck in the ground"],["5","1 {@creature hill giant} (attitude: {@dice 1d6 + 3}) dejectedly trying to reassemble a small stone building it accidentally demolished"],["6","{@dice 1d4} {@creature Otyugh||otyughs} (attitude: {@dice 1d10}) in a waste pit where hill giants dispose of feast remnants"],["7","1 {@creature hill giant} singing beautifully for {@dice 1d4} {@creature Dire Wolf||dire wolves} (attitude for all: {@dice 1d10 + 2})"],["8","2 {@creature Hill Giant||hill giants} (attitude: {@dice 1d8}) roasting a bear over a burning wagon and excessively seasoning it with spices plundered from the wagon"],["9","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 2}) enjoying a feast"],["10","1 {@creature hill giant} (attitude: {@dice 1d6}) asking for food from a gang of {@dice 2d4} {@creature Bugbear||bugbears} (attitude: {@dice 1d6 + 2})"],["11","1 {@creature flind|MPMM} (attitude: {@dice 1d4 + 1}) leading a bloodthirsty party of 5 {@creature Gnoll Hunter|MPMM|gnoll hunters} (attitude: {@dice 1d6})"],["12","1 {@creature mouth of Grolantor|MPMM} (attitude: {@dice 1d6}) eating everything in reach, including the landscape"]]},{"name":"Megafauna World Encounters","type":"table","source":"BGG","page":54,"caption":"Megafauna World Encounters","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@dice 2d4} {@creature Giant Ox|BGG|giant oxen} (attitude: {@dice 1d6 + 4}) grazing on shrubs, trees, or thatched roofs"],["2","{@dice 1d3} {@creature Titanothere|BGG|titanotheres} (attitude: {@dice 1d8 + 3}) roaming; one of them scratches an itch on trees, uprooting them in the process"],["3","1 {@creature giant goose|BGG} (attitude: {@dice 1d8}) running with an item from a hill giant's bag (see \"{@book Giant Bags|BGG|5|Giant Bags}\" in {@book chapter 5|BGG|5}) in its mouth"],["4","2 {@creature Mammoth||mammoths} (attitude: {@dice 1d6}) locking tusks in a territory dispute"],["5","1 {@creature gigant|BGG} (attitude: {@dice 1d4 + 1}) rampaging"],["6","{@dice 1d4} {@creature Saber-Toothed Tiger||saber-toothed tigers} (attitude: {@dice 1d10}) stalking near a herd of {@dice 2d4} {@creature giant elk} (attitude: {@dice 1d6 + 3})"],["7","1 {@creature purple worm} (attitude: {@dice 1d4 + 1}) following vibrations toward food"],["8","{@dice 2d6} {@creature Giant Tick|BGG|giant ticks} (attitude: {@dice 1d4 + 1}) sucking the last blood from a giant's corpse"],["9","1 {@creature froghemoth|MPMM} (attitude: {@dice 1d6}) trying to hide somewhere comically inadequate for its bulk"],["10","1 {@creature gray render|MPMM} (attitude: {@dice 1d6 + 3}) gnawing the scenery"]]},{"name":"Mortuary Encounters (Levels 1—4)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 1—4)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A decapitated {@creature zombie} with the {@condition blinded} and {@condition deafened} conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects."],["2","{@dice 1d4} {@creature Will-o'-Wisp||will-o'-wisps} offer to guide the characters to their destination but might lead them to a deadly location in the Mortuary, such as a crematorium."],["3","A poshly dressed Duster {@creature wight} asks the characters to help them write a eulogy that's due in 10 minutes."],["4","A friendly {@creature death dog} trots up to the characters and drops a bony hand at their feet. The dog wants to play fetch."],["5","Ten melancholy Dusters ({@creature Commoner||commoners}) conduct an open-casket funeral for a cheery {@creature skeleton} named Merle, who never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they'd like to say anything on behalf of the deceased."],["6","A lost {@creature animated coffin|AATM}* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination."],["7","{@dice 1d4} {@creature Zombie||zombies}, bloated and riddled with holes, shuffle up to the characters and each expel a {@creature swarm of rot grubs|MPMM}† at their feet. All the creatures are hostile toward the characters."],["8","A {@creature Heralds of Dust exorcist|AATM}* works to expel a {@creature dybbuk|MPMM}† from a corpse. The exorcist asks the characters to help in dispatch the Fiend."],["9","Two {@creature Bard|MPMM|bards}† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the characters interrupt or otherwise ruin the tune, {@dice 1d4} irascible {@creature Specter||specters} emerge from the walls and attack, causing the bards to flee."],["10","Three {@creature skeleton} farmers quietly tend to corpse-white grave flowers in an underground garden. Four {@creature Stench Kow|MPMM|stench kows}† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 5—10)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 5—10)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Three {@creature Ghost||ghosts} of long-dead nobles invite the characters to an incorporeal tea party."],["2","{@dice 1d8 + 3} {@creature Ghoul||ghouls} feast on a veritable smorgasbord of corpses in a chilly morgue. The ghouls attack any who disturb their meal."],["3","Twenty {@creature Skeleton||skeletons} parade down a dusty hall, dancing all the way. The skeletons are friendly toward characters who join their procession but attack any who impede it."],["4","Disguised as a Humanoid member of the Heralds of Dust, a {@creature planetar} sneaks through a crypt in hopes of raising one of its god's agents from the dead. The angel reveals itself to the characters and asks for help in finding its way."],["5","The party unknowingly enters a crematorium, and the walls erupt with gouts of flame. Each creature in the room must succeed on a DC 18 Dexterity saving throw, taking 44 ({@dice 8d10}) fire damage on a failed save, or half as much damage on a successful one."],["6","A {@creature stone golem} composed of tombstones tromps down an empty hallway. It lets the characters pass if they etch an epitaph into its frame."],["7","A passing {@creature animated coffin|AATM}* exhales a hostile cloud of {@creature vampiric mist|MPMM}† with an audible wheeze."],["8","{@dice 1d6 + 2} {@creature Vargouille|MPMM|vargouilles}† fly through the halls, looking for their next meal. The vargouilles attack the characters on sight."],["9","{@dice 1d4} {@creature Spawn of Kyuss|MPMM|spawns of Kyuss}† shamble through the Mortuary, infecting its corpses. A lawful neutral {@creature wight} shouts for the party's aid in curbing the infestation."],["10","Two {@creature lost sorrowsworn|MPMM},† manifestations of those who never reached the afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mortuary Encounters (Levels 11—16)","type":"table","source":"AATM","caption":"Mortuary Encounters (Levels 11—16)","colLabels":["{@dice d10}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","{@creature Factol Skall|AATM}* drifts through the Mortuary toward his {@area orrery|025|x} (detailed later in this supplement)."],["2","Two {@creature Guardian Naga||guardian nagas} slither up to the party. The nagas are collecting stories about those who have passed."],["3","A {@creature death tyrant}, eager to build its undead army, lingers outside a derelict crypt. The monster accosts any non-Undead it encounters."],["4","An {@creature arcanaloth} testator informs the characters they much each present a copy of their last will and testament to continue their exploration. If a character doesn't have a will, the testator offers to write one for them on the spot in exchange for 10 gp each."],["5","A {@creature githyanki knight} and four pallbearers ({@creature Githyanki Warrior||githyanki warriors}) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as one of their own."],["6","A sarcophagus-like {@creature animated coffin|AATM}* conveys a haughty {@creature mummy lord} to its tomb. Two {@creature Mummy||mummies} walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a bow; the mummies attack all who refuse."],["7","A {@creature cadaver collector|MPMM}† emerges from a portal to Acheron, dragging a cart of corpses behind it."],["8","A {@creature deathlock mastermind|MPMM}† leads four {@creature Deathlock|MPMM|deathlocks}† in an unholy ritual dedicated to the powers of death. To complete the ritual, the deathlocks require a living sacrifice—one of the characters would be perfect."],["9","Four {@creature Minotaur Skeleton||minotaur skeletons} carry a palanquin of bones supporting a hostile {@creature skull lord|MPMM}.†"],["10","A {@creature narzugon|MPMM}† astride a {@creature nightmare} patrols a stretch of catacombs as part of an archdevil's errand. The narzugon attacks any non-Undead, eager to add their souls to archdevil's growing collection."]],"footnotes":["†Monsters marked with a dagger (†) appear in {@book Monsters of the Multiverse|MPMM}. Roll a {@dice d6} if you don't have that book.","*See {@book the appendix|AATM|Appendix: Mortuary Creatures}."]},{"name":"Mountain Encounters (Levels 1—4)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","1 {@creature eagle}"],["03-05","{@dice 1d3} {@creature swarm of bats||swarms of bats}"],["06-08","{@dice 1d6} {@creature goat||goats}"],["09-11","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["12-14","{@dice 1d6 + 3} {@creature pteranodon||pteranodons}"],["15-17","{@dice 1d8 + 1} {@creature winged kobold||winged kobolds}"],["18-20","1 {@creature lion}"],["21-24","Stairs chiseled into the side of the mountain that climb {@dice 3d20 + 40} feet before ending abruptly"],["25-27","{@dice 2d10} {@creature stirge||stirges}"],["28-30","{@dice 2d4} {@creature aarakocra}"],["31-33","{@dice 2d6} dwarf soldiers ({@creature guard||guards}) with {@dice 1d6} {@creature mule||mules} laden with iron ore"],["34-36","1 {@creature giant eagle}"],["37-38","A small shrine dedicated to a lawful neutral god, perched on a stone outcropping"],["39-41","{@dice 2d8 + 1} {@creature blood hawk||blood hawks}"],["42-44","1 {@creature giant goat}"],["45-47","{@dice 3d4} {@creature kobold||kobolds}"],["48-50","1 {@creature half-ogre (ogrillon)||half-ogre}"],["51-53","1 {@creature berserker}"],["54-55","1 {@creature orog}"],["56","1 {@creature hell hound}"],["57","1 {@creature druid}"],["58-59","1 {@creature peryton}"],["60-61","{@dice 1d2} {@creature hippogriff||hippogriffs}"],["62","1 {@creature manticore}"],["63-64","{@dice 1d6 + 2} {@creature scout||scouts}"],["65-67","Enormous footprints left by a giant, which head into the mountain peaks"],["68-73","{@dice 2d4} {@creature orc||orcs}"],["74-75","1 {@creature giant elk}"],["76-77","1 {@creature veteran}"],["78-79","1 {@creature orc Eye of Gruumsh}"],["80","{@dice 1d4} {@creature harpy||harpies}"],["81","1 {@creature ogre}"],["82","1 {@creature griffon}"],["83","1 {@creature basilisk}"],["84-85","1 {@creature saber-toothed tiger}"],["86-90","A sparkling stream of water spilling from a crevice"],["91","{@dice 1d2} {@creature ettin||ettins}"],["92","1 {@creature cyclops}"],["93","1 {@creature troll}"],["94","1 {@creature galeb duhr}"],["95","1 {@creature air elemental}"],["96","1 {@creature bulette}"],["97","1 {@creature chimera}"],["98","1 {@creature wyvern}"],["99","1 {@creature stone giant}"],["00","1 {@creature frost giant}"]]},{"name":"Mountain Encounters (Levels 5—10)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 2d8 + 1} {@creature aarakocra}"],["03-04","1 {@creature lion} or 1 {@creature saber-toothed tiger}"],["05-06","{@dice 1d8 + 1} {@creature giant goat||giant goats}"],["07-08","{@dice 1d4 + 3} dwarf trailblazers ({@creature scout||scouts})"],["09-10","{@dice 1d6 + 2} {@creature orc||orcs}"],["11-15","{@dice 1d10} {@creature giant eagle||giant eagles}"],["16-20","{@dice 1d8 + 1} {@creature hippogriff||hippogriffs}"],["21-25","{@dice 1d8} fissures venting steam that partially obscures a 20-foot cube above each fissure"],["26-30","1 {@creature basilisk}"],["31-35","{@dice 1d12} {@creature half-ogre (ogrillon)||half-ogres}"],["36-40","A ravine blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be"],["41-45","1 {@creature manticore}"],["46-50","{@dice 2d4} {@creature harpy||harpies}"],["51-52","1 {@creature galeb duhr}"],["53-54","1 {@creature bulette}"],["55-56","{@dice 1d10} {@creature berserker||berserkers}"],["57-58","{@dice 1d3} {@creature hell hound||hell hounds}"],["59-60","{@dice 1d8 + 1} {@creature veteran||veterans}"],["61-65","A distant mountain whose peak resembles a tooth"],["66-69","{@dice 1d4} {@creature ettin||ettins}"],["70-73","1 {@creature wyvern}"],["74-75","1 {@creature orc Eye of Gruumsh} with {@dice 1d6} {@creature orog||orogs} and {@dice 3d6 + 10} {@creature orc||orcs}"],["76-80","A row of {@dice 1d10 + 40} stakes upon which the bodies of kobolds, dwarves, or orcs are impaled"],["81-83","1 {@creature fire giant}"],["84-85","1 {@creature young silver dragon}"],["86-87","{@dice 1d4} {@creature air elemental||air elementals}"],["88-90","{@dice 1d4} {@creature troll||trolls}"],["91-92","{@dice 1d3 + 1} {@creature cyclops||cyclopes}"],["93-94","{@dice 1d4} {@creature chimera||chimeras}"],["95-96","1 {@creature cloud giant}"],["97","1 {@creature roc}"],["98","{@dice 1d4} {@creature stone giant||stone giants}"],["99","1 {@creature young red dragon}"],["00","{@dice 1d4} {@creature frost giant||frost giants}"]]},{"name":"Mountain Encounters (Levels 11—16)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 1d8 + 1} {@creature basilisk||basilisks}"],["03-04","{@dice 2d4} {@creature hell hound||hell hounds}"],["05-06","{@dice 1d3} {@creature chimera||chimeras}"],["07-08","1 {@creature galeb duhr}"],["09-10","{@dice 2d6} {@creature veteran||veterans}"],["11-15","1 {@creature young silver dragon}"],["16-20","{@dice 2d4} {@creature troll||trolls}"],["21-25","1 red dragon gliding through the sky above the highest mountaintops"],["26-30","{@dice 1d8 + 1} {@creature manticore||manticores}"],["31-35","{@dice 1d4} {@creature cyclops||cyclopes}"],["36-40","Heavy snowfall that lasts for {@dice 1d6} hours"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 2} {@creature bulette||bulettes}"],["51-55","{@dice 1d4} {@creature stone giant||stone giants}"],["56-60","1 {@creature fire giant}"],["61-65","2 {@creature stone giant||stone giants} playing catch with a boulder a few hundred feet away"],["66-70","{@dice 1d8 + 1} {@creature ettin||ettins}"],["71-75","{@dice 1d3} {@creature frost giant||frost giants}"],["76-80","A wide crevasse, its depths shrouded in mist"],["81-85","{@dice 1d4} {@creature cloud giant||cloud giants}"],["86-90","1 {@creature adult silver dragon}"],["91-96","1 {@creature adult red dragon}"],["97-98","{@dice 1d4} {@creature roc||rocs}"],["99","1 {@creature ancient silver dragon}"],["00","1 {@creature ancient red dragon}"]]},{"name":"Mountain Encounters (Levels 17—20)","type":"table","source":"XGE","page":104,"caption":"Mountain Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","{@dice 1d10} {@creature bulette||bulettes}"],["06-10","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["11-15","1 {@creature adult silver dragon}"],["16-20","{@dice 1d8 + 1} {@creature wyvern||wyverns}"],["21-25","A massive boat perched atop a mountain"],["26-30","{@dice 2d4} {@creature galeb duhr}"],["31-35","{@dice 1d4} {@creature frost giant||frost giants}"],["36-40","A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley"],["41-45","{@dice 1d10} {@creature air elemental||air elementals}"],["46-50","{@dice 1d6 + 3} {@creature troll||trolls}"],["51-55","1 {@creature adult red dragon}"],["56-60","{@dice 1d4} {@creature cloud giant||cloud giants}"],["61-65","A waterfall hundreds of feet high that drops into a clear pool"],["66-70","{@dice 1d3} {@creature fire giant||fire giants}"],["71-75","{@dice 2d4} {@creature stone giant||stone giants}"],["76-80","A force of 100 dwarves ({@creature veteran||veterans}) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted)"],["81-85","{@dice 1d4} {@creature roc||rocs}"],["86-90","{@dice 1d4} {@creature young red dragon||young red dragons}"],["91-96","1 {@creature ancient silver dragon}"],["97-00","1 {@creature ancient red dragon}"]]},{"name":"Open Water Encounters (Levels 1—4)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","{@dice 3d6} {@creature Quipper||quippers}"],["04-08","1 {@creature swarm of quippers}"],["09-12","{@dice 3d10} {@creature Dolphin|VGM|dolphins}"],["13-14","1 {@creature giant octopus}"],["15-16","{@dice 1d4} {@creature Killer Whale||killer whales}"],["17-18","{@dice 1d6} {@creature merfolk}"],["19-20","{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}"],["21-24","{@dice 1d8} {@creature Giant Crab||giant crabs}"],["25-28","{@dice 1d4} {@creature Reef Shark||reef sharks}"],["29","1 {@creature hunter shark}"],["30-34","{@dice 1d4} {@creature sahuagin}"],["35-37","{@dice 1d4} {@creature koalinth|GoS}"],["38-40","A {@table Whirlpools; Whirlpool Rank|GoS|rank 1 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["41-45","{@dice 1d4} {@creature Locathah|GoS|locathahs}"],["46-51","{@dice 1d3} {@creature Harpy||harpies}"],["52-54","2 {@creature merrow}"],["55-57","1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}"],["58-59","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["60-62","1 {@creature plesiosaurus}"],["63-64","{@dice 1d3} {@creature Sea Hag||sea hags}"],["65-67","{@dice 1d4} {@creature Blood Hawk||blood hawks}"],["68-70","1 {@creature sahuagin champion|GoS}"],["71-74","1 {@creature giant shark}"],["75","1 {@creature young bronze dragon}"],["76-00","A ship ({@variantrule Random Ships|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 5—10)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature giant shark}"],["04-07","{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}"],["08-11","{@dice 1d10} {@creature Killer Whale||killer whales}"],["12-17","{@dice 3d6} {@creature merfolk}"],["18-25","1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS}"],["26-30","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["31-35","{@dice 2d4} {@creature Reef Shark||reef sharks}"],["36-38","{@dice 1d4} {@creature Hunter Shark||hunter sharks}"],["39-40","{@dice 1d4} {@creature Water Elemental||water elementals}"],["41","A {@table Whirlpools; Whirlpool Rank|GoS|rank 2 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["42-45","{@dice 2d4} {@creature Locathah|GoS|locathahs}"],["46-47","1 {@creature harpy matriarch|GoS} and {@dice 1d4} {@creature Harpy||harpies}"],["48-49","{@dice 2d4} {@creature merrow}"],["50-52","1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}"],["53-57","1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS}"],["58-59","{@dice 2d8} {@creature Giant Crab||giant crabs}"],["60-61","{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}"],["62-63","A coven of 3 {@creature Sea Hag||sea hags}"],["64-65","{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["66-69","1 {@creature hydra}"],["70-71","1 {@creature marid}"],["72","1 {@creature storm giant}"],["73","1 {@creature adult bronze dragon}"],["74","1 {@creature dragon turtle}"],["75-90","A ship ({@variantrule Random Ships|GoS|generated at random})"],["91-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Open Water Encounters (Levels 11—20)","type":"table","source":"GoS","page":207,"caption":"Open Water Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature storm giant}"],["04-07","{@dice 2d6} {@creature Giant Shark||giant sharks}"],["08-11","1 {@creature marid}"],["12-18","1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions}"],["19-25","1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters}"],["26-28","{@dice 3d6} {@creature Reef Shark||reef sharks}"],["29-32","{@dice 2d6} {@creature Hunter Shark||hunter sharks}"],["33-39","A {@table Whirlpools; Whirlpool Rank|GoS|rank 3 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["40-43","A {@table Whirlpools; Whirlpool Rank|GoS|rank 4 whirlpool} connected to the Elemental Plane of Water (see \"{@variantrule Ocean Environs|GoS|Whirlpools}\" from Appendix A of {@i Ghosts of Saltmarsh})"],["44-45","{@dice 1d3} {@creature Hydra||hydras}"],["46-48","{@dice 1d4} {@creature koalinth sergeant|GoS} and {@dice 3d10} {@creature koalinth|GoS}"],["49-50","{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}"],["51-53","{@dice 3d6} {@creature merrow}"],["54-57","1 {@creature harpy matriarch|GoS} and {@dice 2d8} {@creature Harpy||harpies}"],["58-60","A coven of 3 {@creature Sea Hag||sea hags}"],["61-63","1 {@creature dragon turtle}"],["64","1 {@creature ancient bronze dragon}"],["65-75","A ship ({@variantrule Random Ships|GoS|generated at random})"],["76-00","A mysterious island ({@variantrule Mysterious Islands|GoS|generated at random})"]]},{"name":"Ship Encounters","type":"table","source":"BAM","page":7,"caption":"Ship Encounters","colLabels":["{@dice d100}","Encounter","Attitude"],"colStyles":["col-2 text-center","col-8","col-2 text-center"],"rows":[["01-07","{@vehicle Bombard|AAG} Leviathan, captained by Myrtle Hunt ({@creature giff warlord|BAM}*) and crewed by 8 {@creature Giff Shipmate|BAM|giff shipmates}* and 3 {@creature Mage||mages}†","{@dice 1d10 + 2}"],["08-16","{@vehicle Damselfly ship|AAG} Voidwinder, captained by Krig Kalu ({@creature hadozee explorer|BAM}*) and crewed by 1 {@creature drow}† and 7 {@creature Hadozee Shipmate|BAM|hadozee shipmates}*","{@dice 2d6 + 3}"],["17-23","{@vehicle Flying fish ship|AAG} Horizon, captained by Thaal Vod (renegade {@creature mind flayer arcanist}†) and crewed by 9 {@creature Plasmoid Warrior|BAM|plasmoid warriors}*","{@dice 1d12}"],["24-31","{@vehicle Hammerhead ship|AAG} Jander Sunstar, captained by Veluna Valderak ({@creature vampirate captain|BAM}*) and crewed by 13 {@creature Vampirate|BAM|vampirates}* and 1 {@creature priest}†","{@dice 1d12}"],["32-36","{@vehicle Lamprey ship|AAG} Astral Prize, crewed by 15 {@creature Psurlon Ringer|BAM|psurlon ringers},*† including Captain Uscath","{@dice 1d12}"],["37-39","{@vehicle Living ship|AAG} Eldervine, captained by Queth ({@creature aartuk elder|BAM}*) and crewed by 2 {@creature Aartuk Starhorror|BAM|aartuk starhorrors},*† 8 {@creature Aartuk Weedling|BAM|aartuk weedlings},* and Eldervine ({@creature treant})","{@dice 1d10}"],["40-45","{@vehicle Nautiloid|AAG} Neurophage, crewed by 4 {@creature Mind Flayer||mind flayers}† and 16 {@creature kuo-toa}, with {@dice 1d6} {@creature Grell||grells} and {@dice 1d6} {@creature Intellect Devourer||intellect devourers} as passengers","{@dice 1d6}"],["46-50","{@vehicle Nightspider|AAG} Malevolence, captained by Yeshk ({@creature neogi void hunter|BAM}*†) and crewed by 24 {@creature Neogi Pirate|BAM|neogi pirates}* and 5 {@creature Umber Hulk||umber hulks}","{@dice 1d6}"],["51-55","{@vehicle Scorpion ship|AAG} Claws of Huraj, captained by Huraj ({@creature hobgoblin captain}) and crewed by 1 {@creature bugbear} (first mate), 8 {@creature Hobgoblin||hobgoblins}, and 2 hobgoblin {@creature Priest||priests}†","{@dice 1d12}"],["56-61","{@vehicle Shrike ship|AAG} Fedifensor, captained by Yaj ({@creature githyanki xenomancer|BAM}*†) and crewed by 10 {@creature Githyanki Buccaneer|BAM|githyanki buccaneers}*†","{@dice 1d12}"],["62-66","{@vehicle Space galleon|AAG} Eleventh, captained by Xorpha Eleven-Eyes ({@creature beholder}) and crewed by 1 {@creature spectator} (first mate), 3 {@creature Cult Fanatic||cult fanatics},† and 16 {@creature Cultist||cultists}","{@dice 1d12}"],["67-72","{@vehicle Space galleon|AAG} Great Kindori, captained by Mystan the Mighty ({@creature djinni}†) and crewed by 1 {@creature invisible stalker} (first mate), 1 {@creature couatl},† 17 {@creature aarakocra}, and 1 {@creature rug of smothering}","{@dice 2d6 + 2}"],["73-78","{@vehicle Squid ship|AAG} Syken's Reach, captained by the pirate Arviglas Syken (human {@creature bandit captain}) and crewed by 1 {@creature cambion}† (Syken's daughter, Tenebra) and 11 {@creature Thug||thugs}","{@dice 1d12}"],["79-84","{@vehicle Star moth|AAG} Apex, captained by Xaleen ({@creature astral elf commander|BAM}*†) and crewed by 11 {@creature Astral Elf Warrior|BAM|astral elf warriors}* and 1 {@creature astral elf aristocrat|BAM}*†","{@dice 1d12}"],["85-90","{@vehicle Turtle ship|AAG} Snorkel, captained by Shelby Norkel (gnome {@creature mage}†) and crewed by 15 {@creature Autognome|BAM|autognomes}*","{@dice 1d10 + 3}"],["91-94","{@vehicle Tyrant ship|AAG} Doomdreamer, crewed by {@dice 2d4 + 2} {@creature Beholder||beholders}","{@dice 1d8}"],["95-00","{@vehicle Wasp ship|AAG} Adventure, abandoned and adrift (25 percent chance that its {@item spelljamming helm|AAG} is still aboard)","—"]],"footnotes":["Creatures marked with an asterisk (*) appear in this book; the rest are described in the {@book Monster Manual|MM}. Any creature marked with a dagger (†) can serve as a spelljammer because it is a spellcaster."]},{"name":"Sigil Clerks' Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Clerks' Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A cocky {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) offers their services to the party as a tout."],["2","A stiff-necked Fated tax collector ({@creature noble}), flanked by two {@creature Guard||guards}, smugly informs the characters they must each pay a \"promenade toll\" of 1 sp to proceed in their current direction."],["3","Out of breath and clearly hiding something on their person, a teenage tiefling {@creature spy} begs the characters to help them avoid two oncoming {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP})."],["4","A drunk elf {@creature commoner} stumbles out of an onion-shaped cab pulled by a sweet and gullible {@creature unicorn} named Corny. The unicorn asks the characters if they need a ride."],["5","A wizened, purple-robed Incantifer ({@creature archmage}) passes through the streets, eliciting nervous whispers from a crowd of onlookers."],["6","A {@creature Society of Sensation Muse|MPP} (see {@book Morte's Planar Parade|MPP}) dazzles the characters with a street-side performance."],["7","Olga, a bookish {@creature frost giant}, trips before the characters as she hurries to the {@book Hall of Records|SatO|2|Hall of Records}, sending a stack of titanic papers into the air."],["8","An obnoxious {@creature equinal guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) brays atop a street-side soapbox. They attempt to goad a character into a cynical debate about the future of Sigil."]]},{"name":"Sigil General Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil General Encounters","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-03","1 {@creature noble} pedestrian distractedly talking to 1 {@creature cranium rat squeaker|MPP}*"],["04-07","{@dice 1d4} {@creature dabus|MPP}*"],["08-10","1 {@creature scout} tumbling through a portal from the Material Plane"],["11-14","{@dice 1d4} {@creature Nightmare||nightmares} recklessly pulling a sedan chair"],["15-17","{@dice 1d10} {@creature Bariaur Wanderer|MPP|bariaur wanderers}*"],["18-22","{@dice 1d6} {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers}* on patrol"],["23-25","{@dice 1d6} {@creature dust mephit} messengers"],["26-28","{@dice 1d4} {@creature Razorvine Blight|MPP|razorvine blights}*"],["29-32","{@dice 1d4} {@creature Society of Sensation Muse|MPP|Society of Sensation muses}*"],["33-36","{@dice 1d6} {@creature Quadrone||quadrones}"],["37-39","{@dice 1d4} {@creature Cranium Rat Squeaker Swarm|MPP|cranium rat squeaker swarms}*"],["40-43","1 {@creature Heralds of Dust Remnant|MPP|Herald of Dust remnant}* and {@dice 1d4} {@creature Zombie||zombies} collecting bodies"],["44-46","1 {@creature young copper dragon} sightseer"],["47-49","1 {@creature Mind's Eye matter smith|MPP}* carrying a rare gizmo"],["50-54","1 {@creature night hag} street vendor"],["55-57","{@dice 1d8} {@creature Bleak Cabal Void Soother|MPP|Bleak Cabal void soothers}* assisting locals"],["58-60","{@dice 1d4} {@creature Vrock||vrocks} on a shopping trip"],["61-63","{@dice 1d6} {@creature Equinal Guardinal|MPP|equinal guardinals}*"],["64-66","{@dice 1d6} {@creature Transcendent Order Instinct|MPP|Transcendent Order instincts}* parkouring through the crowd"],["67-69","{@dice 1d4} {@creature green slaad}"],["70-72","{@dice 1d4} {@creature Fated Shaker|MPP|Fated shakers}* collecting taxes"],["73-74","1 {@creature bone devil} late for a meeting"],["75-76","1 {@creature mage} who's overwhelmed, having just arrived from the Material Plane"],["77-79","{@dice 1d4} {@creature Mercykiller Bloodhound|MPP|Mercykiller bloodhounds}* tracking a criminal"],["80-81","{@dice 1d8} {@creature Githzerai Traveler|MPP|githzerai travelers}*"],["82-83","{@dice 1d4} {@creature maelephant|MPP}* mercenaries"],["84-85","{@dice 1d6} {@creature Doomguard rot blade|MPP}* monster hunters"],["86-87","1 {@creature planetar} looking for a shop"],["88-89","1 {@creature cuprilach rilmani|MPP}* spying on a target"],["90-91","1 {@creature Fraternity of Order law bender|MPP}*"],["92-93","{@dice 1d4} {@creature Cloud Giant||cloud giants} who've become lost"],["94-95","1 {@creature aboleth} in an aquarium sedan chair"],["96-97","1 {@creature kolyarut|MPP}*"],["98-99","A famous {@creature archmage}, like Bigby, Evard, Mordenkainen, or Tasha"],["100","The Lady of Pain and {@dice 2d4} {@creature dabus|MPP}*"]],"footnotes":["Creatures marked with an asterisk (*) appear in {@book Morte's Planar Parade|MPP}, while the rest are described in the {@book Monster Manual|MM}. Most creatures are initially indifferent to characters."]},{"name":"Sigil Hive Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Hive Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Hands of Havoc fire starter|MPP} (see {@book Morte's Planar Parade|MPP}), flame in hand and a wild look in their eyes, stands outside an abandoned building. \"Care to help?\" they ask the characters."],["2","A {@creature kelubar demodand|MPP} (see {@book Morte's Planar Parade|MPP}) street food vendor pushes a rusty cart down a nearby alley. Charred, sausage-link manacles dangle from the cart's torn awning. The demodand offers the characters anything on the cart for 5 cp."],["3","Two chaotic neutral {@creature Troll||trolls} in sleeveless vests strut up to the characters, eager to show off their matching tattoos, courtesy of the dabus Fell."],["4","Pugdug, a kind-eyed orc {@creature Bleak Cabal void soother|MPP} (see {@book Morte's Planar Parade|MPP}), offers to heal the characters, asking only that they pay the deed forward."],["5","Two out-of-breath githzerai ratcatchers ({@creature Guard||guards}) in pink skullcaps chase a nimble {@creature cranium rat squeaker|MPP} (see {@book Morte's Planar Parade|MPP}). \"Get 'em!\" they cry as the rat darts toward the characters."],["6","A droopy-eyed corpse collector (dwarf {@creature commoner}) in tattered clothing dumps a rotten body into the back of a wooden wagon. \"If ye need a ride to the Mortuary, there's room in the back!\" he laughs."],["7","A thieving {@creature musteval guardinal|MPP} (see {@book Morte's Planar Parade|MPP}) snatches a bag from a desperate human {@creature commoner} and flees into a nearby alley. The victim cries for help from the characters."],["8","Two {@creature Ettercap||ettercaps} hiss at the characters from an abandoned tenement building cocooned in thick webbing. The building belongs to the Spite Spinners, a gang of arachnid bandits and their boss, a {@creature darkweaver|MPP} (see {@book Morte's Planar Parade|MPP})."]]},{"name":"Sigil Lady's Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lady's Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A tiefling wastrel ({@creature noble}) flicks a gambling chip from {@book Fortune's Wheel|SatO|2|Fortune's Wheel} at the party, lamenting, \"May your luck be better than mine.\""],["2","A deluxe sedan chair carried by four {@creature Veteran||veterans} stops in front of the characters. A gloved Humanoid hand parts its privacy curtain, extending them an invitation to a masked ball."],["3","A cheery {@creature drider} skitters toward the party. A cultist of Lolth, the drider hands the party a pamphlet advertising an upcoming ritual at the {@book Infinite Well|SatO|2|Infinite Well} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section)."],["4","A desperate {@creature commoner} from a faction of your choice has an impending trial in the {@book High Courts of Sigil|SatO|2|High Courts} (see the \"{@book Lady's Ward Locations|SatO|2|Lady's Ward Locations}\" section). Unable to secure an advocate, they plead with the characters to represent them in court."],["5","When the coast is clear, a shady-looking {@creature Doomguard rot blade|MPP} (see {@book Morte's Planar Parade|MPP}) opens their long overcoat in front of the characters to reveal a slew of finely crafted weapons available for purchase."],["6","Three {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} escort a manacled {@creature githzerai uniter|MPP} to the {@book Prison|SatO|2|Prison} (both stat blocks are in {@book Morte's Planar Parade|MPP}). As they pass the characters, the githzerai drops a crumpled note asserting their innocence."],["7","A character spots a notice from the Mercykillers for an escaped prisoner who bears an uncanny resemblance to someone in the party."],["8","Atop a low building, a {@creature githyanki warrior} proselytizes furiously to the characters about Aoskar, the Keeper of Gateways, claiming to have seen the dead god alive and well on the Astral Plane. As Harmonium officers move to arrest the githyanki, he mysteriously vanishes."]]},{"name":"Sigil Lower Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Lower Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A thunder-voiced {@creature Mind's Eye matter smith|MPP} (see {@book Morte's Planar Parade|MPP}) admonishes passersby to realize the power inside themselves. As a demonstration, the matter smith reshapes material around one of the characters."],["2","Two {@creature Wererat||wererats} in human form approach the characters, offering to sell them various junkyard baubles, while a third wererat uses the distraction to pick a character's pocket."],["3","A {@creature bariaur wanderer|MPP} (see {@book Morte's Planar Parade|MPP}) wearing a gold monocle and an embroidered vest asks the characters to pick up an order for him at a nearby pawnshop. He offers to pay them 10 gp for their trouble (and their discretion)."],["4","Two {@creature minotaur} smiths argue with a {@creature goristro} over the price of an expertly forged greataxe, turning to the characters to settle the debate."],["5","An {@creature Athar null|MPP} (see {@book Morte's Planar Parade|MPP}) warmly greets the characters and offers to show them to their destination—while subtly pitching Athar philosophy to them."],["6","The {@creature ghost} of a factory worker appears to the characters and asks them to retrieve its skull from the {@book Bones of the Night|SatO|2|Bones of the Night} (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section) so it can finally be laid to rest."],["7","Two {@creature Githzerai Monk||githzerai monks} approach the characters, searching for a dangerous {@creature blue slaad} that stole a mote of primordial chaos from the {@book Face of Gith|SatO|2|Face of Gith} tavern (see the \"{@book Lower Ward Locations|SatO|2|Lower Ward Locations}\" section)."],["8","A soot-stained goblin {@creature mage} uses fire magic to repair a damaged {@creature iron golem} in the street. She tells the characters she needs two hundred pounds of iron to replace the construct's missing arm—even scrap will do."]]},{"name":"Sigil Market Ward Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Market Ward Encounters","colLabels":["{@dice d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature Transcendent Order instinct|MPP} (see {@book Morte's Planar Parade|MPP}) asks to spar with the characters, promising a reward if the character wins the fight."],["2","A neutral good {@creature manticore} acupuncturist brushes past the characters, accidentally poking one of them with its spiny tail. As a token of apology, the manticore gifts the party a voucher for one free spa treatment at the Flame Pits (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."],["3","Wheeze Whistletooth, a {@creature night hag} with a persistent hacking cough, offers the party free samples of her famous mystery meat pies."],["4","Clearly troubled, a human {@creature commoner} in the Free League asks the party which faction, if any, they believe is right about the truths of the multiverse."],["5","Two {@creature Harmonium Peacekeeper|MPP|Harmonium peacekeepers} (see {@book Morte's Planar Parade|MPP}) question the characters about the whereabouts of a red-furred bariaur who reportedly stole a {@item potion of invisibility} from an alchemical shop."],["6","A tiny copper soldier fashioned by a {@creature pentadrone} toymaker marches up to the party, salutes them, and then stops functioning."],["7","A {@creature hill giant} stumbles toward the characters, pointing at his throat in worry but not saying a word. He's choking on an entire spit-roasted hog."],["8","Disguised as Rowan Darkwood, a {@creature barlgura} mastermind attempts to recruit the characters with a lucrative opportunity: robbing the Bank of Abbathor (see the \"{@book Market Ward Locations|SatO|2|Market Ward Locations}\" section)."]]},{"name":"Sigil Undersigil Encounters","type":"table","source":"SatO","page":59,"caption":"Sigil Undersigil Encounters","colLabels":["{@dice d6}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A {@creature vargouille reflection|MPP} (see {@book Morte's Planar Parade|MPP}) sprouts from a nearby corpse."],["2","Putrice, a {@creature night hag}, cackles as she fishes a wriggling {@creature larva|DMG} (see the {@book Dungeon Master's Guide|DMG}) from a vent underneath a fiend-owned restaurant."],["3","Two {@creature Cranium Rat Squeaker|MPP|cranium rat squeakers} (see {@book Morte's Planar Parade|MPP}) gnaw on the bones of a {@creature skeleton}, which reaches out toward the characters for help."],["4","Two {@creature dabus|MPP} (see {@book Morte's Planar Parade|MPP}) prune back a mass of razorvine that has spread through a barred grate to the busy street above. As they trim its barbed branches, something shudders within."],["5","Three {@creature sahuagin} emerge from a wide pipe. \"Polluters!\" shouts one of them, addressing the characters."],["6","A warm sponge cake cools on a dusty stone ledge. Its sweet, strawberry aroma wafts through the otherwise dingy passage. A note reading \"DO NOT EAT\" rests below its porcelain serving dish."]]},{"name":"Stone Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Stone Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature stone giant} and 1 {@creature xorn} (attitude for both: {@dice 1d10}) hunting for gems, much the way surface peoples hunt for truffles"],["2","1 {@creature stone giant rockspeaker|BGG} conferring with 2 {@creature Galeb Duhr||galeb duhrs} (attitude for all: {@dice 1d8 + 4})"],["3","1 {@creature stone giant} (attitude: {@dice 1d12}) playing fetch with 1 {@creature carrion crawler} (attitude: {@dice 1d4 + 1})"],["4","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d10}) practicing throwing rocks"],["5","1 {@creature stone giant} arguing with 1 {@creature minotaur} (attitude for both: {@dice 1d12}) about the best path for a maze they're designing"],["6","1 {@creature stone giant} (attitude: {@dice 1d6 + 4}) dreamily carving a slab of rock into an abstract hill giant figure"],["7","1 {@creature cairnwight|BGG} (attitude: {@dice 1d8 + 2}) searching for treasure stolen from its tomb"],["8","{@dice 2d4} cave bears ({@creature Polar Bear||polar bears}; attitude: {@dice 1d6 + 1}) on patrol"],["9","1 {@creature stone giant of Evil Earth|BGG} (attitude: {@dice 1d6}) arguing theology with 2 {@creature Stone Giant||stone giants} (attitude: {@dice 1d12})"],["10","{@dice 2d6} dwarf prospectors ({@creature Veteran||veterans}; attitude: {@dice 1d12}) delving into areas full of stone giant dream carvings"],["11","2 {@creature Korred|MPMM|korreds} (attitude: {@dice 1d8}) exchanging their cut hair with 1 {@creature stone giant} (attitude: {@dice 1d10}) for stone and gem artwork"],["12","1 {@creature stone giant dreamwalker|MPMM} (attitude: {@dice 1d8 + 2}) collecting objects and creatures to fuse into its body"]]},{"name":"Storm Giant Encounters","type":"table","source":"BGG","page":48,"caption":"Storm Giant Encounters","colLabels":["{@dice d12}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","1 {@creature storm giant tempest caller|BGG} (attitude: {@dice 1d8 + 2}) communing with a lightning-lit face in a thundercloud"],["2","1 {@creature storm giant} riding 1 {@creature aerosaur|BGG} (attitude for both: {@dice 1d10})"],["3","1 {@creature lightning hulk|BGG} (attitude: {@dice 1d6}) reveling in destruction"],["4","1 {@creature storm giant} hunting or fishing with 1 {@creature griffon} or {@creature giant octopus} companion (attitude for both: {@dice 1d10 + 2})"],["5","1 {@creature storm giant} (attitude: {@dice 1d12}) patiently explaining a Giant rune to {@dice 1d4} {@creature Ogre||ogres} (attitude: {@dice 1d10})"],["6","2 {@creature Storm Giant||storm giants} (attitude: {@dice 1d8 + 2}) moving pieces on a massive game board according to events that haven't happened yet"],["7","{@dice 1d4} {@creature Behir||behirs} (attitude: {@dice 1d8 + 1}) stalking storm giants"],["8","{@dice 2d4} {@creature goliath giant-kin|BGG} (attitude: {@dice 1d8 + 3}) meditating in hopes of receiving a vision or prophetic word"],["9","1 {@creature storm herald|BGG} conferring with 1 {@creature kraken} (attitude for both: {@dice 1d8 + 1})"],["10","1 {@creature adult blue dragon} (attitude: {@dice 1d6}) seeking the secret refuge of a storm giant oracle who is an ancient enemy"],["11","1 {@creature kraken priest|MPMM} and 3 {@creature Deep Scion|MPMM|deep scions} (attitude for all: {@dice 1d4 + 1}) studying storm giant runes"],["12","1 {@creature storm giant quintessent|MPMM} (attitude: {@dice 1d12}) reading omens in the migration paths of 2 {@creature Roc||rocs} or {@creature Killer Whale||killer whales} (attitude: {@dice 1d6 + 4})"]]},{"name":"Swamp Encounters (Levels 1—4)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature poisonous snake||poisonous snakes}"],["02-05","{@dice 3d6} {@creature rat||rats}"],["06-10","{@dice 2d8} {@creature raven||ravens}"],["11-12","{@dice 3d6} {@creature giant rat||giant rats}"],["13","{@dice 1d10 + 5} {@creature tribal warrior||tribal warriors}"],["14-15","{@dice 1d8 + 1} {@creature giant lizard||giant lizards}"],["16-17","1 {@creature crocodile}"],["18-19","1 {@creature swarm of insects}"],["20","1 {@creature giant spider}"],["21-22","{@dice 1d4 + 1} mud huts partially sunken in murky water"],["23-25","{@dice 2d8 + 1} {@creature kobold||kobolds}"],["26","{@dice 2d4} {@creature mud mephit||mud mephits}"],["27-29","{@dice 1d6 + 2} {@creature giant poisonous snake||giant poisonous snakes}"],["30","{@dice 2d4} {@creature winged kobold||winged kobolds}"],["31-32","1 {@creature scout}"],["33-34","The corpse of an adventurer tangled in the weeds. Looting the body turns up an {@item explorer's pack|phb} and perhaps (50% chance) a random common magic item."],["35-38","1 {@creature giant toad}"],["39-41","{@dice 1d6 + 2} {@creature constrictor snake||constrictor snakes}"],["42-44","{@dice 2d4} {@creature giant frog||giant frogs}"],["45","{@dice 1d8 + 1} {@creature swarm of rats||swarms of rats} or {@dice 1d6 + 2} {@creature swarm of ravens||swarms of ravens}"],["46-48","{@dice 2d10} {@creature stirge||stirges}"],["49-52","{@dice 2d6 + 3} {@creature bullywug||bullywugs}"],["53-54","{@dice 1d8 + 1} {@creature orc||orcs}"],["55-56","{@dice 1d4} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["57","1 {@creature druid}"],["58-59","1 yuan-ti malison: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["60-62","1 {@creature giant constrictor snake}"],["63-64","A high-pitched shriek that lasts for {@dice 1d4} minutes"],["65-67","{@dice 2d4} {@creature lizardfolk}"],["68-69","{@dice 1d4} {@creature ghoul||ghouls}"],["70-71","1 {@creature will-o'-wisp}"],["72","1 {@creature wight}"],["73","1 {@creature ghast}"],["74-75","1 {@creature swarm of poisonous snakes}"],["76-77","A foul stench bubbling up from brackish waters"],["78-80","{@dice 1d4 + 2} {@creature ogre||ogres}"],["81-83","1 {@creature shambling mound}"],["84-86","1 {@creature lizardfolk shaman} with {@dice 1d6} {@creature giant lizard||giant lizards} and {@dice 2d10} {@creature lizardfolk}"],["87","1 {@creature troll}"],["88-89","{@dice 1d4} {@creature green hag||green hags}"],["90-91","1 {@creature revenant}"],["92-93","1 {@creature giant crocodile}"],["94-95","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature orog||orogs} and {@dice 2d6 + 3} {@creature orc||orcs}"],["96-97","1 {@creature young black dragon}"],["98","1 {@creature yuan-ti abomination}"],["99","{@dice 1d4} {@creature water elemental||water elementals}"],["00","1 {@creature hydra}"]]},{"name":"Swamp Encounters (Levels 5—10)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature green hag}"],["02-03","{@dice 2d4} {@creature giant lizard||giant lizards} or {@dice 2d4} {@creature giant poisonous snake||giant poisonous snakes}"],["04-05","{@dice 2d8} {@creature winged kobold||winged kobolds}"],["06-07","{@dice 1d10 + 1} {@creature bullywug||bullywugs} with {@dice 1d8 + 1} {@creature giant frog||giant frogs}"],["08-09","1 {@creature druid}"],["10","{@dice 1d8 + 1} {@creature swarm of insects||swarms of insects}"],["11-13","{@dice 1d12} {@creature ghoul||ghouls}"],["14-16","{@dice 2d8} {@creature scout||scouts}"],["17-19","{@dice 2d10} {@creature orc||orcs}"],["20-22","{@dice 2d4} {@creature giant spider||giant spiders}"],["23-24","Tainted water that exposes creatures that move through it to {@disease sight rot} (see \"{@book Diseases|DMG|8|Diseases}\" in chapter 8 of the {@italic Dungeon Master's Guide})"],["25-27","{@dice 1d6 + 2} {@creature giant toad||giant toads}"],["28-30","{@dice 3d6} {@creature lizardfolk}"],["31-33","{@dice 1d8 + 1} {@creature yuan-ti pureblood||yuan-ti purebloods}"],["34-36","{@dice 1d4 + 1} {@creature swarm of poisonous snakes||swarms of poisonous snakes}"],["37-38","A bloated humanoid corpse floating facedown in the water"],["39-41","1 {@creature shambling mound}"],["42-44","{@dice 1d4 + 1} {@creature will-o'-wisp||will-o'-wisps}"],["45-47","{@dice 2d6} {@creature crocodile||crocodiles}"],["48-50","{@dice 1d4 + 1} {@creature giant constrictor snake||giant constrictor snakes}"],["51-54","1 {@creature lizardfolk shaman} with {@dice 1d3} {@creature swarm of poisonous snakes||swarms of poisonous snakes} and {@dice 1d8 + 2} {@creature lizardfolk}"],["55-58","{@dice 1d8 + 1} {@creature ogre||ogres}"],["59-62","{@dice 2d4} {@creature ghast||ghasts}"],["63-65","An altar partially sunk into the mud, devoted to a god that is part human and part frog"],["66-69","1 {@creature giant crocodile}"],["70-73","1 {@creature shambling mound}"],["74-77","1 {@creature orc Eye of Gruumsh} with {@dice 1d3} {@creature ogre||ogres} and {@dice 2d10 + 5} {@creature orc||orcs}"],["78-80","A torrential rain that lasts {@dice 1d6} minutes and puts out all unprotected flames within 1 mile"],["81-82","1 {@creature young black dragon}"],["83-84","{@dice 1d4} {@creature green hag||green hags} with {@dice 1d6 + 1} {@creature ogre||ogres}"],["85-86","1 {@creature yuan-ti abomination}"],["87-88","{@dice 1d4 + 1} {@creature wight||wights}"],["89-90","{@dice 1d6 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["91-93","{@dice 1d4 + 1} {@creature troll||trolls}"],["94-96","{@dice 1d10} {@creature revenant||revenants}"],["97-99","{@dice 1d8 + 1} {@creature water elemental||water elementals}"],["00","{@dice 1d3} {@creature hydra||hydras}"]]},{"name":"Swamp Encounters (Levels 11—20)","type":"table","source":"XGE","page":105,"caption":"Swamp Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 1d4} {@creature giant crocodile||giant crocodiles}"],["11-15","{@dice 1d3} {@creature yuan-ti abomination||yuan-ti abominations}"],["16-20","{@dice 1d6 + 1} {@creature green hag||green hags}"],["21-25","A large, spreading tree from which {@dice 2d6} armored knights hang by the neck"],["26-30","{@dice 2d4} {@creature wight||wights}"],["31-35","{@dice 1d8 + 1} yuan-ti malisons: {@creature yuan-ti malison (type 1)||type 1}, {@creature yuan-ti malison (type 2)||type 2}, {@creature yuan-ti malison (type 3)||type 3}"],["36-40","Fog that rolls across the terrain, making the area within {@dice 1d3} miles heavily obscured for {@dice 1d4} hours"],["41-45","{@dice 1d4} {@creature revenant||revenants}"],["46-50","{@dice 1d6} {@creature shambling mound||shambling mounds}"],["51-55","{@dice 1d10} {@creature water elemental||water elementals}"],["56-60","{@dice 1d4} {@creature young black dragon||young black dragons}"],["61-65","An eerie, bat-headed idol almost completely covered by vines"],["66-70","{@dice 1d8 + 2} {@creature troll||trolls}"],["71-75","{@dice 1d3} {@creature hydra||hydras}"],["76-80","The sound of drums beating several miles away"],["81-96","1 {@creature adult black dragon}"],["97-00","1 {@creature ancient black dragon}"]]},{"name":"Sylvan Forest Encounters","type":"table","source":"DMG","page":86,"caption":"Sylvan Forest Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","1 {@creature displacer beast}"],["3","1 {@creature gnoll pack lord} and {@dice 2d4} {@creature gnoll||gnolls}"],["4","{@dice 1d4} {@creature gnoll||gnolls} and {@dice 2d4} {@creature hyena||hyenas}"],["5","A grove of burned trees. Characters searching the area and succeeding on a DC 10 Wisdom ({@skill Survival}) check find {@creature gnoll} tracks. Following the tracks for {@dice 1d4} hours leads to an encounter with {@creature gnoll||gnolls}, or the discovery of dead {@creature gnoll||gnolls} with elven arrows sticking out of their flea-ridden corpses."],["6","1 {@creature giant owl}"],["7","An ivy-covered statue of an elven deity or hero."],["8","1 {@creature dryad} (50%) or {@dice 1d4} {@creature satyr||satyrs} (50%)"],["9","{@dice 1d4} {@creature centaur||centaurs}"],["10","{@dice 2d4} {@creature scout||scouts} (elves). One {@creature scout} carries a horn and can use its action to blow it. If the horn is blown within the forest, roll on this table again. If the result indicates a monster encounter, the indicated monster or monsters arrive in {@dice 1d4} minutes. New arrivals other than {@creature gnoll||gnolls}, {@creature hyena||hyenas}, {@creature owlbear||owlbears}, and {@creature displacer beast||displacer beasts} are friendly toward the {@creature scout||scouts}."],["11","{@dice 2d4} {@creature pixie||pixies} (50%) or {@dice 2d4} {@creature sprite||sprites} (50%)"],["12","1 {@creature owlbear}"],["13","{@dice 1d4} {@creature elk||elks} (75%) or 1 {@creature giant elk} (25%)"],["14","{@dice 1d4} {@creature blink dog||blink dogs}"],["15","A magical plant with {@dice 2d4} glowing berries. A creature that ingests a berry becomes {@condition invisible} for 1 hour, or until it attacks or casts a spell. Once picked, a berry loses its magic after 12 hours. Berries regrow at midnight, but if all its berries are picked, the plant becomes nonmagical and grows no more berries."],["16","An elven tune carried on a gentle breeze"],["17","{@dice 1d4} {@creature Faerie Dragon (Orange)||orange} (75%) or {@creature Faerie Dragon (Blue)||blue} (25%) faerie dragons"],["18","1 {@creature druid} (elf). The {@creature druid} is initially indifferent toward the party but becomes friendly if the characters agree to rid the forest of its gnoll infestation."],["19","1 {@creature treant}. The {@creature treant} is friendly if the party includes one or more elves or is accompanied by a visible fey creature. The {@creature treant} is hostile if the characters are carrying open flames. Otherwise, it is indifferent and doesn't announce its presence as the characters pass by."],["20","1 {@creature unicorn}"]]},{"name":"Underdark Encounters (Levels 1—4)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature mind flayer arcanist}"],["02","{@dice 1d3 + 1} {@creature giant poisonous snake||giant poisonous snakes}"],["03","{@dice 1d3} {@creature giant lizard||giant lizards}"],["04","{@dice 2d4} {@creature giant fire beetle||giant fire beetles}"],["05","{@dice 1d8 + 1} {@creature flumph||flumphs}"],["06","1 {@creature shrieker}"],["07","{@dice 1d12} {@creature giant rat||giant rats}"],["08","{@dice 2d4} {@creature kobold||kobolds}"],["09","{@dice 1d8 + 1} {@creature stirge||stirges}"],["10","{@dice 2d4} humans ({@creature tribal warrior||tribal warriors}) seeking the way to the surface, fleeing their Underdark oppressors"],["11-12","{@dice 1d10} {@creature troglodyte||troglodytes}"],["13-14","{@dice 1d2} {@creature gray ooze||gray oozes}"],["15-16","{@dice 3d6} {@creature stirge||stirges}"],["17-18","{@dice 1d3} {@creature magma mephit||magma mephits}"],["19-20","{@dice 1d10} {@creature goblin||goblins}"],["21-22","Orc graffiti on the walls, suggesting something rude about the mother of someone named Krusk"],["23-24","1 {@creature swarm of insects}"],["25","1 deep gnome"],["26-28","{@dice 1d8 + 1} {@creature drow}"],["29-30","{@dice 1d4} {@creature violet fungus||violet fungi}"],["31-32","{@dice 1d12} {@creature kuo-toa}"],["33","1 {@creature rust monster}"],["34-35","A rubble-strewn passage that appears to have been recently cleared after a cave-in"],["36-37","{@dice 1d8 + 1} {@creature giant bat||giant bats}"],["38-39","{@dice 3d6} {@creature kobold||kobolds}"],["40-41","{@dice 2d4} {@creature grimlock||grimlocks}"],["42-43","{@dice 1d4 + 3} {@creature swarm of bats||swarms of bats}"],["44","1 dwarf prospector ({@creature scout}) looking for gold"],["45","1 {@creature carrion crawler} or 1 {@creature gelatinous cube}"],["46","{@dice 1d8} {@creature darkmantle||darkmantles} or {@dice 2d4} {@creature piercer||piercers}"],["47","1 {@creature hell hound}"],["48","{@dice 1d3} {@creature specter||specters}"],["49","{@dice 1d4} {@creature bugbear||bugbears}"],["50","{@dice 1d10 + 5} {@creature winged kobold||winged kobolds}"],["51","{@dice 1d4} {@creature fire snake||fire snakes}"],["52","{@dice 2d8 + 1} {@creature troglodyte||troglodytes}"],["53","{@dice 1d6} {@creature giant spider||giant spiders}"],["54","{@dice 3d6} {@creature kuo-toa}"],["55","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["56","{@dice 4d4} {@creature grimlock||grimlocks}"],["57","1 {@creature ochre jelly}"],["58","{@dice 2d10} {@creature giant centipede||giant centipedes}"],["59","1 {@creature nothic} or 1 {@creature giant toad}"],["60","{@dice 1d4} {@creature myconid adult||myconid adults} with {@dice 5d4} {@creature myconid sprout||myconid sprouts}"],["61","1 {@creature minotaur skeleton} or 1 {@creature minotaur}"],["62","{@dice 3d6} {@creature drow}"],["63","1 {@creature mimic} or 1 {@creature doppelganger}"],["64","{@dice 1d6 + 3} {@creature hobgoblin||hobgoblins}"],["65","1 {@creature intellect devourer} or 1 {@creature spectator}"],["66","{@dice 1d8 + 1} {@creature orc||orcs}"],["67-68","A faint tapping coming from inside a nearby wall"],["69","1 {@creature gibbering mouther} or 1 {@creature water weird}"],["70","{@dice 1d12} {@creature gas spore||gas spores}"],["71","1 {@creature giant constrictor snake}"],["72","{@dice 1d10} {@creature shadow||shadows}"],["73","{@dice 1d3} {@creature grell||grells}"],["74","{@dice 1d4} {@creature wight||wights}"],["75","{@dice 1d8 + 1} {@creature quaggoth spore servant||quaggoth spore servants}"],["76","{@dice 1d2} {@creature gargoyle||gargoyles}"],["77","{@dice 1d4} {@creature ogre||ogres} or {@dice 1d3} {@creature ettin||ettins}"],["78","{@dice 1d4} dwarf explorers ({@creature veteran||veterans})"],["79-80","An abandoned miners' camp spattered with blood and littered with the contents of {@dice 1d3} {@item dungeoneer's pack|phb|dungeoneer's packs}"],["81","1 {@creature chuul} or 1 {@creature salamander}"],["82","{@dice 1d4} {@creature phase spider||phase spiders} or {@dice 1d3} {@creature hook horror||hook horrors}"],["83","{@dice 5d4} {@creature duergar}"],["84","1 {@creature ghost} or 1 {@creature flameskull} or 1 {@creature wraith}"],["85","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["86","1 {@creature hobgoblin captain} with {@dice 1d4} {@creature half-ogre (ogrillon)||half-ogres} and {@dice 2d10} {@creature hobgoblin||hobgoblins}"],["87","1 {@creature earth elemental} or 1 {@creature black pudding}"],["88","1 {@creature kuo-toa monitor} with {@dice 1d8 + 1} {@creature kuo-toa whip||kuo-toa whips}"],["89","1 {@creature quaggoth thonot} with {@dice 1d3} {@creature quaggoth||quaggoths}"],["90","1 {@creature beholder zombie} or 1 {@creature bone naga (guardian)||bone naga}"],["91","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d8} {@creature orc||orcs}"],["92","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["93-95","A reeking puddle where slimy water has dripped from the ceiling"],["96","1 {@creature otyugh} or 1 {@creature roper}"],["97","1 {@creature vampire spawn}"],["98","1 {@creature chimera}"],["99","1 {@creature mind flayer}"],["00","1 {@creature spirit naga}"]]},{"name":"Underdark Encounters (Levels 5—10)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 3d6} {@creature swarm of bats||swarms of bats}"],["02","{@dice 1d4} {@creature giant spider||giant spiders} or {@dice 1d4} {@creature giant toad||giant toads}"],["03","1 {@creature mimic}"],["04","{@dice 2d4} {@creature gray ooze||grey oozes}"],["05","{@dice 2d10} {@creature orc||orcs} or {@dice 3d6} {@creature troglodyte||troglodytes}"],["06","{@dice 3d6} {@creature grimlock||grimlocks}"],["07","{@dice 1d6 + 2} {@creature magma mephit||magma mephits}"],["08","1 {@creature goblin boss} with {@dice 2d4} {@creature goblin||goblins}"],["09","{@dice 2d4} {@creature darkmantle||darkmantles}"],["10","{@dice 2d8 + 1} {@creature drow}"],["11","{@dice 2d10} {@creature piercer||piercers}"],["12","{@dice 1d4} {@creature minotaur skeleton||minotaur skeletons}"],["13-14","{@dice 3d6} deep gnomes"],["15","1 {@creature druid} with 1 {@creature polar bear} ({@creature cave bear})"],["16-17","{@dice 3d6} {@creature orc||orcs}"],["18","1 {@creature bone naga (guardian)||bone naga}"],["19-20","{@dice 2d6} {@creature bugbear||bugbears}"],["21-25","Luminescent fungi growing on the walls of a moist cave, filling it with dim light"],["26","{@dice 2d4} {@creature specter||specters}"],["27","{@dice 1d12 + 4} {@creature shadow||shadows}"],["28","{@dice 1d3} {@creature gibbering mouther||gibbering mouthers}"],["29-30","{@dice 4d4} {@creature hobgoblin||hobgoblins}"],["31-32","{@dice 1d4} {@creature carrion crawler||carrion crawlers}"],["33-34","1 {@creature black pudding}"],["35","{@dice 1d4} {@creature ochre jelly||ochre jellies}"],["36-40","A patch of mold that appears yellow when light is directed toward it"],["41","{@dice 1d4} {@creature nothic||nothics}"],["42-43","{@dice 2d8 + 1} {@creature gas spore||gas spores}"],["44-45","{@dice 1d3} {@creature gelatinous cube||gelatinous cubes}"],["46","1 {@creature ghost}"],["47-48","1 {@creature flameskull}"],["49-50","{@dice 2d8} {@creature duergar}"],["51","1 {@creature wraith}"],["52","1 {@creature umber hulk}"],["53","1 {@creature xorn}"],["54","{@dice 1d6 + 2} dwarf hunters ({@creature veteran||veterans}) searching for trolls"],["55","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["56","1 {@creature roper}"],["57","1 {@creature kuo-toa monitor} with {@dice 1d4} {@creature kuo-toa whip||kuo-toa whips} and {@dice 1d8 + 1} {@creature kuo-toa}"],["58","{@dice 1d3} {@creature water weird||water weirds}"],["59","{@dice 1d4} {@creature ghast||ghasts} with {@dice 1d10} {@creature ghoul||ghouls}"],["60","1 {@creature otyugh}"],["61-62","A merchant caravan consisting of 1 {@creature drow mage}, 2 {@creature drow elite warrior||drow elite warriors}, and {@dice 2d10} {@creature quaggoth||quaggoths}"],["63","{@dice 1d4} {@creature wight||wights}"],["64","{@dice 1d4} {@creature doppelganger||doppelgangers}"],["65","{@dice 2d8} {@creature fire snake||fire snakes}"],["66","{@dice 1d4} {@creature spectator||spectators}"],["67","1 {@creature orc Eye of Gruumsh} with {@dice 1d4} {@creature orog||orogs} and {@dice 2d10 + 3} {@creature orc||orcs}"],["68","{@dice 1d3} {@creature vampire spawn}"],["69","{@dice 1d4} {@creature hook horror||hook horrors} or {@dice 1d4} {@creature minotaur||minotaurs}"],["70","{@dice 3d6} {@creature quaggoth spore servant||quaggoth spore servants}"],["71-72","{@dice 1d3} {@creature grell||grells}"],["73","{@dice 1d6 + 1} {@creature intellect devourer||intellect devourers}"],["74","{@dice 1d10} {@creature gargoyle||gargoyles}"],["75","1 {@creature beholder zombie}"],["76-77","1 {@creature quaggoth thonot} with {@dice 2d4} {@creature quaggoth||quaggoths}"],["78","{@dice 1d6} {@creature ettin||ettins} or {@dice 1d4} {@creature troll||trolls}"],["79","{@dice 1d8 + 1} {@creature phase spider||phase spiders}"],["80","1 {@creature fomorian} or {@dice 1d3} {@creature cyclops||cyclopes}"],["81","{@dice 1d4} {@creature earth elemental||earth elementals}"],["82","{@dice 3d6} {@creature ogre||ogres}"],["83","{@dice 1d4 + 1} {@creature chuul||chuuls}"],["84","{@dice 1d10} {@creature hell hound||hell hounds}"],["85","{@dice 1d3} {@creature drow elite warrior||drow elite warriors}"],["86","{@dice 1d4} {@creature chimera||chimeras}"],["87","{@dice 1d4} {@creature salamander||salamanders}"],["88","1 {@creature cloaker}"],["89","{@dice 2d4} {@creature wight||wights}"],["90","{@dice 1d4} {@creature drider||driders}"],["91","1 {@creature fire giant}"],["92","1 {@creature grick alpha} with {@dice 2d4} {@creature grick||gricks}"],["93","1 {@creature mind flayer arcanist}"],["94","{@dice 1d4} {@creature drow mage||drow mages}"],["95","1 {@creature spirit naga}"],["96","{@dice 1d4} {@creature mind flayer||mind flayers}"],["97","1 {@creature behir}"],["98","1 {@creature aboleth}"],["99","1 {@creature dao} or 1 {@creature stone giant}"],["00","1 {@creature beholder}"]]},{"name":"Underdark Encounters (Levels 11—16)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature carrion crawler||carrion crawlers}"],["03-04","{@dice 1d6 + 1} {@creature gelatinous cube||gelatinous cubes}"],["05-06","{@dice 1d8 + 2} {@creature gibbering mouther||gibbering mouthers}"],["07-08","{@dice 2d8} {@creature minotaur skeleton||minotaur skeletons}"],["09-10","{@dice 2d6} {@creature ochre jelly||ochre jellies}"],["11-12","{@dice 2d4} {@creature doppelganger||doppelgangers}"],["13-14","{@dice 1d4} {@creature quaggoth thonot||quaggoth thonots} with {@dice 1d10 + 2} quaggoths"],["15-16","{@dice 1d3} {@creature roper||ropers}"],["17-18","{@dice 3d6} {@creature gargoyle||gargoyles}"],["19-20","{@dice 1d10} {@creature mimic||mimics}"],["21-25","A 100-foot-long ravine, {@dice 4d10} feet wide and {@dice 5d20 + 200} feet deep"],["26-27","1 {@creature hobgoblin captain} with {@dice 3d10} {@creature hobgoblin||hobgoblins}"],["28-29","{@dice 2d4} {@creature spectator||spectators}"],["30-31","{@dice 3d6} {@creature ghast||ghasts}"],["32-33","{@dice 2d8} {@creature intellect devourer||intellect devourers}"],["34-35","{@dice 1d3} {@creature orc Eye of Gruumsh||orc Eyes of Gruumsh} with {@dice 2d4} {@creature orog||orogs} and {@dice 2d10} {@creature orc||orcs}"],["36-40","A large cave containing {@dice 2d10} extraordinarily detailed statues of various creatures"],["41-42","{@dice 1d8 + 1} {@creature kuo-toa monitor||kuo-toa monitors}"],["43-44","{@dice 2d4} {@creature water weird||water weirds}"],["45-46","{@dice 2d10} {@creature grick||gricks}"],["47-48","{@dice 3d6} {@creature nothic||nothics}"],["49-50","{@dice 2d8 + 1} {@creature ogre||ogres}"],["51-52","{@dice 1d6 + 2} {@creature chuul||chuuls}"],["53-54","{@dice 1d8 + 1} {@creature ettin||ettins}"],["55","{@dice 3d6} {@creature grell||grells}"],["56","{@dice 2d4} {@creature flameskull||flameskulls}"],["57","{@dice 2d12} dwarf soldiers ({@creature veteran||veterans}) on patrol"],["58","{@dice 2d8} {@creature hell hound||hell hounds}"],["59","{@dice 1d10} {@creature ghost||ghosts}"],["60","{@dice 3d4} {@creature wight||wights}"],["61","{@dice 3d6} {@creature phase spider||phase spiders}"],["62","{@dice 1d8 + 1} {@creature bone naga (guardian)||bone nagas}"],["63-65","A shrill scream followed by dark laughter"],["66","{@dice 1d4} {@creature chimera||chimeras}"],["67","{@dice 1d10} {@creature black pudding||black puddings}"],["68","{@dice 3d6} {@creature minotaur||minotaurs}"],["69","{@dice 2d4} {@creature otyugh||otyughs}"],["70","{@dice 1d6 + 1} {@creature beholder zombie||beholder zombies}"],["71","{@dice 4d4} {@creature hook horror||hook horrors}"],["72","{@dice 1d8 + 1} {@creature umber hulk||umber hulks}"],["73","{@dice 2d4} {@creature salamander||salamanders}"],["74","{@dice 1d3} {@creature grick alpha||grick alphas}"],["75","{@dice 1d6 + 2} {@creature xorn}"],["76-80","A ruined village that once belonged to deep gnomes. A search has a 50% chance of uncovering {@dice 1d3} {@item potion of healing||potions of healing} and a 25% chance of finding a random common magic item"],["81","{@dice 2d4} {@creature earth elemental||earth elementals}"],["82","{@dice 1d3} {@creature spirit naga||spirit nagas}"],["83","{@dice 1d8 + 1} {@creature cyclops||cyclopes}"],["84","{@dice 1d6 + 2} {@creature troll||trolls}"],["85","{@dice 2d4} {@creature stone giant||stone giants}"],["86","{@dice 2d4} {@creature wraith||wraiths}"],["87","{@dice 1d4} {@creature fomorian||fomorians}"],["88","{@dice 1d3} {@creature drow mage||drow mages} with {@dice 1d4} {@creature drow elite warrior||drow elite warriors}"],["89","{@dice 1d10} {@creature vampire spawn}"],["90","{@dice 1d3} {@creature cloaker||cloakers}"],["91","{@dice 1d4} {@creature fire giant||fire giants}"],["92","1 {@creature mind flayer arcanist} with {@dice 1d6 + 1} {@creature mind flayer||mind flayers}"],["93","{@dice 1d4} {@creature dao}"],["94","{@dice 1d8 + 1} {@creature drider||driders}"],["95","{@dice 1d3} {@creature behir||behirs}"],["96","{@dice 1d4} {@creature aboleth||aboleths}"],["97","1 {@creature beholder}"],["98","1 {@creature young red shadow dragon}"],["99","1 {@creature death tyrant}"],["00","1 {@creature purple worm}"]]},{"name":"Underdark Encounters (Levels 17—20)","type":"table","source":"XGE","page":106,"caption":"Underdark Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","{@dice 1d4} {@creature grick alpha||grick alphas}"],["02","{@dice 2d8} {@creature spectator||spectators}"],["03-04","{@dice 3d6} {@creature minotaur||minotaurs} or {@dice 2d8} {@creature kuo-toa monitor||kuo-toa monitors}"],["05-06","{@dice 2d8} {@creature grell||grells}"],["07-08","{@dice 2d10} {@creature phase spider||phase spiders}"],["09-10","{@dice 4d4} {@creature hell hound||hell hounds}"],["11-12","{@dice 1d6 + 2} {@creature roper||ropers}"],["13-14","{@dice 2d10} {@creature wight||wights}"],["15-16","{@dice 3d6} {@creature doppelganger||doppelgangers}"],["17-18","{@dice 1d8 + 1} {@creature chimera||chimeras}"],["19-20","{@dice 1d4} {@creature cloaker||cloakers}"],["21","{@dice 1d4} {@creature hobgoblin captain||hobgoblin captains} with {@dice 5d10} {@creature hobgoblin||hobgoblins}"],["22-23","{@dice 1d8 + 1} {@creature earth elemental||earth elementals}"],["24-25","{@dice 2d4} {@creature vampire spawn}"],["26-27","{@dice 3d6} {@creature minotaur||minotaurs}"],["28-30","A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large cave"],["31-32","{@dice 1d10} {@creature beholder zombie||beholder zombies}"],["33-34","{@dice 1d4} {@creature mind flayer arcanist||mind flayer arcanists}"],["35-36","{@dice 1d6 + 2} {@creature otyugh||otyughs}"],["37-38","{@dice 1d12} {@creature troll||trolls}"],["39-40","{@dice 1d10} {@creature wraith||wraiths}"],["41-43","A beautiful obsidian sculpture of a panther lying on the floor"],["44-45","{@dice 1d4} {@creature drow mage||drow mages} with {@dice 1d6} {@creature drow elite warrior||drow elite warriors}"],["46-47","{@dice 1d4} {@creature spirit naga||spirit nagas}"],["48-49","{@dice 1d8 + 1} {@creature salamander||salamanders}"],["50-51","{@dice 2d4} {@creature umber hulk||umber hulks}"],["52-53","{@dice 1d10} {@creature xorn}"],["54-56","1 {@creature young red shadow dragon}"],["57-59","{@dice 2d4} {@creature fomorian||fomorians}"],["60-62","{@dice 1d8 + 1} {@creature drider||driders}"],["63-65","{@dice 1d20 + 20} {@creature spider||spiders} crawling on the walls of a web-filled cave"],["66-68","{@dice 1d4} {@creature fire giant||fire giants}"],["69-70","{@dice 1d10} {@creature mind flayer||mind flayers}"],["71-73","{@dice 2d4} {@creature stone giant||stone giants}"],["74-76","{@dice 1d12} {@creature cyclops||cyclopes}"],["77-80","A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp"],["81-85","{@dice 1d3} {@creature dao}"],["86-90","{@dice 1d4} {@creature beholder||beholders}"],["91-93","{@dice 1d4} {@creature behir||behirs}"],["94-96","1 {@creature death tyrant}"],["97-99","{@dice 1d3} {@creature purple worm||purple worms}"],["00","{@dice 2d4} {@creature aboleth||aboleths}"]]},{"name":"Undersea Encounters","type":"table","source":"DMG","page":116,"caption":"Undersea Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","Sunken ship covered in barnacles ({@chance 25} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["3","Sunken ship with {@creature reef shark||reef sharks} (shallow waters) or {@creature hunter shark||hunter sharks} (deep waters) circling around it ({@chance 50} chance that the ship contains treasure—roll randomly on the treasure tables in chapter 7)"],["4","Bed of giant oysters (each oyster has a {@chance 1} chance of having a giant 5,000 gp pearl inside)"],["5","Underwater steam vent ({@chance 25} chance that the vent is a portal to the Elemental Plane of Fire)"],["6","Sunken ruin (uninhabited)"],["7","Sunken ruin (inhabited or haunted)"],["8","Sunken statue or monolith"],["9","Friendly and curious {@creature giant sea horse}"],["10","Patrol of friendly {@creature merfolk}"],["11","Patrol of hostile {@creature merrow} (coastal waters) or {@creature sahuagin} (deep waters)"],["12","Enormous kelp bed (roll again on the table to determine what's hidden in the kelp bed)"],["13","Undersea cave (empty)"],["14","Undersea cave ({@creature sea hag} lair)"],["15","Undersea cave ({@creature merfolk} lair)"],["16","Undersea cave ({@creature giant octopus} lair)"],["17","Undersea cave ({@creature dragon turtle} lair)"],["18","Bronze dragon searching for treasure"],["19","{@creature Storm giant} walking on the ocean floor"],["20","Sunken treasure chest ({@chance 25} chance that it contains something of value—roll treasure randomly using the tables in chapter 7)"]]},{"name":"Underwater Encounters (Levels 1—4)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","{@dice 3d6} {@creature quipper||quippers}"],["11-14","{@dice 2d4} {@creature steam mephit||steam mephits}"],["15-18","{@dice 1d4} {@creature sahuagin}"],["19-22","{@dice 2d6} {@creature merfolk}"],["23-25","{@dice 2d4} corpses of drowned sailors tangled in kelp"],["26-29","{@dice 2d4} {@creature constrictor snake||constrictor snakes}"],["30-33","{@dice 1d4} {@creature reef shark||reef sharks}"],["34-37","1 {@creature swarm of quippers}"],["38-40","A bed of enormous clams"],["41-45","{@dice 1d10} {@creature merfolk} with {@dice 1d3} {@creature giant sea horse||giant sea horses}"],["46-50","1 {@creature giant octopus}"],["51-55","1 {@creature merrow}"],["56-60","1 {@creature plesiosaurus}"],["61-65","{@dice 2d10} pieces of corroded brass dinnerware littering the bottom"],["66-70","1 {@creature giant constrictor snake}"],["71-75","1 {@creature sea hag}"],["76-80","A school of silvery fish darting through the water"],["81-85","{@dice 1d4} {@creature hunter shark||hunter sharks}"],["86-90","1 {@creature sahuagin priestess} with {@dice 2d4} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature killer whale||killer whales}"],["97-98","1 {@creature giant shark}"],["99","1 {@creature water elemental}"],["00","1 {@creature sahuagin baron}"]]},{"name":"Underwater Encounters (Levels 5—10)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","{@dice 3d6} {@creature steam mephit||steam mephits}"],["03-04","{@dice 1d10} {@creature sahuagin}"],["05-06","1 {@creature giant octopus}"],["07-08","{@dice 3d6} {@creature constrictor snake||constrictor snakes}"],["09-10","{@dice 2d10} {@creature merfolk} with {@dice 1d4} {@creature giant sea horse||giant sea horses}"],["11-15","{@dice 1d4} {@creature sea hag||sea hags}"],["16-20","{@dice 2d4} {@creature swarm of quippers||swarms of quippers}"],["21-25","A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the Treasure Hoard: Challenge 5-10 table in chapter 7 of the {@italic Dungeon Master's Guide})"],["26-30","{@dice 1d4} {@creature plesiosaurus||plesiosauruses}"],["31-35","{@dice 3d6} {@creature reef shark||reef sharks}"],["36-40","An abandoned bathysphere"],["41-50","{@dice 1d4} {@creature giant constrictor snake||giant constrictor snakes}"],["51-55","{@dice 2d4} {@creature hunter shark||hunter sharks}"],["56-60","{@dice 1d3} {@creature sahuagin priestess||sahuagin priestesses} with {@dice 2d10} {@creature sahuagin}"],["61-65","An empty castle made from coral"],["66-70","{@dice 1d4} {@creature killer whale||killer whales}"],["71-75","{@dice 1d10} {@creature merrow}"],["76-80","An eerie statue of a squatting humanoid, with bat wings on its back and tentacles sprouting from its face"],["81-85","{@dice 1d4} {@creature water elemental||water elementals}"],["86-90","1 {@creature sahuagin baron} with {@dice 2d8} {@creature sahuagin}"],["91-96","{@dice 1d4} {@creature giant shark||giant sharks}"],["97-99","1 {@creature marid}"],["00","1 {@creature storm giant}"]]},{"name":"Underwater Encounters (Levels 11—20)","type":"table","source":"XGE","page":109,"caption":"Underwater Encounters (Levels 11—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-10","1 {@creature sahuagin baron} with {@dice 1d4} {@creature sahuagin priestess||sahuagin priestesses} and {@dice 2d10} {@creature sahuagin}"],["11-35","{@dice 1d10} {@creature killer whale||killer whales}"],["36-40","A ghost ship passing overhead, containing {@dice 2d6 + 10} {@creature ghost||ghosts}"],["41-60","{@dice 1d6} {@creature giant shark||giant sharks}"],["61-65","A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to breathe water while in the sphere"],["66-75","{@dice 1d10} {@creature water elemental||water elementals}"],["76-80","A shimmering, blue-green portal to the Elemental Plane of Water"],["81-90","{@dice 1d4} {@creature marid||marids}"],["91-96","{@dice 1d3} {@creature storm giant||storm giants}"],["97-99","1 {@creature dragon turtle}"],["00","1 {@creature kraken}"]]},{"name":"Urban Encounters","type":"table","source":"DMG","page":114,"caption":"Urban Encounters","colLabels":["{@dice d12 + d8}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["2","{@book Animals on the loose|DMG|5|Animals on the loose}"],["3","{@book Announcement|DMG|5|Announcement}"],["4","{@book Brawl|DMG|5|Brawl}"],["5","{@book Bullies|DMG|5|Bullies}"],["6","{@book Companion|DMG|5|Companion}"],["7","{@book Contest|DMG|5|Contest}"],["8","{@book Corpse|DMG|5|Corpse}"],["9","{@book Draft|DMG|5|Draft}"],["10","{@book Drunk|DMG|5|Drunk}"],["11","{@book Fire|DMG|5|Fire}"],["12","{@book Found trinket|DMG|5|Found trinket}"],["13","{@book Guard harassment|DMG|5|Guard harassment}"],["14","{@book Pickpocket|DMG|5|Pickpocket}"],["15","{@book Procession|DMG|5|Procession}"],["16","{@book Protest|DMG|5|Protest}"],["17","{@book Runaway cart|DMG|5|Runaway cart}"],["18","{@book Shady transaction|DMG|5|Shady transaction}"],["19","{@book Spectacle|DMG|5|Spectacle}"],["20","{@book Urchin|DMG|5|Urchin}"]]},{"name":"Urban Encounters (Levels 1—4)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 1—4)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1d6 {@creature cat||cats}"],["02-03","1 {@creature commoner} with 1d6 {@creature goat||goats}"],["04-05","2d10 {@creature rat||rats}"],["06","1 {@creature raven} perched on a signpost"],["07","1 {@creature commoner} on a {@creature draft horse}"],["08","2d4 {@creature mastiff||mastiffs}"],["09","1d2 {@creature commoner||commoners} leading 1d4 {@creature mule||mules} or 1d4 {@creature pony||ponies}"],["10","1 {@creature pseudodragon}"],["11","1 {@creature spy}"],["12-13","1d8 + 1 {@creature acolyte||acolytes}"],["14","1d6 + 6 {@creature flying snake||flying snakes}"],["15","3d6 {@creature kobold||kobolds}"],["16","2d4 {@creature giant centipede||giant centipedes}"],["17","1d8 + 1 {@creature skeleton||skeletons}"],["18-19","1d6 + 2 {@creature swarm of rats||swarms of rats}"],["20","1d12 {@creature zombie||zombies}"],["21-25","A peddler weighed down with a load of pots, pans, and other basic supplies"],["26","1 {@creature giant wasp}"],["27-28","1 {@creature warhorse}"],["29","2d8 {@creature cultist||cultists}"],["30-31","3d4 {@creature giant rat||giant rats}"],["32","2d8 {@creature stirge||stirges}"],["33","1d3 + 2 {@creature giant poisonous snake||giant poisonous snakes}"],["34","1d4 + 2 {@creature swarm of bats||swarms of bats}"],["35","2d4 {@creature winged kobold||winged kobolds}"],["36-40","A wagon loaded with apples that has a broken wheel and holds up traffic"],["41","1 {@creature crocodile}"],["42-43","1 {@creature swarm of insects}"],["44-45","3d6 {@creature bandit||bandits}"],["46-47","1d3 + 2 {@creature noble||nobles} on {@creature riding horse||riding horses} with an escort of 1d10 {@creature guard||guards}"],["48","2d4 {@creature kenku}"],["49","1d6 + 2 {@creature smoke mephit||smoke mephits}"],["50","1d8 + 1 {@creature swarm of ravens||swarms of ravens}"],["51-52","1 {@creature wererat}"],["53-54","1d3 {@creature half-ogre (ogrillon)||half-ogres}"],["55-56","1 {@creature mimic}"],["57-58","1d4 {@creature ghoul||ghouls}"],["59-60","1d4 {@creature specter||specters}"],["61-62","1d10 {@creature shadow||shadows}"],["63-65","Someone empties a chamber pot onto the street from a second-floor window"],["66-67","1 {@creature ghast}"],["68-69","1 {@creature priest}"],["70-71","1 {@creature will-o'-wisp}"],["72-73","1d3 {@creature giant spider||giant-spiders}"],["74-75","1d4 {@creature yuan-ti pureblood||yuan-ti purebloods}"],["76-77","2d4 {@creature thug||thugs}"],["78-80","A doomsayer who preaches the end of the world from a street corner"],["81","1 {@creature cambion}"],["82","1 {@creature vampire spawn}"],["83","1 {@creature couatl}"],["84","1 {@creature ghost}"],["85","1 {@creature succubus} or 1 {@creature incubus}"],["86","1 {@creature bandit captain} with 3d6 {@creature bandit||bandits}"],["87","1d4 + 1 {@creature cult fanatic||cult fanatics}"],["88","1 {@creature knight} or 1 {@creature veteran}"],["89","1 {@creature water weird}"],["90","1 {@creature wight}"],["91","1 {@creature mage}"],["92","1 {@creature shield guardian}"],["93","1 {@creature gladiator}"],["94","1 {@creature revenant}"],["95","2d4 {@creature gargoyle||gargoyles}"],["96","1d4 {@creature doppelganger||doppelgangers}"],["97","1 {@creature oni}"],["98","1 {@creature invisible stalker}"],["99","1d3 + 1 {@creature phase spider||phase spiders}"],["00","1 {@creature assassin}"]]},{"name":"Urban Encounters (Levels 5—10)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 5—10)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-02","1d10 {@creature kenku}"],["03-04","2d6 {@creature giant centipede||giant centipedes}"],["05-06","2d8 {@creature skeleton||skeletons}"],["07-08","1d6 {@creature swarm of bats||swarms of bats} and 1d6 {@creature swarm of rats||swarms of rats}"],["09-10","3d6 {@creature winged kobold||winged kobolds}"],["11-13","2d4 {@creature specter||specters}"],["14-16","1d4 {@creature wight||wights}"],["17-19","4d4 {@creature acolyte||acolytes} on {@creature draft horse||draft horses}"],["20-22","3d6 {@creature giant centipede||giant centipedes}"],["23-25","A talkative urchin, badgering passersby to serve as their guide through the community for a price of 1 sp"],["26-28","1d10 {@creature spy||spies}"],["29-31","3d6 {@creature crocodile||crocodiles}"],["32-34","1d6 + 2 {@creature swarm of insects||swarms of insects}"],["35-37","2d4 {@creature smoke mephit||smoke mephits}"],["38-40","A {@creature noble} shouts \"Stop! Thief!\" at a fleeing scoundrel ({@creature bandit})"],["41-43","1 {@creature succubus} or 1 {@creature incubus}"],["44-46","1d10 {@creature half-ogre (ogrillon)||half-ogres}"],["47-49","2d10 {@creature giant wasp||giant wasps}"],["50-51","4d10 {@creature zombie||zombies}"],["52-53","1d4 {@creature knight||knights} on {@creature warhorse||warhorses}"],["54-55","1d4 + 1 {@creature water weird||water weirds}"],["56-57","1d8 + 1 {@creature mimic||mimics}"],["58-59","2d8 {@creature giant spider||giant spiders}"],["60-61","3d6 {@creature shadow||shadows}"],["62-65","An actor leans out from a second-story window to call to passersby, announcing a show"],["66-67","1 {@creature bandit captain} with 3d8 {@creature bandit||bandits}"],["68-69","1d10 {@creature will-o'-wisp||will-o'-wisps}"],["70-71","2d4 {@creature priest||priests}"],["72-74","3d6 {@creature yuan-ti pureblood||yuan-ti purebloods}"],["75-76","2d10 {@creature thug||thugs}"],["77-80","A fortune-teller reads cards for those who pay a price of 1 sp"],["81","1d3 {@creature gladiator||gladiators}"],["82","1d4 + 1 {@creature couatl||couatls}"],["83","1d8 {@creature ghost||ghosts}"],["84","2d4 {@creature doppelganger||doppelgangers}"],["85","1d6 + 2 {@creature phase spider||phase spiders}"],["86","2d4 {@creature veteran||veterans}"],["87","1d8 {@creature ghast||ghasts} with 2d6 {@creature ghoul||ghouls}"],["88","3d6 {@creature gargoyle||gargoyles}"],["89","2d10 {@creature cult fanatic||cult fanatics}"],["90","3d6 {@creature wererat||wererats}"],["91","1 {@creature assassin}"],["92","1d3 {@creature invisible stalker||invisible stalkers}"],["93","1 {@creature gray slaad}"],["94","1 {@creature young silver dragon}"],["95","1d4 {@creature cambion||cambions} or 1d4 {@creature revenant||revenants}"],["96","3d6 {@creature wight||wights}"],["97","1 {@creature archmage}"],["98","2d4 {@creature vampire spawn} or 1d4 {@creature oni}"],["99","1 {@creature mage} with 1 {@creature shield guardian}"],["00","1 {@creature rakshasa} or 1 {@creature vampire}"]]},{"name":"Urban Encounters (Levels 11—16)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 11—16)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01","1 {@creature mimic}"],["02-05","1 {@creature bandit captain} with 5d10 {@creature bandit||bandits}, all on {@creature riding horse||riding horses}"],["06-10","1d10 {@creature knight||knights} on {@creature warhorse||warhorses} (one knight is a {@creature doppelganger})"],["11-13","1d8 {@creature succubus||succubi} or 1d8 {@creature incubus||incubi}"],["14-16","3d6 {@creature cult fanatic||cult fanatics}"],["17-19","1d10 {@creature wight||wights}"],["20-22","3d6 {@creature wererat||wererats}"],["23-25","A distant boom followed by a plume of smoke rising from the other side of the community"],["26-28","1d8 + 1 {@creature ghost||ghosts}"],["29-31","2d10 {@creature gargoyle||gargoyles}"],["32-34","1d6 + 2 {@creature water weird||water weirds}"],["35-37","1d4 + 4 {@creature will-o'-wisp||will-o'-wisps}"],["38-40","Street performers putting on a puppet show, involving two puppets beating each other with sticks to the amusement of the gathered crowd"],["41-43","2d4 {@creature couatl||couatls}"],["44-46","2d8 {@creature ghast||ghasts}"],["47-51","1d8 + 1 {@creature veteran||veterans}"],["52-55","3d4 {@creature priest||priests}"],["56-58","2d4 {@creature cambion||cambions}"],["59-61","1d10 {@creature revenant||revenants}"],["62-65","2d4 {@creature phase spider||phase spiders}"],["66-69","A scruffy {@creature commoner} that ducks into an alley to make a purchase from a suspicious looking figure"],["70-72","1d8 {@creature invisible stalker||invisible stalkers}"],["73-75","1d8 + 1 {@creature gladiator||gladiators}"],["76-80","Two farmers trading blows over the price of potatoes (50% chance for one farmer to be a retired {@creature assassin})"],["81-82","1d4 {@creature young silver dragon||young silver dragons}"],["83-84","1d4 {@creature assassin||assassins}"],["85-86","1d8 {@creature oni}"],["87-88","1d4 {@creature mage||mages} with 1d4 {@creature shield guardian||shield guardians}"],["89-90","1d10 {@creature vampire spawn}"],["91-92","1 {@creature adult silver dragon}"],["93-94","1d4 {@creature gray slaad||gray slaadi}"],["95-96","1 {@creature vampire spellcaster||spellcaster vampire} or 1 {@creature vampire warrior||warrior vampire}"],["97","1 {@creature rakshasa}"],["98","1 {@creature vampire}"],["99","1 {@creature ancient silver dragon}"],["00","1 {@creature archmage} speeding down the street on a {@creature riding horse}, blasting 1d4 {@creature guard||guards} with spells"]]},{"name":"Urban Encounters (Levels 17—20)","type":"table","source":"XGE","page":110,"caption":"Urban Encounters (Levels 17—20)","colLabels":["{@dice d100}","Encounter"],"colStyles":["col-2 text-center","col-10"],"rows":[["01-05","1d10 {@creature invisible stalker||invisible stalkers}"],["06-10","1d10 {@creature revenant||revenants}"],["11-14","1d6 + 2 {@creature gladiator||gladiators}"],["15-18","2d4 {@creature cambion||cambions}"],["19-22","2d6 {@creature succubus||succubi} or 2d6 {@creature incubus||incubi}"],["23-25","A witch ({@creature archmage}) who zooms overhead on a {@item broom of flying}"],["26-30","1d4 {@creature gray slaad||gray slaadi}"],["31-35","2d8 {@creature couatl||couatls}"],["36-40","A distraught parent who rushes up to people, begging for help for a child who fell into the sewer"],["41-45","1d3 {@creature young silver dragon||young silver dragons}"],["46-50","3d6 {@creature ghost||ghosts}"],["51-55","1 {@creature adult silver dragon}"],["56-60","1d4 {@creature mage||mages} with 1d4 {@creature shield guardian||shield guardians}"],["61-65","An aggressive merchant who hawks wares to passersby, claiming to be the purveyor of the finest silks in all the land"],["66-70","1 {@creature ancient silver dragon}"],["71-75","3d6 {@creature vampire spawn}"],["76-80","A 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text-center","col-10"],"rows":[["01-02","Ambition"],["03-04","Art"],["05-06","Carrion"],["07-08","Chant"],["09-10","Creed"],["11-12","Death"],["13-14","Debauchery"],["15-16","Despair"],["17-18","Doom"],["19-20","Doubt"],["21-22","Dread"],["23-24","Ecstasy"],["25-26","Ennui"],["27-28","Entropy"],["29-30","Excellence"],["31-32","Fear"],["33-34","Glory"],["35-36","Gluttony"],["37-38","Grief"],["39-40","Hate"],["41-42","Hope"],["43-44","Horror"],["45-46","Ideal"],["47-48","Ignominy"],["49-50","Laughter"],["51-52","Love"],["53-54","Lust"],["55-56","Mayhem"],["57-58","Mockery"],["59-60","Murder"],["61-62","Muse"],["63-64","Music"],["65-66","Mystery"],["67-68","Nowhere"],["69-70","Open"],["71-72","Pain"],["73-74","Passion"],["75-76","Poetry"],["77-78","Quest"],["79-80","Random"],["81-82","Reverence"],["83-84","Revulsion"],["85-86","Sorrow"],["87-88","Temerity"],["89-90","Torment"],["91-92","Tragedy"],["93-94","Vice"],["95-96","Virtue"],["97-98","Weary"],["99-00","Wit"]]}],"tableGroup":[{"type":"tableGroup","name":"Deities of Eberron","tables":[{"type":"table","colLabels":["The Sovereign Host","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity Arawai|eberron}, goddess of fertility","NG","Life, Nature","Sheaf of wheat tied with green ribbon"],["{@deity Aureon|eberron}, god of law and knowledge","LN","Knowledge","Open tome"],["{@deity Balinor|eberron}, god of beasts and the hunt","N","Life, Nature","Pair of antlers"],["{@deity Boldrei|eberron}, goddess of community and home","LG","Life","Fire in a stone hearth"],["{@deity Dol Arrah|eberron}, goddess of sunlight and honor","LG","Light, War","Rising sun"],["{@deity Dol Dorn|eberron}, god of strength at arms","CG","War","Longsword crossed over a shield"],["{@deity Kol Korran|eberron}, god of trade and wealth","N","Trickery","Nine-sided gold coin"],["{@deity Olladra|eberron}, goddess of good fortune","NG","Life, Trickery","Domino"],["{@deity Onatar|eberron}, god of craft","NG","Knowledge","Crossed hammer and tongs"]]},{"type":"table","colLabels":["The Dark Six","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity The Devourer|eberron}, god of nature's wrath","NE","Tempest","Bundle of five sharpened bones"],["{@deity The Fury|eberron}, goddess of wrath and madness","NE","War","Winged wyrm with woman's head and upper body"],["{@deity The Keeper|eberron}, god of greed and death","NE","Death","Dragonshard stone in the shape of a fang"],["{@deity The Mockery|eberron}, god of violence and treachery","NE","War","Five blood-spattered tools"],["{@deity The Shadow|eberron}, god of dark magic","CE","Knowledge","Obsidian tower"],["{@deity The Traveler|eberron}, deity of chaos and change","CN","Knowledge, Trickery","Four crossed, rune-inscribed bones"]]},{"type":"table","colLabels":["Other Faiths of Eberron","Alignment","Suggested Domains","Symbol"],"colStyles":["col-3","col-1 text-center","col-3","col-5"],"rows":[["{@deity The Silver Flame|eberron}, deity of protection and good","LG","Life, Light, War","Flame drawn on silver or molded from silver"],["{@deity The Blood of Vol|eberron}, philosophy of immortality and undeath","LN","Death, Life","Stylized dragon skull on red teardrop gem"],["{@deity Cults of the Dragon Below|eberron}, deities of madness","NE","Trickery","Varies"],["{@deity The Path of Light|eberron}, philosophy of light and self-improvement","LN","Life, Light","Brilliant crystal"],["{@deity The Undying Court|eberron}, elven ancestors","NG","Knowledge, Life","Varies"],["{@deity The Spirits of the Past|eberron}, elven ancestors","CG","War","Varies"]]}],"page":293,"source":"PHB","chapter":{"name":"Gods of the Multiverse","ordinal":{"type":"appendix","identifier":"B"},"index":13}},{"type":"tableGroup","name":"Psychic Wind","tables":[{"type":"table","caption":"Psychic Wind Effects","colLabels":["d20","Location Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-8","Diverted, add {@dice 1d6} hours to travel time"],["9-12","Blown off course, add {@dice 3d10} hours to travel time"],["13-16","Lost, at the end of the travel time, characters arrive at a location other than the intended destination"],["17-20","Sent through color pool to a random plane. Roll on {@table Astral Color Pools} table"]]},{"type":"table","colLabels":["d20","Mental Effect"],"colStyles":["col-2 text-center","col-10"],"rows":[["1-8","Stunned for 1 minute—you can repeat the saving throw at the end of each of your turns to end the effect on yourself"],["9-10","{@table Short-term madness} (see chapter 8)"],["11-12","{@dice 2d10} psychic damage"],["13-16","{@dice 4d10} psychic damage"],["17-18","{@table Long-term madness} (see chapter 8)"],["19-20","{@condition Unconscious} for {@dice 1d10} minutes—the effect on you ends if you take damage or if another creature uses an action to shake you awake"]]}],"page":47,"source":"DMG","chapter":{"name":"Creating a Multiverse","ordinal":{"type":"chapter","identifier":2},"index":2}},{"type":"tableGroup","name":"Ideals","tables":[{"type":"table","caption":"Good Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Beauty"],["2","Charity"],["3","Greater good"],["4","Life"],["5","Respect"],["6","Self-sacrifice"]]},{"type":"table","caption":"Evil Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Domination"],["2","Greed"],["3","Might"],["4","Pain"],["5","Retribution"],["6","Slaughter"]]},{"type":"table","caption":"Lawful Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Community"],["2","Fairness"],["3","Honor"],["4","Logic"],["5","Responsibility"],["6","Tradition"]]},{"type":"table","caption":"Chaotic Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Change"],["2","Creativity"],["3","Freedom"],["4","Independence"],["5","No limits"],["6","Whimsy"]]},{"type":"table","caption":"Neutral Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Balance"],["2","Knowledge"],["3","Live and let live"],["4","Moderation"],["5","Neutrality"],["6","People"]]},{"type":"table","caption":"Other Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Aspiration"],["2","Discovery"],["3","Glory"],["4","Nation"],["5","Redemption"],["6","Self-knowledge"]]}],"page":90,"source":"DMG","chapter":{"name":"Creating Nonplayer Characters","ordinal":{"type":"chapter","identifier":4},"index":4}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 0—4","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 0—4","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","{@dice 6d6 × 100} (2,100)","{@dice 3d6 × 100} (1,050)","—","{@dice 2d6 × 10} (70)","—"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-06","—","—"],["07-16","{@dice 2d6} (7) 10 gp gems","—"],["17-26","{@dice 2d4} (5) 25 gp art objects","—"],["27-36","{@dice 2d6} (7) 50 gp gems","—"],["37-44","{@dice 2d6} (7) 10 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["45-52","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["53-60","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["61-65","{@dice 2d6} (7) 10 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["66-70","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["71-75","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["76-78","{@dice 2d6} (7) 10 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["79-80","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["81-85","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["86-92","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["93-97","{@dice 2d6} (7) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["98-99","{@dice 2d4} (5) 25 gp art objects","Roll once on {@table Magic Item Table G}."],["00","{@dice 2d6} (7) 50 gp gems","Roll once on {@table Magic Item Table G}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 5—10","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 5—10","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","{@dice 2d6 × 100} (700)","{@dice 2d6 × 1,000} (7,000)","—","{@dice 6d6 × 100} (2,100)","{@dice 3d6 × 10} (105)"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-04","—","—"],["05-10","{@dice 2d4} (5) 25 gp art objects","—"],["11-16","{@dice 3d6} (10) 50 gp gems","—"],["17-22","{@dice 3d6} (10) 100 gp gems","—"],["23-28","{@dice 2d4} (5) 250 gp art objects","—"],["29-32","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["33-36","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["37-40","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["41-44","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table A}."],["45-49","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["50-54","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["55-59","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["60-63","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table B}."],["64-66","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["67-69","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["70-72","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["73-74","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table C}."],["75-76","{@dice 2d4} (5) 25 gp art objects","Roll once on {@table Magic Item Table D}."],["77-78","{@dice 3d6} (10) 50 gp gems","Roll once on {@table Magic Item Table D}."],["79","{@dice 3d6} (10) 100 gp gems","Roll once on {@table Magic Item Table D}."],["80","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table D}."],["81-84","{@dice 2d4} (5) 25 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["85-88","{@dice 3d6} (10) 50 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["89-91","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["92-94","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table F}."],["95-96","{@dice 3d6} (10) 100 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["97-98","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["99","{@dice 3d6} (10) 100 gp gems","Roll once on {@table Magic Item Table H}."],["00","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table H}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 11—16","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 11—16","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","—","—","—","{@dice 4d6 × 1,000} (14,000)","{@dice 5d6 × 100} (1,750)"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-03","—","—"],["04-06","{@dice 2d4} (5) 250 gp art objects","—"],["07-09","{@dice 2d4} (5) 750 gp art objects","—"],["10-12","{@dice 3d6} (10) 500 gp gems","—"],["13-15","{@dice 3d6} (10) 1,000 gp gems","—"],["16-19","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["20-23","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["24-26","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["27-29","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table A} and {@dice 1d6} times on {@table Magic Item Table B}."],["30-35","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["36-40","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["41-45","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["46-50","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table C}."],["51-54","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["55-58","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["59-62","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["63-66","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table D}."],["67-68","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table E}."],["69-70","{@dice 2d4} (5) 750 gp art objects","Roll once on {@table Magic Item Table E}."],["71-72","{@dice 3d6} (10) 500 gp gems","Roll once on {@table Magic Item Table E}."],["73-74","{@dice 3d6} (10) 1,000 gp gems","Roll once on {@table Magic Item Table E}."],["75-76","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["77-78","{@dice 2d4} (5) 750 gp art objects","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["79-80","{@dice 3d6} (10) 500 gp gems","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["81-82","{@dice 3d6} (10) 1,000 gp gems","Roll once on {@table Magic Item Table F} and {@dice 1d4} times on {@table Magic Item Table G}."],["83-85","{@dice 2d4} (5) 250 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["86-88","{@dice 2d4} (5) 750 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["89-90","{@dice 3d6} (10) 500 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["91-92","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["93-94","{@dice 2d4} (5) 250 gp art objects","Roll once on {@table Magic Item Table I}."],["95-96","{@dice 2d4} (5) 750 gp art objects","Roll once on {@table Magic Item Table I}."],["97-98","{@dice 3d6} (10) 500 gp gems","Roll once on {@table Magic Item Table I}."],["99-00","{@dice 3d6} (10) 1,000 gp gems","Roll once on {@table Magic Item Table I}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Treasure Hoard: Challenge 17+","tables":[{"type":"table","caption":"Treasure Hoard: Challenge 17+","colLabels":["","CP","SP","EP","GP","PP"],"colStyles":["col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center","col-2 text-center"],"rows":[["{@b Coins}","—","—","—","{@dice 12d6 × 1,000} (42,000)","{@dice 8d6 × 1,000} (28,000)"]]},{"type":"table","colLabels":["d100","Gems or Art Objects","Magic Items"],"colStyles":["col-2 text-center","col-3","col-9"],"rows":[["01-02","—","—"],["03-05","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["06-08","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["09-11","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["12-14","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d8} times on {@table Magic Item Table C}."],["15-22","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["23-30","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["31-38","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["39-46","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table D}."],["47-52","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["53-58","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["59-63","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["64-68","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d6} times on {@table Magic Item Table E}."],["69","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["70","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["71","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["72","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table G}."],["73-74","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["75-76","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["77-78","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["79-80","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table H}."],["81-85","{@dice 3d6} (10) 1,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table I}."],["86-90","{@dice 1d10} (5) 2,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table I}."],["91-95","{@dice 1d4} (2) 7,500 gp art objects","Roll {@dice 1d4} times on {@table Magic Item Table I}."],["96-00","{@dice 1d8} (4) 5,000 gp gems","Roll {@dice 1d4} times on {@table Magic Item Table I}."]]}],"page":133,"source":"DMG","chapter":{"name":"Treasure","ordinal":{"type":"chapter","identifier":7},"index":7}},{"type":"tableGroup","name":"Charisma Check; Conversation Reaction","tables":[{"type":"table","caption":"Conversation Reaction","colLabels":["DC","Friendly Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature does as asked without taking risks or making sacrifices."],["10","The creature accepts a minor risk or sacrifice to do as asked."],["20","The creature accepts a significant risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Indifferent Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature offers no help but does no harm."],["10","The creature does as asked as long as no risks or sacrifices are involved."],["20","The creature accepts a minor risk or sacrifice to do as asked."]]},{"type":"table","colLabels":["DC","Hostile Creature's Reaction"],"colStyles":["col-2 text-center","col-10"],"rows":[["0","The creature opposes the adventurers' actions and might take risks to do so."],["10","The creature offers no help but does no harm."],["20","The creature does as asked as long as no risks or sacrifices are involved."]]}],"page":245,"source":"DMG","chapter":{"name":"Running the Game","ordinal":{"type":"chapter","identifier":8},"index":8}},{"type":"tableGroup","name":"Explosives","tables":[{"type":"table","caption":"Explosives","colLabels":["Renaissance Item","Cost","Weight"],"colStyles":["col-8","col-2 text-right","col-2 text-right"],"rows":[["{@item Bomb}","150 gp","1 lb."],["{@item Gunpowder Keg||Gunpowder, keg}","250 gp","20 lb."],["{@item Gunpowder Horn||Gunpowder, powder horn}","35 gp","2 lb."]]},{"type":"table","colLabels":["Modern Item","Cost","Weight"],"colStyles":["col-8 text","col-2 text-right","col-2 text-right"],"rows":[["{@item Dynamite (stick)}","—","1 lb."],["{@item Fragmentation Grenade||Grenade, fragmentation}","—","1 lb."],["{@item Smoke Grenade||Grenade, smoke}","—","2 lb."],["{@item Grenade Launcher||Grenade launcher}","—","7 lb."]]}],"page":267,"source":"DMG","chapter":{"name":"Dungeon Master's 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gentle."]]},{"type":"table","caption":"Gnoll/Cultist Ideals","colLabels":["d6","Ideal"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Strength. I must remain strong to survive. (Any)"],["2","Slaughter. If I destroy the weak, I please Yeenoghu. (Evil)"],["3","Destruction. Yeenoghu will return when only those worthy of his fury remain. (Evil)"],["4","Paranoia. Others are planning to kill and eat me. I must find a way to kill and eat them first. (Chaotic)"],["5","Self-Sufficiency. When the time comes, even my allies will die by my hand. (Evil)"],["6","Leadership. I am not part of the pack. I am above it. (Chaotic)"]]},{"type":"table","caption":"Gnoll/Cultist Bonds","colLabels":["d6","Bond"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I would die before betraying the Lord of Savagery."],["2","I would follow the leader of our war band anywhere and gladly sacrifice myself to protect him or her."],["3","I cull the weak from our war band, so that we remain strong."],["4","Yeenoghu's omens guide my every choice."],["5","If I die in battle, I was simply too weak to please Yeenoghu."],["6","I devour the weak to purge them from the world, the strong to blunt their power."]]},{"type":"table","caption":"Gnoll/Cultist Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I lack tactical guile and rely on overwhelming attacks."],["2","I flee from opponents that can match my strength."],["3","My supposed allies are my first victims."],["4","Deep down inside, I am terrified I will fail Yeenoghu."],["5","My desire to torment my foes sometimes gives them the opportunity to outwit me."],["6","My arrogance causes me to overlook opportunities."]]}],"page":36,"source":"VGM","chapter":{"name":"Monster Lore","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Background; I became...","tables":[{"type":"table","caption":"Acolyte","colLabels":["d6","I became an acolyte because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I ran away from home at an early age and found refuge in a temple."],["2","My family gave me to a temple, since they were unable or unwilling to care for me."],["3","I grew up in a household with strong religious convictions. 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Going it alone was all I could do."],["6","Society's decadence disgusted me, so I decided to leave it behind."]]},{"type":"table","caption":"Noble","colLabels":["d6","I became a noble because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I come from an old and storied family, and it fell to me to preserve the family name."],["2","My family has been disgraced, and I intend to clear our name."],["3","My family recently came by its title, and that elevation thrust us into a new and strange world."],["4","My family has a title, but none of my ancestors have distinguished themselves since we gained it."],["5","My family is filled with remarkable people. I hope to live up to their example."],["6","I hope to increase my family's power and influence."]]},{"type":"table","caption":"Outlander","colLabels":["d6","I became an outlander because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I spent a lot of time in the wilderness as a youngster, and I came to love that way of life."],["2","From a young age, I couldn't abide the stink of the cities and preferred to spend my time in nature."],["3","I came to understand the darkness that lurks in the wilds, and I vowed to combat it."],["4","My people lived on the edges of civilization, and I learned the methods of survival from my family."],["5","After a tragedy I retreated to the wilderness, leaving my old life behind."],["6","My family moved away from civilization, and I learned to adapt to my new environment."]]},{"type":"table","caption":"Sage","colLabels":["d6","I became a sage because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was naturally curious, so I packed up and went to a university to learn more about the world."],["2","My mentor's teachings opened my mind to new possibilities in that field of study."],["3","I was always an avid reader, and I learned much about my favorite topic on my own."],["4","I discovered an old library and pored over the texts I found there. That experience awakened a hunger for more knowledge."],["5","I impressed a wizard who told me I was squandering my talents and should seek out an education to take advantage of my gifts."],["6","One of my parents or a relative gave me a basic education that whetted my appetite, and I left home to build on what I had learned."]]},{"type":"table","caption":"Sailor","colLabels":["d6","I became a sailor because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was press-ganged by pirates and forced to serve on their ship until I finally escaped."],["2","I wanted to see the world, so I signed on as a deck-hand for a merchant ship."],["3","One of my relatives was a sailor who took me to sea."],["4","I needed to escape my community quickly, so I stowed away on a ship. When the crew found me, I was forced to work for my passage."],["5","Reavers attacked my community, so I found refuge on a ship until I could seek vengeance."],["6","I had few prospects where I was living, so I left to find my fortune elsewhere."]]},{"type":"table","caption":"Soldier","colLabels":["d6","I became a soldier because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I joined the militia to help protect my community from monsters."],["2","A relative of mine was a soldier, and I wanted to carry on the family tradition."],["3","The local lord forced me to enlist in the army."],["4","War ravaged my homeland while I was growing up. Fighting was the only life I ever knew."],["5","I wanted fame and fortune, so I joined a mercenary company, selling my sword to the highest bidder."],["6","Invaders attacked my homeland. It was my duty to take up arms in defense of my people."]]},{"type":"table","caption":"Urchin","colLabels":["d6","I became an urchin because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","Wanderlust caused me to leave my family to see the world. I look after myself."],["2","I ran away from a bad situation at home and made my own way in the world."],["3","Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive."],["4","A notorious thief looked after me and other orphans, and we spied and stole to earn our keep."],["5","One day I woke up on the streets, alone and hungry, with no memory of my early childhood."],["6","My parents died, leaving no one to look after me. I raised myself."]]}],"page":64,"source":"XGE","chapter":{"name":"Character Options","ordinal":{"type":"chapter","identifier":1},"index":1}},{"type":"tableGroup","name":"Class Training; I became...","tables":[{"type":"table","caption":"Barbarian","colLabels":["d6","I became a barbarian because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My devotion to my people lifted me in battle, making me powerful and dangerous."],["2","The spirits of my ancestors called on me to carry out a great task."],["3","I lost control in battle one day, and it was as if something else was manipulating my body, forcing it to kill every foe I could reach."],["4","I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, and inspire me."],["5","I was struck by lightning and lived. Afterward, I found a new strength within me that let me push beyond my limitations."],["6","My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer."]]},{"type":"table","caption":"Bard","colLabels":["d6","I became a bard because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I awakened my latent bardic abilities through trial and error."],["2","I was a gifted performer and attracted the attention of a master bard who schooled me in the old techniques."],["3","I joined a loose society of scholars and orators to learn new techniques of performance and magic."],["4","I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and story."],["5","I joined one of the great colleges to learn old lore, the secrets of magic, and the art of performance."],["6","I picked up a musical instrument one day and instantly discovered that I could play it."]]},{"type":"table","caption":"Cleric","colLabels":["d6","I became a cleric because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","A supernatural being in service to the gods called me to become a divine agent in the world."],["2","I saw the injustice and horror in the world and felt moved to take a stand against them."],["3","My god gave me an unmistakable sign. I dropped everything to serve the divine."],["4","Although I was always devout, it wasn't until I completed a pilgrimage that I knew my true calling."],["5","I used to serve in my religion's bureaucracy but found I needed to work in the world, to bring the message of my faith to the darkest corners of the land."],["6","I realize that my god works through me, and I do as commanded, even though I don't know why I was chosen to serve."]]},{"type":"table","caption":"Druid","colLabels":["d6","I became a druid because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I saw too much devastation in the wild places, too much of nature's splendor ruined by the despoilers. 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For this reason, I immersed myself in the study of the druidic mysteries and became a champion of the natural order."]]},{"type":"table","caption":"Fighter","colLabels":["d6","I became a fighter because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I wanted to hone my combat skills, and so I joined a war college."],["2","I squired for a knight who taught me how to fight, care for a steed, and conduct myself with honor. I decided to take up that path for myself."],["3","Horrible monsters descended on my community, killing someone I loved. I took up arms to destroy those creatures and others of a similar nature."],["4","I joined the army and learned how to fight as part of a group."],["5","I grew up fighting, and I refined my talents by defending myself against people who crossed me."],["6","I could always pick up just about any weapon and know how to use it effectively."]]},{"type":"table","caption":"Monk","colLabels":["d6","I became a monk because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I was chosen to study at a secluded monastery. There, I was taught the fundamental techniques required to eventually master a tradition."],["2","I sought instruction to gain a deeper understanding of existence and my place in the world."],["3","I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I learned how to defend myself against the forces of darkness."],["4","I was overwhelmed with grief after losing someone close to me, and I sought the advice of philosophers to help me cope with my loss."],["5","I could feel that a special sort of power lay within me, so I sought out those who could help me call it forth and master it."],["6","I was wild and undisciplined as a youngster, but then I realized the error of my ways. 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In taking my vows, I became the holy sword of my religion."]]},{"type":"table","caption":"Ranger","colLabels":["d6","I became a ranger because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I found purpose while I honed my hunting skills by bringing down dangerous animals at the edge of civilization."],["2","I always had a way with animals, able to calm them with a soothing word and a touch."],["3","I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one place for too long."],["4","I have seen what happens when the monsters come out from the dark. I took it upon myself to become the first line of defense against the evils that lie beyond civilization's borders."],["5","I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands."],["6","I served in an army, learning the precepts of my profession while blazing trails and scouting enemy encampments."]]},{"type":"table","caption":"Rogue","colLabels":["d6","I became a rogue because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","I've always been nimble and quick of wit, so I decided to use those talents to help me make my way in the world."],["2","An assassin or a thief wronged me, so I focused my training on mastering the skills of my enemy to better combat foes of that sort."],["3","An experienced rogue saw something in me and taught me several useful tricks."],["4","I decided to turn my natural lucky streak into the basis of a career, though I still realize that improving my skills is essential."],["5","I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation."],["6","I'm a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without risking life and limb."]]},{"type":"table","caption":"Sorcerer","colLabels":["d6","I became a sorcerer because..."],"colStyles":["col-2 text-center","col-10"],"rows":[["1","When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. 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We teach them enlightened self-interest."]]},{"type":"table","caption":"Devil Flaws","colLabels":["d6","Flaw"],"colStyles":["col-2 text-center","col-10"],"rows":[["1","My frustration boils over into violence."],["2","I obey the law, but I strain at its limits to the point of heresy."],["3","I put the minimum effort possible into anything that isn't my own idea."],["4","A low profile is the best defense of all."],["5","I'm so reliant on the laws of the Nine Hells that I panic without their guidance."],["6","I am secretly jealous of the freedom that mortals enjoy."]]}],"page":23,"source":"MTF","chapter":{"name":"The Blood War","ordinal":{"type":"chapter","identifier":1},"index":0}},{"type":"tableGroup","name":"Dungeon Spread Decks","page":11,"source":"DMTCRG","tables":[{"type":"table","caption":"Locations Deck","page":11,"rows":[["{@card Bridge|Deck of Many More Things|DMTCRG}"],["{@card Cavern|Deck of Many More Things|DMTCRG}"],["{@card Crossroads|Deck of Many More 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explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends." ] }, + { + "name": "Dissimortuum's Cursed Mask", + "source": "ToB1-2023", + "page": 106, + "rarity": "rare", + "wondrous": true, + "entries": [ + "The dissimortuum's mask is nigh indestructible. When the creature is destroyed, its mask usually survives and breaks free. On its own, the object emits a faint magical aura with mixed enchantment and necromantic properties. It is a tempting souvenir, but any humanoid or giant foolish enough to don the mask is immediately wracked by pain and takes 7 ({@damage 2d6}) necrotic damage. The creature must succeed on a DC 15 Wisdom saving throw or become dominated by the mask. The domination arrives slowly. The creature acts normally for a day or two, but then the creature notices periods of time that cannot be accounted for. During these unremembered times, the creature gathers the grisly components needed to build a new body for the dissimortuum. This process takes a week, after which the creature is freed from domination as the dissimortuum arises anew and dons its mask once more." + ] + }, { "name": "Docent", "source": "ERLW", @@ -29436,6 +29446,7 @@ ], "wondrous": true, "weight": 8, + "bonusSavingThrowConcentration": "+2", "recharge": "dawn", "rechargeAmount": 3, "charges": 3, @@ -36516,6 +36527,7 @@ "dmg1": "1d4", "dmgType": "S", "bonusWeapon": "+3", + "critThreshold": 18, "entries": [ "Said to be a gift to Glasya from Asmodeus, the Scourge of Shadow is a multi-headed whip constructed from infernal iron. The scourge is nigh-in- destructible, and Glasya carries it with her wherever she goes. When she wields the whip in battle, it shrouds her in an aura of shadow.", "The Scourge of Shadow is a magic whip. You have a +3 bonus to attack and damage rolls made with this weapon, and it does {@damage 3d4} slashing damage instead of its regular damage. When you hit a good aligned creature with it, that creatures takes an extra {@damage 4d4} necrotic damage.", @@ -39762,6 +39774,18 @@ "A transparent red, red-brown, or deep green gemstone." ] }, + { + "name": "Spinosaurus", + "source": "ToB1-2023", + "page": 103, + "type": "MNT", + "rarity": "none", + "value": 200000, + "entries": [ + "Before it can be ridden in combat, a {@creature spinosaurus dinosaur|ToB1-2023} must practice bearing the weight of its trainer and passengers. They rarely master more than a handful of tricks, but they are extremely comfortable in the water and can be trained to be are aware that some of their riders may not breathe water.", + "An adult spinosaurus can carry up to six tons as cargo. Riding a spinosaurus requires an exotic saddle, riding platform, or howdah." + ] + }, { "name": "Spire of Conflux (Awakened)", "source": "TDCSR", @@ -46991,6 +47015,17 @@ ], "hasFluffImages": true }, + { + "name": "Vanisher Hat", + "source": "ToB1-2023", + "page": 319, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This plain hat appears to be a rough burlap tam. A creature that can see through illusions sees the hat as a golden, bejeweled coronet. While wearing this hat, you can use an action to speak its command word to become invisible and gain a flying speed of 40 feet for up to 1 minute. Anything you are wearing or carrying is invisible with you. You remain invisible and capable of flying until you repeat the command word as an action or until you attack or cast a spell. Once used, the hat can't be used again until the next dawn." + ] + }, { "name": "Vanquisher's Banner", "source": "XMtS", diff --git a/data/races.json b/data/races.json index a99389d..5eced27 100644 --- a/data/races.json +++ b/data/races.json @@ -3084,15 +3084,23 @@ "max": 350 }, "darkvision": 60, - "traitTags": [ - "Tool Proficiency" - ], "languageProficiencies": [ { "common": true, "dwarvish": true } ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "smith's tools", + "brewer's supplies", + "mason's tools" + ] + } + } + ], "weaponProficiencies": [ { "battleaxe|phb": true, @@ -3195,15 +3203,17 @@ "max": 350 }, "darkvision": 60, - "traitTags": [ - "Tool Proficiency" - ], "languageProficiencies": [ { "common": true, "dwarvish": true } ], + "toolProficiencies": [ + { + "anyArtisansTool": 2 + } + ], "resist": [ "poison" ], @@ -3373,7 +3383,7 @@ "name": "Trance", "entries": [ "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.", - "Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." + "Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." ] } ], @@ -4026,6 +4036,17 @@ "auran": true } ], + "toolProficiencies": [ + { + "choose": { + "from": [ + "brewer's supplies", + "carpenter's tools", + "smith's tools" + ] + } + } + ], "entries": [ { "name": "Age", @@ -8324,14 +8345,16 @@ } ], "darkvision": 60, - "traitTags": [ - "Tool Proficiency" - ], "languageProficiencies": [ { "other": true } ], + "toolProficiencies": [ + { + "tinker's tools": true + } + ], "resist": [ "poison" ], @@ -8844,8 +8867,7 @@ }, "traitTags": [ "Language Proficiency", - "Natural Weapon", - "Tool Proficiency" + "Natural Weapon" ], "languageProficiencies": [ { @@ -9964,7 +9986,7 @@ "name": "Trance", "entries": [ "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.", - "Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." + "Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." ] } ], @@ -10052,7 +10074,7 @@ "name": "Trance", "entries": [ "You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.", - "Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." + "Whenever you finish this trance, you can gain two proficiencies that you don't have, each one with a {@book weapon|phb|5|weapons} or a {@book tool|phb|5|tools} of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest." ] } ], @@ -12683,8 +12705,12 @@ } ], "traitTags": [ - "Natural Weapon", - "Tool Proficiency" + "Natural Weapon" + ], + "toolProficiencies": [ + { + "any": 1 + } ], "entries": [ { @@ -14480,9 +14506,6 @@ "cha": 1 } ], - "traitTags": [ - "Tool Proficiency" - ], "entries": [ { "name": "Inspiring", @@ -14513,9 +14536,6 @@ "dex": 1 } ], - "traitTags": [ - "Tool Proficiency" - ], "entries": [ { "name": "One With the Wood", @@ -15561,8 +15581,10 @@ "con": 1 } ], - "traitTags": [ - "Tool Proficiency" + "toolProficiencies": [ + { + "tinker's tools": true + } ], "entries": [ { @@ -15728,8 +15750,10 @@ "con": 2 } ], - "traitTags": [ - "Tool Proficiency" + "toolProficiencies": [ + { + "thieves' tools": true + } ], "entries": [ { @@ -18214,14 +18238,16 @@ "int": 2 } ], - "traitTags": [ - "Tool Proficiency" - ], "skillProficiencies": [ { "survival": true } ], + "toolProficiencies": [ + { + "navigator's tools": true + } + ], "additionalSpells": [ { "ability": "int", diff --git a/decks.html b/decks.html index 5b2c130..8939ca9 100644 --- a/decks.html +++ b/decks.html @@ -84,12 +84,12 @@
- +
- - + +
@@ -100,7 +100,7 @@
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@@ -119,7 +119,7 @@
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diff --git a/deities.html b/deities.html index 35a6d14..9611a0e 100644 --- a/deities.html +++ b/deities.html @@ -82,15 +82,15 @@
- +
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diff --git a/feats.html b/feats.html index 7701d31..051fd58 100644 --- a/feats.html +++ b/feats.html @@ -82,15 +82,15 @@
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@@ -101,9 +101,9 @@
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- - + +
diff --git a/items.html b/items.html index dcb4753..37d5363 100644 --- a/items.html +++ b/items.html @@ -84,15 +84,15 @@
- +
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- - - + + +
diff --git a/js/converter-creature.js b/js/converter-creature.js index c09f9a0..2704224 100644 --- a/js/converter-creature.js +++ b/js/converter-creature.js @@ -1553,7 +1553,7 @@ class CreatureParser extends BaseParser { // regular creatures // region Size - const reSize = new RegExp(`(${Object.values(Parser.SIZE_ABV_TO_FULL).join("|")})`, "i"); + const reSize = new RegExp(`\\b(${Object.values(Parser.SIZE_ABV_TO_FULL).join("|")})\\b`, "i"); const reSizeGlobal = new RegExp(reSize, "gi"); const tks = meta.curLine.split(reSizeGlobal); diff --git a/js/converterutils-creature.js b/js/converterutils-creature.js index fb35afa..9a925f4 100644 --- a/js/converterutils-creature.js +++ b/js/converterutils-creature.js @@ -2,6 +2,12 @@ class AcConvert { static tryPostProcessAc (mon, cbMan, cbErr) { + const traitNames = new Set( + (mon.trait || []) + .map(it => it.name ? it.name.toLowerCase() : null) + .filter(Boolean), + ); + if (this._tryPostProcessAc_special(mon, cbMan, cbErr)) return; const nuAc = []; @@ -114,14 +120,14 @@ class AcConvert { // everything else default: { - const simpleFrom = this._getSimpleFrom(fromLow); + const simpleFrom = this._getSimpleFrom({fromLow, traitNames}); if (simpleFrom) return froms.push(simpleFrom); // Special parsing for barding, as the pre-barding armor type might not exactly match our known // barding names (e.g. "chainmail barding") const mWithBarding = /^(?\d+) with (?(?.*?) barding)$/.exec(fromLow); if (mWithBarding) { - let simpleFromBarding = this._getSimpleFrom(mWithBarding.groups.type); + let simpleFromBarding = this._getSimpleFrom({fromLow: mWithBarding.groups.type, traitNames}); if (simpleFromBarding) { simpleFromBarding = simpleFromBarding .replace(/{@item ([^}]+)}/, (...m) => { @@ -203,7 +209,7 @@ class AcConvert { return false; } - static _getSimpleFrom (fromLow) { + static _getSimpleFrom ({fromLow, traitNames}) { switch (fromLow) { // region unhandled/other case "unarmored defense": @@ -323,6 +329,10 @@ class AcConvert { if (/scraps of .*?armor/i.test(fromLow)) { // e.g. "scraps of hide armor" return fromLow; } + + if (traitNames.has(fromLow)) { + return fromLow; + } } } } @@ -371,9 +381,19 @@ class _CreatureImmunityResistanceVulnerabilityConverterBase { static _getSplitInput ({ipt}) { return ipt .toLowerCase() - .split(";") + + // Split e.g. + // "Bludgeoning and Piercing from nonmagical attacks, Acid, Fire, Lightning" + .split(/(.*\b(?:from|by)\b[^,;.!?]+)(?:[,;] ?)?/g) .map(it => it.trim()) - .filter(Boolean); + .filter(Boolean) + + // Split e.g. + // "poison; bludgeoning, piercing, and slashing from nonmagical attacks" + .flatMap(pt => pt.split(";")) + .map(it => it.trim()) + .filter(Boolean) + ; } /** @@ -1343,9 +1363,14 @@ class MiscTag { globalThis.MiscTag = MiscTag; class SpellcastingTraitConvert { + static SPELL_SRC_MAP = {}; + static SPELL_SRD_MAP = {}; + static init (spellData) { - // reversed so official sources take precedence over 3pp - spellData.forEach(s => SpellcastingTraitConvert.SPELL_SRC_MAP[s.name.toLowerCase()] = s.source); + spellData.forEach(s => { + this.SPELL_SRC_MAP[s.name.toLowerCase()] = s.source; + if (typeof s.srd === "string") this.SPELL_SRD_MAP[s.srd.toLowerCase()] = s.name; + }); } static tryParseSpellcasting (ent, {isMarkdown, cbErr, displayAs, actions, reactions}) { @@ -1490,6 +1515,8 @@ class SpellcastingTraitConvert { str = str.substring(0, ixParenOpen); } + str = this._parseSpell_getNonSrdSpellName(str); + return [ `{@spell ${str}${this._parseSpell_getSourcePart(str)}}`, ptsSuffix.join(" "), @@ -1498,6 +1525,16 @@ class SpellcastingTraitConvert { .join(" "); } + static _parseSpell_getNonSrdSpellName (spellName) { + const nonSrdName = SpellcastingTraitConvert.SPELL_SRD_MAP[spellName.toLowerCase().trim()]; + if (!nonSrdName) return spellName; + + if (spellName.toSpellCase() === spellName) return nonSrdName.toSpellCase(); + if (spellName.toLowerCase() === spellName) return nonSrdName.toLowerCase(); + if (spellName.toTitleCase() === spellName) return nonSrdName.toTitleCase(); + return spellName; + } + static _parseSpell_getSourcePart (spellName) { const source = SpellcastingTraitConvert._getSpellSource(spellName); return `${source && source !== Parser.SRC_PHB ? `|${source}` : ""}`; @@ -1583,7 +1620,6 @@ class SpellcastingTraitConvert { }); } } -SpellcastingTraitConvert.SPELL_SRC_MAP = {}; globalThis.SpellcastingTraitConvert = SpellcastingTraitConvert; diff --git a/js/languages.js b/js/languages.js index 5bdab07..d3d4e97 100644 --- a/js/languages.js +++ b/js/languages.js @@ -1,12 +1,6 @@ "use strict"; class LanguagesSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "sublanguages", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -70,8 +64,6 @@ class LanguagesPage extends ListPage { pageFilter, - listClass: "languages", - dataProps: ["language"], isMarkdownPopout: true, diff --git a/js/listpage.js b/js/listpage.js index 0087cd7..6abfc64 100644 --- a/js/listpage.js +++ b/js/listpage.js @@ -107,7 +107,6 @@ class SublistManager { /** * @param [opts] - * @param [opts.sublistClass] Sublist class. * @param [opts.sublistListOptions] Other sublist options. * @param [opts.isSublistItemsCountable] If the sublist items should be countable, i.e. have a quantity. * @param [opts.shiftCountAddSubtract] If the sublist items should be countable, i.e. have a quantity. @@ -115,7 +114,6 @@ class SublistManager { constructor (opts) { opts = opts || {}; - this._sublistClass = opts.sublistClass; // TODO(PageGen) remove once all pages transitioned this._sublistListOptions = opts.sublistListOptions || {}; this._isSublistItemsCountable = !!opts.isSublistItemsCountable; this._shiftCountAddSubtract = opts.shiftCountAddSubtract ?? 20; @@ -160,7 +158,7 @@ class SublistManager { this._listSub = new List({ ...this._sublistListOptions, - $wrpList: this._sublistClass ? $(`.${this._sublistClass}`) : $(`#sublist`), + $wrpList: $(`#sublist`), isUseJquery: true, }); @@ -987,7 +985,6 @@ class ListPage { * `pageFilter` must be specified.) * @param [opts.pageFilter] PageFilter implementation for this page. (Either `filters` and `filterSource` or * `pageFilter` must be specified.) - * @param [opts.listClass] List class. * @param opts.listOptions Other list options. * @param opts.dataProps JSON data propert(y/ies). * @@ -1017,7 +1014,6 @@ class ListPage { this._filters = opts.filters; this._filterSource = opts.filterSource; this._pageFilter = opts.pageFilter; - this._listClass = opts.listClass; // TODO(PageGen) remove once all pages transitioned this._listOptions = opts.listOptions || {}; this._dataProps = opts.dataProps; this._bookViewOptions = opts.bookViewOptions; @@ -1152,7 +1148,7 @@ class ListPage { const $btnReset = $("#reset"); this._list = this._initList({ $iptSearch, - $wrpList: this._listClass ? $(`.list.${this._listClass}`) : $(`#list`), + $wrpList: $(`#list`), $btnReset, $btnClear: $(`#lst__search-glass`), dispPageTagline: document.getElementById(`page__subtitle`), diff --git a/js/objects.js b/js/objects.js index f8e32c9..3c96d5c 100644 --- a/js/objects.js +++ b/js/objects.js @@ -1,12 +1,6 @@ "use strict"; class ObjectsSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subobjects", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -64,8 +58,6 @@ class ObjectsPage extends ListPage { pageFilter, - listClass: "objects", - dataProps: ["object"], listSyntax: new ListSyntaxObjects({fnGetDataList: () => this._dataList, pFnGetFluff}), diff --git a/js/optionalfeatures.js b/js/optionalfeatures.js index 987e2e8..0fd99f7 100644 --- a/js/optionalfeatures.js +++ b/js/optionalfeatures.js @@ -3,7 +3,6 @@ class OptionalFeaturesSublistManager extends SublistManager { constructor () { super({ - sublistClass: "suboptfeatures", sublistListOptions: { fnSort: PageFilterOptionalFeatures.sortOptionalFeatures, }, @@ -84,7 +83,6 @@ class OptionalFeaturesPage extends ListPage { pageFilter, - listClass: "optfeatures", listOptions: { fnSort: PageFilterOptionalFeatures.sortOptionalFeatures, }, diff --git a/js/parser.js b/js/parser.js index d7b7e08..30125ef 100644 --- a/js/parser.js +++ b/js/parser.js @@ -645,7 +645,7 @@ Parser.sourceJsonToDate = function (source) { }; Parser.sourceJsonToColor = function (source) { - return `source${Parser.sourceJsonToAbv(source)}`; + return `source__${source}`; }; Parser.sourceJsonToStyle = function (source) { @@ -2536,7 +2536,7 @@ Parser.vehicleTypeToFull = function (vehicleType) { // SOURCES ============================================================================================================= -Parser.SRC_5ETOOLS_TMP = "Parser.SRC_5ETOOLS_TMP"; // Temp source, used as a placeholder value +Parser.SRC_5ETOOLS_TMP = "SRC_5ETOOLS_TMP"; // Temp source, used as a placeholder value Parser.SRC_CoS = "CoS"; Parser.SRC_DMG = "DMG"; @@ -2645,6 +2645,7 @@ Parser.SRC_GHLoE = "GHLoE"; Parser.SRC_DoDk = "DoDk"; Parser.SRC_HWCS = "HWCS"; Parser.SRC_HWAitW = "HWAitW"; +Parser.SRC_ToB1_2023 = "ToB1-2023"; Parser.SRC_TD = "TD"; Parser.SRC_SCREEN = "Screen"; Parser.SRC_SCREEN_WILDERNESS_KIT = "ScreenWildernessKit"; @@ -2821,6 +2822,7 @@ Parser.SOURCE_JSON_TO_FULL[Parser.SRC_GHLoE] = "Grim Hollow: Lairs of Etharis"; Parser.SOURCE_JSON_TO_FULL[Parser.SRC_DoDk] = "Dungeons of Drakkenheim"; Parser.SOURCE_JSON_TO_FULL[Parser.SRC_HWCS] = "Humblewood Campaign Setting"; Parser.SOURCE_JSON_TO_FULL[Parser.SRC_HWAitW] = "Humblewood: Adventure in the Wood"; +Parser.SOURCE_JSON_TO_FULL[Parser.SRC_ToB1_2023] = "Tome of Beasts 1 (2023 Edition)"; Parser.SOURCE_JSON_TO_FULL[Parser.SRC_TD] = "Tarot Deck"; Parser.SOURCE_JSON_TO_FULL[Parser.SRC_SCREEN] = "Dungeon Master's Screen"; Parser.SOURCE_JSON_TO_FULL[Parser.SRC_SCREEN_WILDERNESS_KIT] = "Dungeon Master's Screen: Wilderness Kit"; @@ -2972,6 +2974,7 @@ Parser.SOURCE_JSON_TO_ABV[Parser.SRC_GHLoE] = "GHLoE"; Parser.SOURCE_JSON_TO_ABV[Parser.SRC_DoDk] = "DoDk"; Parser.SOURCE_JSON_TO_ABV[Parser.SRC_HWCS] = "HWCS"; Parser.SOURCE_JSON_TO_ABV[Parser.SRC_HWAitW] = "HWAitW"; +Parser.SOURCE_JSON_TO_ABV[Parser.SRC_ToB1_2023] = "ToB1'23"; Parser.SOURCE_JSON_TO_ABV[Parser.SRC_TD] = "TD"; Parser.SOURCE_JSON_TO_ABV[Parser.SRC_SCREEN] = "Screen"; Parser.SOURCE_JSON_TO_ABV[Parser.SRC_SCREEN_WILDERNESS_KIT] = "ScWild"; @@ -3122,6 +3125,7 @@ Parser.SOURCE_JSON_TO_DATE[Parser.SRC_GHLoE] = "2023-11-30"; Parser.SOURCE_JSON_TO_DATE[Parser.SRC_DoDk] = "2023-12-21"; Parser.SOURCE_JSON_TO_DATE[Parser.SRC_HWCS] = "2019-06-17"; Parser.SOURCE_JSON_TO_DATE[Parser.SRC_HWAitW] = "2019-06-17"; +Parser.SOURCE_JSON_TO_DATE[Parser.SRC_ToB1_2023] = "2023-05-31"; Parser.SOURCE_JSON_TO_DATE[Parser.SRC_TD] = "2022-05-24"; Parser.SOURCE_JSON_TO_DATE[Parser.SRC_SCREEN] = "2015-01-20"; Parser.SOURCE_JSON_TO_DATE[Parser.SRC_SCREEN_WILDERNESS_KIT] = "2020-11-17"; @@ -3311,6 +3315,7 @@ Parser.SOURCES_PARTNERED_WOTC = new Set([ Parser.SRC_DoDk, Parser.SRC_HWCS, Parser.SRC_HWAitW, + Parser.SRC_ToB1_2023, Parser.SRC_TD, ]); // region Source categories @@ -3397,6 +3402,7 @@ Parser.SOURCES_NON_FR = new Set([ Parser.SRC_DoDk, Parser.SRC_HWCS, Parser.SRC_HWAitW, + Parser.SRC_ToB1_2023, ]); // endregion @@ -3439,6 +3445,7 @@ Parser.SOURCES_AVAILABLE_DOCS_BOOK = {}; Parser.SRC_BMT, Parser.SRC_DMTCRG, Parser.SRC_HWCS, + Parser.SRC_ToB1_2023, Parser.SRC_TD, ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_BOOK[src] = src; diff --git a/js/psionics.js b/js/psionics.js index b3268ea..b4f4565 100644 --- a/js/psionics.js +++ b/js/psionics.js @@ -1,12 +1,6 @@ "use strict"; class PsionicsSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subpsionics", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -65,10 +59,6 @@ class PsionicsPage extends ListPage { pageFilter, - listClass: "psionics", - - sublistClass: "subpsionics", - dataProps: ["psionic"], isMarkdownPopout: true, diff --git a/js/races.js b/js/races.js index 3fd6158..3d2a6af 100644 --- a/js/races.js +++ b/js/races.js @@ -1,12 +1,6 @@ "use strict"; class RacesSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subraces", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -73,8 +67,6 @@ class RacesPage extends ListPage { pageFilter, - listClass: "races", - dataProps: ["race"], isMarkdownPopout: true, diff --git a/js/recipes.js b/js/recipes.js index fbbce32..5ce7a82 100644 --- a/js/recipes.js +++ b/js/recipes.js @@ -1,12 +1,6 @@ "use strict"; class RecipesSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subrecipes", - }); - } - _getCustomHashId ({entity}) { return Renderer.recipe.getCustomHashId(entity); } @@ -71,8 +65,6 @@ class RecipesPage extends ListPage { pageFilter, - listClass: "recipes", - dataProps: ["recipe"], isMarkdownPopout: true, diff --git a/js/render-markdown.js b/js/render-markdown.js index 3d1e7fc..381dcf2 100644 --- a/js/render-markdown.js +++ b/js/render-markdown.js @@ -1689,6 +1689,8 @@ RendererMarkdown.vehicle = class { renderer.render(entriesMetaShip.entrySizeDimensions), RendererMarkdown.vehicle.ship.getCrewCargoPaceSection_(ent, {entriesMetaShip}), RendererMarkdown.utils.compact.getRenderedAbilityScores(ent), + entriesMeta.entryDamageVulnerabilities ? renderer.render(entriesMeta.entryDamageVulnerabilities) : null, + entriesMeta.entryDamageResistances ? renderer.render(entriesMeta.entryDamageResistances) : null, entriesMeta.entryDamageImmunities ? renderer.render(entriesMeta.entryDamageImmunities) : null, entriesMeta.entryConditionImmunities ? renderer.render(entriesMeta.entryConditionImmunities) : null, ent.action ? "### Actions" : null, @@ -1770,6 +1772,8 @@ RendererMarkdown.vehicle = class { .map(prop => renderer.render(entriesMetaInfwar[prop])), renderer.render(entriesMetaInfwar.entrySpeedNote), RendererMarkdown.utils.compact.getRenderedAbilityScores(ent), + entriesMeta.entryDamageVulnerabilities ? renderer.render(entriesMeta.entryDamageVulnerabilities) : null, + entriesMeta.entryDamageResistances ? renderer.render(entriesMeta.entryDamageResistances) : null, entriesMeta.entryDamageImmunities ? renderer.render(entriesMeta.entryDamageImmunities) : null, entriesMeta.entryConditionImmunities ? renderer.render(entriesMeta.entryConditionImmunities) : null, ...this._getLinesRendered_traits({ent, renderer}), diff --git a/js/render.js b/js/render.js index e6ea23e..4c834d0 100644 --- a/js/render.js +++ b/js/render.js @@ -260,6 +260,25 @@ globalThis.Renderer = function () { this._getPlugins = function (pluginType) { return this._plugins[pluginType] ||= []; }; + // TODO(Future) refactor to use this + this._applyPlugins_useFirst = function (pluginType, commonArgs, pluginArgs) { + for (const plugin of this._getPlugins(pluginType)) { + const out = plugin(commonArgs, pluginArgs); + if (out) return out; + } + }; + + this._applyPlugins_useAll = function (pluginType, commonArgs, pluginArgs) { + const plugins = this._getPlugins(pluginType); + if (!plugins?.length) return null; + + let input = pluginArgs.input; + for (const plugin of plugins) { + input = plugin(commonArgs, pluginArgs) ?? input; + } + return input; + }; + /** Run a function with the given plugin active. */ this.withPlugin = function ({pluginTypes, fnPlugin, fn}) { for (const pt of pluginTypes) this.addPlugin(pt, fnPlugin); @@ -1547,7 +1566,9 @@ globalThis.Renderer = function () { }; this._renderString = function (entry, textStack, meta, options) { - const tagSplit = Renderer.splitByTags(entry); + const str = this._applyPlugins_useAll("string_preprocess", {textStack, meta, options}, {input: entry}) ?? entry; + + const tagSplit = Renderer.splitByTags(str); const len = tagSplit.length; for (let i = 0; i < len; ++i) { const s = tagSplit[i]; @@ -9605,6 +9626,12 @@ Renderer.vehicle = class { static getVehicleRenderableEntriesMeta (ent) { return { + entryDamageVulnerabilities: ent.vulnerable + ? `{@b Damage Vulnerabilities} ${Parser.getFullImmRes(ent.vulnerable)}` + : null, + entryDamageResistances: ent.resist + ? `{@b Damage Resistances} ${Parser.getFullImmRes(ent.resist)}` + : null, entryDamageImmunities: ent.immune ? `{@b Damage Immunities} ${Parser.getFullImmRes(ent.immune)}` : null, @@ -9940,6 +9967,8 @@ Renderer.vehicle = class { entriesMeta ||= Renderer.vehicle.getVehicleRenderableEntriesMeta(ent); const props = [ + "entryDamageVulnerabilities", + "entryDamageResistances", "entryDamageImmunities", "entryConditionImmunities", ]; diff --git a/js/rewards.js b/js/rewards.js index f234c41..2f23146 100644 --- a/js/rewards.js +++ b/js/rewards.js @@ -1,12 +1,6 @@ "use strict"; class RewardsSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subrewards", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -61,8 +55,6 @@ class RewardsPage extends ListPage { pageFilter, - listClass: "rewards", - dataProps: ["reward"], isPreviewable: true, diff --git a/js/search.js b/js/search.js index d5a4116..76d7b38 100644 --- a/js/search.js +++ b/js/search.js @@ -104,10 +104,10 @@ class SearchPage { SearchPage._$wrpResults = $(`
${this._getWrpResult_message("Loading...")}
`); $$(SearchPage._$wrp)`
-
-
${$iptSearch}${$btnSearch}
+
+
${$iptSearch}${$btnSearch}
-
+
${$btnHelp}
${$btnToggleBrew} diff --git a/js/spells.js b/js/spells.js index 87ed389..ccbd342 100644 --- a/js/spells.js +++ b/js/spells.js @@ -1,15 +1,6 @@ "use strict"; class SpellsSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subspells", - sublistListOptions: { - fnSort: PageFilterSpells.sortSpells, - }, - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -223,7 +214,6 @@ class SpellsPage extends ListPageMultiSource { super({ pageFilter: new PageFilterSpells(), - listClass: "spells", listOptions: { fnSort: PageFilterSpells.sortSpells, }, diff --git a/js/statgen-ui.js b/js/statgen-ui.js index e26542a..1acc624 100644 --- a/js/statgen-ui.js +++ b/js/statgen-ui.js @@ -661,8 +661,8 @@ class StatGenUi extends BaseComponent { // region Point Buy stages const $stgPbHeader = this._render_$getStgPbHeader(); const $stgPbCustom = this._render_$getStgPbCustom(); - const $vrPbCustom = $(`
`); - const $hrPbCustom = $(`
`); + const $vrPbCustom = $(`
`); + const $hrPbCustom = $(`
`); const hkStgPb = () => { $stgPbHeader.toggleVe(this.ixActiveTab === this._IX_TAB_PB); $stgPbCustom.toggleVe(this.ixActiveTab === this._IX_TAB_PB); @@ -859,7 +859,7 @@ class StatGenUi extends BaseComponent { ${$stgArrayHeader} ${$stgManualHeader} -
+
${$stgPbHeader} @@ -1363,7 +1363,7 @@ class StatGenUi extends BaseComponent { const $wrpAsi = this._render_$getWrpAsi(); $$($wrpTab)` -
+
diff --git a/js/tables.js b/js/tables.js index 455ec58..54d5f3d 100644 --- a/js/tables.js +++ b/js/tables.js @@ -3,7 +3,6 @@ class TablesSublistManager extends SublistManager { constructor () { super({ - sublistClass: "subtablesdata", sublistListOptions: { sortByInitial: "sortName", }, @@ -55,7 +54,6 @@ class TablesPage extends ListPage { pageFilter, - listClass: "tablesdata", listOptions: { sortByInitial: "sortName", }, diff --git a/js/utils-brew.js b/js/utils-brew.js index 7275d53..6534e74 100644 --- a/js/utils-brew.js +++ b/js/utils-brew.js @@ -2119,7 +2119,7 @@ class ManageBrewUi { const btnViewJson = e_({ tag: "button", - clazz: `btn btn-default btn-xs mobile-ish__hidden w-24p`, + clazz: `btn btn-default btn-xs mobile-lg__hidden w-24p`, title: `${this._LBL_LIST_VIEW_JSON}: ${this.constructor._getBrewJsonTitle({brew, brewName})}`, children: [ e_({ diff --git a/js/utils-proporder.js b/js/utils-proporder.js index 36a90b4..e34d1c1 100644 --- a/js/utils-proporder.js +++ b/js/utils-proporder.js @@ -78,11 +78,16 @@ PropOrder._ObjectKey = class { this.order = opts.order; } - static getCopyKey ({fnGetModOrder}) { + static getCopyKey ({identKeys = null, fnGetModOrder}) { return new this("_copy", { order: [ - "name", - "source", + ...( + identKeys + || [ + "name", + "source", + ] + ), "_templates", new PropOrder._ObjectKey("_mod", { fnGetOrder: fnGetModOrder, @@ -112,6 +117,63 @@ PropOrder._ArrayKey = class { } }; +PropOrder._META = [ + "sources", + + "dependencies", + "includes", + "internalCopies", + + "otherSources", + + "spellSchools", + "spellDistanceUnits", + "optionalFeatureTypes", + "psionicTypes", + "currencyConversions", + "fonts", + + "status", + "unlisted", + + "dateAdded", + "dateLastModified", + "_dateLastModifiedHash", +]; +PropOrder._FOUNDRY_GENERIC = [ + "name", + "source", + + "type", + "system", + "effects", + "flags", + "img", + + "_merge", +]; +PropOrder._FOUNDRY_GENERIC_FEATURE = [ + "name", + "source", + + "isIgnored", + + "type", + "system", + "actorDataMod", + "effects", + "ignoreSrdEffects", + "flags", + "img", + + "entries", + + new PropOrder._ObjectKey("entryData", { + fnGetOrder: () => PropOrder._ENTRY_DATA_OBJECT, + }), + + "_merge", +]; PropOrder._MONSTER = [ "name", "shortName", @@ -335,6 +397,7 @@ PropOrder._FOUNDRY_MONSTER = [ "source", "system", + "prototypeToken", "effects", "flags", "img", @@ -450,15 +513,6 @@ PropOrder._ROLL20_SPELL = [ }), "shapedData", ]; -PropOrder._FOUNDRY_SPELL = [ - "name", - "source", - - "system", - "effects", - "flags", - "img", -]; PropOrder._SPELL__COPY_MOD = [ "*", "_", @@ -739,6 +793,21 @@ PropOrder._SUBCLASS__COPY_MOD = [ "_", ...PropOrder._SUBCLASS, ]; +PropOrder._FOUNDRY_SUBCLASS = [ + "name", + "source", + "className", + "classSource", + + "advancement", + "chooseSystem", + "isChooseSystemRenderEntries", + "isChooseFlagsRenderEntries", + "isIgnored", + "ignoreSrdEffects", + "actorDataMod", + "actorTokenMod", +]; PropOrder._ENTRY_DATA_OBJECT = [ "languageProficiencies", "skillProficiencies", @@ -1110,15 +1179,6 @@ PropOrder._FEAT__COPY_MOD = [ "_", ...PropOrder._FEAT, ]; -PropOrder._FOUNDRY_FEAT = [ - "name", - "source", - - "system", - "effects", - "flags", - "img", -]; PropOrder._VEHICLE = [ "name", @@ -1158,7 +1218,9 @@ PropOrder._VEHICLE = [ "hp", + "resist", "immune", + "vulnerable", "conditionImmune", "hull", @@ -1319,6 +1381,7 @@ PropOrder._ITEM = [ "bonusSavingThrow", "bonusAbilityCheck", "bonusProficiencyBonus", + "bonusSavingThrowConcentration", "modifySpeed", "reach", "critThreshold", @@ -1679,11 +1742,26 @@ PropOrder._FOUNDRY_RACE_FEATURE = [ "raceName", "raceSource", + PropOrder._ObjectKey.getCopyKey({ + identKeys: [ + "name", + "source", + "raceName", + "raceSource", + ], + fnGetModOrder: () => PropOrder._FOUNDRY_RACE_FEATURE__COPY_MOD, + }), + "system", "effects", "flags", "img", ]; +PropOrder._FOUNDRY_RACE_FEATURE__COPY_MOD = [ + "*", + "_", + ...PropOrder._FOUNDRY_RACE_FEATURE, +]; PropOrder._TABLE = [ "name", @@ -1915,6 +1993,7 @@ PropOrder._CITATION = [ ]; PropOrder._PROP_TO_LIST = { + "_meta": PropOrder._META, "monster": PropOrder._MONSTER, "foundryMonster": PropOrder._FOUNDRY_MONSTER, "monsterFluff": PropOrder._GENERIC_FLUFF, @@ -1935,9 +2014,10 @@ PropOrder._PROP_TO_LIST = { "hazardFluff": PropOrder._GENERIC_FLUFF, "spell": PropOrder._SPELL, "roll20Spell": PropOrder._ROLL20_SPELL, - "foundrySpell": PropOrder._FOUNDRY_SPELL, + "foundrySpell": PropOrder._FOUNDRY_GENERIC, "spellList": PropOrder._SPELL_LIST, "action": PropOrder._ACTION, + "foundryAction": PropOrder._FOUNDRY_GENERIC, "adventure": PropOrder._ADVENTURE, "adventureData": PropOrder._ADVENTURE_DATA, "book": PropOrder._BOOK, @@ -1947,6 +2027,7 @@ PropOrder._PROP_TO_LIST = { "class": PropOrder._CLASS, "foundryClass": PropOrder._FOUNDRY_CLASS, "subclass": PropOrder._SUBCLASS, + "foundrySubclass": PropOrder._FOUNDRY_SUBCLASS, "classFeature": PropOrder._CLASS_FEATURE, "subclassFeature": PropOrder._SUBCLASS_FEATURE, "foundryClassFeature": PropOrder._FOUNDRY_CLASS_FEATURE, @@ -1961,21 +2042,28 @@ PropOrder._PROP_TO_LIST = { "boon": PropOrder._BOON, "deity": PropOrder._DEITY, "feat": PropOrder._FEAT, - "foundryFeat": PropOrder._FOUNDRY_FEAT, + "foundryFeat": PropOrder._FOUNDRY_GENERIC_FEATURE, "vehicle": PropOrder._VEHICLE, "vehicleUpgrade": PropOrder._VEHICLE_UPGRADE, + "foundryVehicleUpgrade": PropOrder._FOUNDRY_GENERIC_FEATURE, "item": PropOrder._ITEM, + "foundryItem": PropOrder._FOUNDRY_GENERIC, "baseitem": PropOrder._ITEM, "magicvariant": PropOrder._MAGICVARIANT, + "foundryMagicvariant": PropOrder._FOUNDRY_GENERIC, "itemGroup": PropOrder._ITEM, "itemMastery": PropOrder._ITEM_MASTERY, "object": PropOrder._OBJECT, "optionalfeature": PropOrder._OPTIONALFEATURE, + "foundryOptionalfeature": PropOrder._FOUNDRY_GENERIC_FEATURE, "psionic": PropOrder._PSIONIC, + "foundryPsionic": PropOrder._FOUNDRY_GENERIC_FEATURE, "reward": PropOrder._REWARD, + "foundryReward": PropOrder._FOUNDRY_GENERIC_FEATURE, "variantrule": PropOrder._VARIANTRULE, "spellFluff": PropOrder._GENERIC_FLUFF, "race": PropOrder._RACE, + "foundryRace": PropOrder._FOUNDRY_GENERIC_FEATURE, "subrace": PropOrder._SUBRACE, "foundryRaceFeature": PropOrder._FOUNDRY_RACE_FEATURE, "table": PropOrder._TABLE, diff --git a/js/utils-ui.js b/js/utils-ui.js index da4f25f..a0f334e 100644 --- a/js/utils-ui.js +++ b/js/utils-ui.js @@ -1406,7 +1406,7 @@ class TabUiUtilSide extends TabUiUtilBase { super.decorate(obj, {isInitMeta}); obj.__$getBtnTab = function ({isSingleTab, tabMeta, _propProxy, propActive, ixTab}) { - return isSingleTab ? null : $(``) + return isSingleTab ? null : $(``) .click(() => this[_propProxy][propActive] = ixTab); }; @@ -3496,11 +3496,14 @@ class SourceUiUtil { $iptJson.removeClass("form-control--error"); }); if (options.source) $iptJson.val(options.source.json); + const $iptVersion = $(``) + .keydown(evt => { if (evt.key === "Escape") $iptUrl.blur(); }); + if (options.source) $iptVersion.val(options.source.version); let hasColor = false; const $iptColor = $(``) .keydown(evt => { if (evt.key === "Escape") $iptColor.blur(); }) .change(() => hasColor = true); - if (options.source?.color != null) { hasColor = true; $iptColor.val(options.source.color); } + if (options.source?.color != null) { hasColor = true; $iptColor.val(`#${options.source.color}`); } const $iptUrl = $(``) .keydown(evt => { if (evt.key === "Escape") $iptUrl.blur(); }); if (options.source) $iptUrl.val(options.source.url); @@ -3531,11 +3534,19 @@ class SourceUiUtil { json: jsonVal, abbreviation: $iptAbv.val().trim(), full: $iptName.val().trim(), - url: $iptUrl.val().trim(), - authors: $iptAuthors.val().trim().split(",").map(it => it.trim()).filter(Boolean), - convertedBy: $iptConverters.val().trim().split(",").map(it => it.trim()).filter(Boolean), + version: $iptVersion.val().trim() || "1.0.0", }; - if (hasColor) source.color = $iptColor.val().trim(); + + const url = $iptUrl.val().trim(); + if (url) source.url = url; + + const authors = $iptAuthors.val().trim().split(",").map(it => it.trim()).filter(Boolean); + if (authors.length) source.authors = authors; + + const convertedBy = $iptConverters.val().trim().split(",").map(it => it.trim()).filter(Boolean); + if (convertedBy.length) source.convertedBy = convertedBy; + + if (hasColor) source.color = $iptColor.val().trim().replace(/^#/, ""); await options.cbConfirm(source, options.mode !== "edit"); }); @@ -3567,6 +3578,10 @@ class SourceUiUtil { JSON Identifier ${$iptJson}
+
+ Version + ${$iptVersion} +
Color ${$iptColor} diff --git a/js/utils.js b/js/utils.js index fb2d2a0..9f9f22a 100644 --- a/js/utils.js +++ b/js/utils.js @@ -2,7 +2,7 @@ // in deployment, `IS_DEPLOYED = "";` should be set below. globalThis.IS_DEPLOYED = undefined; -globalThis.VERSION_NUMBER = /* 5ETOOLS_VERSION__OPEN */"1.201.1"/* 5ETOOLS_VERSION__CLOSE */; +globalThis.VERSION_NUMBER = /* 5ETOOLS_VERSION__OPEN */"1.202.0"/* 5ETOOLS_VERSION__CLOSE */; globalThis.DEPLOYED_IMG_ROOT = undefined; // for the roll20 script to set globalThis.IS_VTT = false; @@ -1293,12 +1293,12 @@ globalThis.ObjUtil = { }, }; -// TODO refactor other misc utils into this -globalThis.MiscUtil = { - COLOR_HEALTHY: "#00bb20", - COLOR_HURT: "#c5ca00", - COLOR_BLOODIED: "#f7a100", - COLOR_DEFEATED: "#cc0000", +// TODO refactor specific utils out of this +globalThis.MiscUtil = class { + static COLOR_HEALTHY = "#00bb20"; + static COLOR_HURT = "#c5ca00"; + static COLOR_BLOODIED = "#f7a100"; + static COLOR_DEFEATED = "#cc0000"; /** * @param obj @@ -1306,12 +1306,12 @@ globalThis.MiscUtil = { * @param isPreserveUndefinedValueKeys Otherwise, drops the keys of `undefined` values * (e.g. `{a: undefined}` -> `{}`). */ - copy (obj, {isSafe = false, isPreserveUndefinedValueKeys = false} = {}) { + static copy (obj, {isSafe = false, isPreserveUndefinedValueKeys = false} = {}) { if (isSafe && obj === undefined) return undefined; // Generally use "unsafe," as this helps identify bugs. return JSON.parse(JSON.stringify(obj)); - }, + } - copyFast (obj) { + static copyFast (obj) { if ((typeof obj !== "object") || obj == null) return obj; if (obj instanceof Array) return obj.map(MiscUtil.copyFast); @@ -1319,9 +1319,9 @@ globalThis.MiscUtil = { const cpy = {}; for (const k of Object.keys(obj)) cpy[k] = MiscUtil.copyFast(obj[k]); return cpy; - }, + } - async pCopyTextToClipboard (text) { + static async pCopyTextToClipboard (text) { function doCompatibilityCopy () { const $iptTemp = $(``) .appendTo(document.body) @@ -1339,26 +1339,26 @@ globalThis.MiscUtil = { } else doCompatibilityCopy(); } catch (e) { doCompatibilityCopy(); } } else doCompatibilityCopy(); - }, + } - checkProperty (object, ...path) { + static checkProperty (object, ...path) { for (let i = 0; i < path.length; ++i) { object = object[path[i]]; if (object == null) return false; } return true; - }, + } - get (object, ...path) { + static get (object, ...path) { if (object == null) return null; for (let i = 0; i < path.length; ++i) { object = object[path[i]]; if (object == null) return object; } return object; - }, + } - set (object, ...pathAndVal) { + static set (object, ...pathAndVal) { if (object == null) return null; const val = pathAndVal.pop(); @@ -1372,31 +1372,31 @@ globalThis.MiscUtil = { } return val; - }, + } - getOrSet (object, ...pathAndVal) { + static getOrSet (object, ...pathAndVal) { if (pathAndVal.length < 2) return null; const existing = MiscUtil.get(object, ...pathAndVal.slice(0, -1)); if (existing != null) return existing; return MiscUtil.set(object, ...pathAndVal); - }, + } - getThenSetCopy (object1, object2, ...path) { + static getThenSetCopy (object1, object2, ...path) { const val = MiscUtil.get(object1, ...path); return MiscUtil.set(object2, ...path, MiscUtil.copyFast(val, {isSafe: true})); - }, + } - delete (object, ...path) { + static delete (object, ...path) { if (object == null) return object; for (let i = 0; i < path.length - 1; ++i) { object = object[path[i]]; if (object == null) return object; } return delete object[path.last()]; - }, + } /** Delete a prop from a nested object, then all now-empty objects backwards from that point. */ - deleteObjectPath (object, ...path) { + static deleteObjectPath (object, ...path) { const stack = [object]; if (object == null) return object; @@ -1412,9 +1412,9 @@ globalThis.MiscUtil = { } return out; - }, + } - merge (obj1, obj2) { + static merge (obj1, obj2) { obj2 = MiscUtil.copyFast(obj2); Object.entries(obj2) @@ -1438,21 +1438,21 @@ globalThis.MiscUtil = { }); return obj1; - }, + } /** * @deprecated */ - mix: (superclass) => new MiscUtil._MixinBuilder(superclass), - _MixinBuilder: function (superclass) { + static mix = (superclass) => new MiscUtil._MixinBuilder(superclass); + static _MixinBuilder = function (superclass) { this.superclass = superclass; this.with = function (...mixins) { return mixins.reduce((c, mixin) => mixin(c), this.superclass); }; - }, + }; - clearSelection () { + static clearSelection () { if (document.getSelection) { document.getSelection().removeAllRanges(); document.getSelection().addRange(document.createRange()); @@ -1466,9 +1466,9 @@ globalThis.MiscUtil = { } else if (document.selection) { document.selection.empty(); } - }, + } - randomColor () { + static randomColor () { let r; let g; let b; const h = RollerUtil.randomise(30, 0) / 30; const i = ~~(h * 6); @@ -1483,7 +1483,7 @@ globalThis.MiscUtil = { case 5: r = 1; g = 0; b = q; break; } return `#${`00${(~~(r * 255)).toString(16)}`.slice(-2)}${`00${(~~(g * 255)).toString(16)}`.slice(-2)}${`00${(~~(b * 255)).toString(16)}`.slice(-2)}`; - }, + } /** * @param hex Original hex color. @@ -1492,7 +1492,7 @@ globalThis.MiscUtil = { * @param [opts.dark] Color to return if a "dark" color would contrast best. * @param [opts.light] Color to return if a "light" color would contrast best. */ - invertColor (hex, opts) { + static invertColor (hex, opts) { opts = opts || {}; hex = hex.slice(1); // remove # @@ -1508,18 +1508,18 @@ globalThis.MiscUtil = { r = (255 - r).toString(16); g = (255 - g).toString(16); b = (255 - b).toString(16); return `#${[r, g, b].map(it => it.padStart(2, "0")).join("")}`; - }, + } - scrollPageTop () { + static scrollPageTop () { document.body.scrollTop = document.documentElement.scrollTop = 0; - }, + } - expEval (str) { + static expEval (str) { // eslint-disable-next-line no-new-func return new Function(`return ${str.replace(/[^-()\d/*+.]/g, "")}`)(); - }, + } - parseNumberRange (input, min = Number.MIN_SAFE_INTEGER, max = Number.MAX_SAFE_INTEGER) { + static parseNumberRange (input, min = Number.MIN_SAFE_INTEGER, max = Number.MAX_SAFE_INTEGER) { if (!input || !input.trim()) return null; const errInvalid = input => { throw new Error(`Could not parse range input "${input}"`); }; @@ -1563,9 +1563,9 @@ globalThis.MiscUtil = { } return out; - }, + } - findCommonPrefix (strArr, {isRespectWordBoundaries} = {}) { + static findCommonPrefix (strArr, {isRespectWordBoundaries} = {}) { if (isRespectWordBoundaries) { return MiscUtil._findCommonPrefixSuffixWords({strArr}); } @@ -1588,15 +1588,15 @@ globalThis.MiscUtil = { } }); return prefix; - }, + } - findCommonSuffix (strArr, {isRespectWordBoundaries} = {}) { + static findCommonSuffix (strArr, {isRespectWordBoundaries} = {}) { if (!isRespectWordBoundaries) throw new Error(`Unimplemented!`); return MiscUtil._findCommonPrefixSuffixWords({strArr, isSuffix: true}); - }, + } - _findCommonPrefixSuffixWords ({strArr, isSuffix}) { + static _findCommonPrefixSuffixWords ({strArr, isSuffix}) { let prefixTks = null; let lenMax = -1; @@ -1633,18 +1633,18 @@ globalThis.MiscUtil = { return isSuffix ? ` ${prefixTks.join(" ")}` : `${prefixTks.join(" ")} `; - }, + } /** * @param fgHexTarget Target/resultant color for the foreground item * @param fgOpacity Desired foreground transparency (0-1 inclusive) * @param bgHex Background color */ - calculateBlendedColor (fgHexTarget, fgOpacity, bgHex) { + static calculateBlendedColor (fgHexTarget, fgOpacity, bgHex) { const fgDcTarget = CryptUtil.hex2Dec(fgHexTarget); const bgDc = CryptUtil.hex2Dec(bgHex); return ((fgDcTarget - ((1 - fgOpacity) * bgDc)) / fgOpacity).toString(16); - }, + } /** * Borrowed from lodash. @@ -1654,7 +1654,7 @@ globalThis.MiscUtil = { * @param options Options object. * @return {Function} The debounced function. */ - debounce (func, wait, options) { + static debounce (func, wait, options) { let lastArgs; let lastThis; let maxWait; let result; let timerId; let lastCallTime; let lastInvokeTime = 0; let leading = false; let maxing = false; let trailing = true; wait = Number(wait) || 0; @@ -1739,10 +1739,10 @@ globalThis.MiscUtil = { debounced.cancel = cancel; debounced.flush = flush; return debounced; - }, + } // from lodash - throttle (func, wait, options) { + static throttle (func, wait, options) { let leading = true; let trailing = true; if (typeof options === "object") { @@ -1751,13 +1751,13 @@ globalThis.MiscUtil = { } return this.debounce(func, wait, {leading, maxWait: wait, trailing}); - }, + } - pDelay (msecs, resolveAs) { + static pDelay (msecs, resolveAs) { return new Promise(resolve => setTimeout(() => resolve(resolveAs), msecs)); - }, + } - GENERIC_WALKER_ENTRIES_KEY_BLOCKLIST: new Set(["caption", "type", "colLabels", "colLabelGroups", "name", "colStyles", "style", "shortName", "subclassShortName", "id", "path"]), + static GENERIC_WALKER_ENTRIES_KEY_BLOCKLIST = new Set(["caption", "type", "colLabels", "colLabelGroups", "name", "colStyles", "style", "shortName", "subclassShortName", "id", "path"]); /** * @param [opts] @@ -1771,7 +1771,7 @@ globalThis.MiscUtil = { * @param [opts.isNoModification] If the walker should not attempt to modify the data. * @param [opts.isBreakOnReturn] If the walker should fast-exist on any handler returning a value. */ - getWalker (opts) { + static getWalker (opts) { opts = opts || {}; if (opts.isBreakOnReturn && !opts.isNoModification) throw new Error(`"isBreakOnReturn" may only be used in "isNoModification" mode!`); @@ -1893,9 +1893,9 @@ globalThis.MiscUtil = { }; return {walk: fn}; - }, + } - _getWalker_applyHandlers ({opts, handlers, obj, lastKey, stack}) { + static _getWalker_applyHandlers ({opts, handlers, obj, lastKey, stack}) { handlers = handlers instanceof Array ? handlers : [handlers]; const didBreak = handlers.some(h => { const out = h(obj, lastKey, stack); @@ -1904,12 +1904,12 @@ globalThis.MiscUtil = { }); if (didBreak) return VeCt.SYM_WALKER_BREAK; return obj; - }, + } - _getWalker_runHandlers ({handlers, obj, lastKey, stack}) { + static _getWalker_runHandlers ({handlers, obj, lastKey, stack}) { handlers = handlers instanceof Array ? handlers : [handlers]; handlers.forEach(h => h(obj, lastKey, stack)); - }, + } /** * TODO refresh to match sync version @@ -1923,7 +1923,7 @@ globalThis.MiscUtil = { * @param [opts.isDepthFirst] If array/object recursion should occur before array/object primitive handling. * @param [opts.isNoModification] If the walker should not attempt to modify the data. */ - getAsyncWalker (opts) { + static getAsyncWalker (opts) { opts = opts || {}; const keyBlocklist = opts.keyBlocklist || new Set(); @@ -2040,25 +2040,32 @@ globalThis.MiscUtil = { }; return {pWalk: pFn}; - }, + } - async _getAsyncWalker_pApplyHandlers ({opts, handlers, obj, lastKey, stack}) { + static async _getAsyncWalker_pApplyHandlers ({opts, handlers, obj, lastKey, stack}) { handlers = handlers instanceof Array ? handlers : [handlers]; await handlers.pSerialAwaitMap(async pH => { const out = await pH(obj, lastKey, stack); if (!opts.isNoModification) obj = out; }); return obj; - }, + } - async _getAsyncWalker_pRunHandlers ({handlers, obj, lastKey, stack}) { + static async _getAsyncWalker_pRunHandlers ({handlers, obj, lastKey, stack}) { handlers = handlers instanceof Array ? handlers : [handlers]; await handlers.pSerialAwaitMap(pH => pH(obj, lastKey, stack)); - }, + } - pDefer (fn) { + static pDefer (fn) { return (async () => fn())(); - }, + } + + static isNearStrictlyEqual (a, b) { + if (a == null && b == null) return true; + if (a == null && b != null) return false; + if (a != null && b == null) return false; + return a === b; + } }; // EVENT HANDLERS ====================================================================================================== diff --git a/js/variantrules.js b/js/variantrules.js index d17fcfe..38fa99c 100644 --- a/js/variantrules.js +++ b/js/variantrules.js @@ -1,12 +1,6 @@ "use strict"; class VariantRulesSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subvariantrules", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -58,8 +52,6 @@ class VariantRulesPage extends ListPage { pageFilter, - listClass: "variantrules", - dataProps: ["variantrule"], isMarkdownPopout: true, diff --git a/js/vehicles.js b/js/vehicles.js index ce7f757..96caaba 100644 --- a/js/vehicles.js +++ b/js/vehicles.js @@ -1,12 +1,6 @@ "use strict"; class VehiclesSublistManager extends SublistManager { - constructor () { - super({ - sublistClass: "subvehicles", - }); - } - static get _ROW_TEMPLATE () { return [ new SublistCellTemplate({ @@ -66,8 +60,6 @@ class VehiclesPage extends ListPage { pageFilter, - listClass: "vehicles", - dataProps: ["vehicle", "vehicleUpgrade"], isMarkdownPopout: true, diff --git a/languages.html b/languages.html index 2314c18..8c94441 100644 --- a/languages.html +++ b/languages.html @@ -58,6 +58,7 @@ +
@@ -69,7 +70,6 @@

Search by name on the left, click a name to display on the right.

- @@ -83,52 +83,55 @@
- +
- - - - + + + +
-
+
+
+
- - - -
-
- + + +
+ +
-
+
- +
Select a language from the list to view it here
Select an entry from the list to view it here
- +
+ + @@ -147,10 +150,11 @@ + - + diff --git a/node/clean-jsons.js b/node/clean-jsons.js index 51bb59a..0188371 100644 --- a/node/clean-jsons.js +++ b/node/clean-jsons.js @@ -11,8 +11,6 @@ function cleanFolder (folder, {isFast = false} = {}) { console.log(`Cleaning directory ${folder}...`); const files = ut.listFiles({ dir: folder, - blocklistFilePrefixes: ut.FILE_PREFIX_BLOCKLIST - .filter(it => it !== "foundry-"), }); files .filter(file => file.endsWith(".json")) diff --git a/node/clean-tags.js b/node/clean-tags.js index f760bf9..759de5e 100644 --- a/node/clean-tags.js +++ b/node/clean-tags.js @@ -7,6 +7,9 @@ import "../js/utils.js"; const BLOCKLIST_FILE_PREFIXES = [ ...ut.FILE_PREFIX_BLOCKLIST, + "foundry-", + "foundry.json", + // specific files "demo.json", ]; diff --git a/node/generate-pages.js b/node/generate-pages.js index d2f91e4..29d1280 100644 --- a/node/generate-pages.js +++ b/node/generate-pages.js @@ -18,17 +18,18 @@ class _HtmlGenerator { class _HtmlGeneratorListButtons extends _HtmlGenerator { static getBtnPreviewToggle () { - return ``; + return ``; } static getBtnSource () { - return ``; + return ``; } /** * @param {string} width * @param {?string} sortIdent * @param {string} text + * @param {?string} title * @param {?boolean} isDisabled * @param {?Array} classListAdditional * @return {string} @@ -38,6 +39,7 @@ class _HtmlGeneratorListButtons extends _HtmlGenerator { width, sortIdent = null, text, + title = null, isDisabled = false, classListAdditional = null, }, @@ -45,28 +47,13 @@ class _HtmlGeneratorListButtons extends _HtmlGenerator { const attrs = [ this._getAttrClass(`ve-col-${width} sort btn btn-default btn-xs`, {classListAdditional}), sortIdent ? `data-sort="${sortIdent}"` : null, + title ? `title="${title}"` : null, isDisabled ? `disabled` : null, ] .filter(Boolean) .join(" "); - return ``; - } -} - -class _HtmlGeneratorListToken extends _HtmlGenerator { - /** - * @param {?Array} classListAdditional - * @return {string} - */ - static getWrpToken ({classListAdditional = null} = {}) { - const attrs = [ - `id="float-token"`, - this._getAttrClass(`relative`, {classListAdditional}), - ] - .filter(Boolean) - .join(" "); - return `
`; + return ``; } } @@ -133,9 +120,11 @@ class _PageGeneratorListBase extends _PageGeneratorBase { _isMultisource = false; _btnsList; _btnsSublist; - _wrpToken; + _isWrpToken; + _onscrollPageContent; _styleListContainerAdditional; _styleContentWrapperAdditional; + _stylePageContentAdditional; _isPrinterView = false; _registerPartials () { @@ -158,6 +147,9 @@ class _PageGeneratorListBase extends _PageGeneratorBase { this._registerPartial({ident: "listScripts", filename: "list/template-list-scripts.hbs"}); } + /** + * @return {object} + */ _getData () { return { titlePage: this._titlePage, @@ -172,10 +164,12 @@ class _PageGeneratorListBase extends _PageGeneratorBase { isMultisource: this._isMultisource, btnsList: this._btnsList, btnsSublist: this._btnsSublist, - wrpToken: this._wrpToken, + isWrpToken: this._isWrpToken, + onscrollPageContent: this._onscrollPageContent, isStyleBook: this._isStyleBook, styleListContainerAdditional: this._styleListContainerAdditional, styleContentWrapperAdditional: this._styleContentWrapperAdditional, + stylePageContentAdditional: this._stylePageContentAdditional, identPartialListListcontainer: "listListcontainer", identPartialListContentwrapper: "listContentwrapper", isPrinterView: this._isPrinterView, @@ -475,6 +469,321 @@ class _PageGeneratorListTrapsHazards extends _PageGeneratorListBase { ]; } +class _PageGeneratorListRewards extends _PageGeneratorListBase { + _page = UrlUtil.PG_REWARDS; + _titlePage = "Supernatural Gifts & Rewards"; + _scriptIdentList = "rewards"; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtnPreviewToggle(), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "7-7", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "10", sortIdent: "name", text: "Name"}), + ]; +} + +class _PageGeneratorListLanguages extends _PageGeneratorListBase { + _page = UrlUtil.PG_LANGUAGES; + _titlePage = "Languages"; + _scriptIdentList = "languages"; + + _stylesheets = [ + "languages", + ]; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "6", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "script", text: "Script"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "8", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "script", text: "Script"}), + ]; +} + +class _PageGeneratorListObjects extends _PageGeneratorListBase { + _page = UrlUtil.PG_OBJECTS; + _titlePage = "Objects"; + _scriptIdentList = "objects"; + + _stylesheets = [ + "objects", + ]; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "8", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "size", text: "Size"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "9", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "size", text: "Size"}), + ]; + + _isWrpToken = true; + + _onscrollPageContent = `TokenUtil.handleStatblockScroll(event, this)`; +} + +class _PageGeneratorListOptionalFeatures extends _PageGeneratorListBase { + _page = UrlUtil.PG_OPT_FEATURES; + _titlePage = "Other Options and Features"; + _scriptIdentList = "optionalfeatures"; + + _isPrinterView = true; + + _stylesheets = [ + "optionalfeatures", + ]; + + _styleListContainerAdditional = "ve-flex-6"; + _styleContentWrapperAdditional = "ve-flex-4"; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtnPreviewToggle(), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "1-5", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "4-7", sortIdent: "prerequisite", text: "Prerequisite"}), + _HtmlGeneratorListButtons.getBtn({width: "1", sortIdent: "level", text: "Level"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "4", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "4-5", sortIdent: "prerequisite", text: "Prerequisite"}), + _HtmlGeneratorListButtons.getBtn({width: "1-5", sortIdent: "level", text: "Level"}), + ]; +} + +class _PageGeneratorListPsionics extends _PageGeneratorListBase { + _page = UrlUtil.PG_PSIONICS; + _titlePage = "Psionics"; + _scriptIdentList = "psionics"; + + _scriptsUtilsAdditional = [ + "utils-tableview.js", + ]; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "6", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "order", text: "Order"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "6", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "order", text: "Order"}), + ]; + + _registerPartials () { + super._registerPartials(); + + this._registerPartial({ + ident: "listContentwrapperPsionics", + filename: "list/template-list-contentwrapper--psionics.hbs", + }); + } + + _getData () { + return { + ...super._getData(), + identPartialListContentwrapper: "listContentwrapperPsionics", + }; + } +} + +class _PageGeneratorListRaces extends _PageGeneratorListBase { + _page = UrlUtil.PG_RACES; + _titlePage = "Races"; + _scriptIdentList = "races"; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "4", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "4", sortIdent: "ability", text: "Ability"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "size", text: "Size"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "5", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "5", sortIdent: "ability", text: "Ability"}), + _HtmlGeneratorListButtons.getBtn({width: "2", sortIdent: "size", text: "Size"}), + ]; + + _isPrinterView = true; +} + +class _PageGeneratorListRecipes extends _PageGeneratorListBase { + _page = UrlUtil.PG_RECIPES; + _titlePage = "Recipes"; + _scriptIdentList = "recipes"; + + _stylesheets = [ + "recipes", + ]; + + _isStyleBook = true; + + _styleListContainerAdditional = "ve-flex-4"; + _styleContentWrapperAdditional = "ve-flex-7"; + _stylePageContentAdditional = "recipes__tbl-recipes"; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "6", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "4", sortIdent: "type", text: "Category"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "9", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "type", text: "Category"}), + ]; + + _registerPartials () { + super._registerPartials(); + + this._registerPartial({ + ident: "listContentwrapperRecipes", + filename: "list/template-list-contentwrapper--recipes.hbs", + }); + } + + _getData () { + return { + ...super._getData(), + identPartialListContentwrapper: "listContentwrapperRecipes", + }; + } +} + +class _PageGeneratorListSpells extends _PageGeneratorListBase { + _page = UrlUtil.PG_SPELLS; + _titlePage = "Spells"; + _scriptIdentList = "spells"; + + _stylesheets = [ + "spells", + ]; + + _styleListContainerAdditional = "ve-flex-7"; + _styleContentWrapperAdditional = "ve-flex-5"; + + _isMultisource = true; + + _scriptsUtilsAdditional = [ + "utils-tableview.js", + ]; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "2-9", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "1-5", sortIdent: "level", text: "Level"}), + _HtmlGeneratorListButtons.getBtn({width: "1-7", sortIdent: "time", text: "Time"}), + _HtmlGeneratorListButtons.getBtn({width: "1-2", sortIdent: "school", text: "School"}), + _HtmlGeneratorListButtons.getBtn({width: "0-6", sortIdent: "concentration", title: "Concentration", text: "C."}), + _HtmlGeneratorListButtons.getBtn({width: "2-4", sortIdent: "range", text: "Range"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "3-2", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "1-5", sortIdent: "level", text: "Level"}), + _HtmlGeneratorListButtons.getBtn({width: "1-8", sortIdent: "time", text: "Time"}), + _HtmlGeneratorListButtons.getBtn({width: "1-6", sortIdent: "school", text: "School"}), + _HtmlGeneratorListButtons.getBtn({width: "0-7", sortIdent: "concentration", title: "Concentration", text: "C."}), + _HtmlGeneratorListButtons.getBtn({width: "3-2", sortIdent: "range", text: "Range"}), + ]; + + _registerPartials () { + super._registerPartials(); + + this._registerPartial({ + ident: "listContentwrapperSpells", + filename: "list/template-list-contentwrapper--spells.hbs", + }); + } + + _getData () { + return { + ...super._getData(), + identPartialListContentwrapper: "listContentwrapperSpells", + }; + } +} + +class _PageGeneratorListTables extends _PageGeneratorListBase { + _page = UrlUtil.PG_TABLES; + _titlePage = "Tables"; + _scriptIdentList = "tables"; + + _styleListContainerAdditional = "ve-flex-4"; + _styleContentWrapperAdditional = "ve-flex-6"; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "10", sortIdent: "sortName", text: "Name"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "12", sortIdent: "sortName", text: "Name"}), + ]; +} + +class _PageGeneratorListVariantRules extends _PageGeneratorListBase { + _page = UrlUtil.PG_VARIANTRULES; + _titlePage = "Optional, Variant, and Expanded Rules"; + _navbarTitle = "Optional/etc. Rules"; + _scriptIdentList = "variantrules"; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "7", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "ruleType", text: "Type"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "9", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtn({width: "3", sortIdent: "ruleType", text: "Type"}), + ]; +} + +class _PageGeneratorListVehicles extends _PageGeneratorListBase { + _page = UrlUtil.PG_VEHICLES; + _titlePage = "Vehicles"; + _scriptIdentList = "vehicles"; + + _stylesheets = [ + "vehicles", + ]; + + _btnsList = [ + _HtmlGeneratorListButtons.getBtn({width: "6", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "4", sortIdent: "name", text: "Name"}), + _HtmlGeneratorListButtons.getBtnSource(), + ]; + + _btnsSublist = [ + _HtmlGeneratorListButtons.getBtn({width: "8", sortIdent: "type", text: "Type"}), + _HtmlGeneratorListButtons.getBtn({width: "4", sortIdent: "name", text: "Name"}), + ]; + + _isWrpToken = true; + + _onscrollPageContent = `TokenUtil.handleStatblockScroll(event, this)`; +} + const generators = [ new _PageGeneratorListActions(), new _PageGeneratorListBackgrounds(), @@ -487,6 +796,17 @@ const generators = [ new _PageGeneratorListFeats(), new _PageGeneratorListItems(), new _PageGeneratorListTrapsHazards(), + new _PageGeneratorListRewards(), + new _PageGeneratorListLanguages(), + new _PageGeneratorListObjects(), + new _PageGeneratorListOptionalFeatures(), + new _PageGeneratorListPsionics(), + new _PageGeneratorListRaces(), + new _PageGeneratorListRecipes(), + new _PageGeneratorListSpells(), + new _PageGeneratorListTables(), + new _PageGeneratorListVariantRules(), + new _PageGeneratorListVehicles(), ]; generators diff --git a/node/generate-pages/list/template-list-contentwrapper--bestiary.hbs b/node/generate-pages/list/template-list-contentwrapper--bestiary.hbs index 58f8cb1..bbd95af 100644 --- a/node/generate-pages/list/template-list-contentwrapper--bestiary.hbs +++ b/node/generate-pages/list/template-list-contentwrapper--bestiary.hbs @@ -12,15 +12,13 @@ {{> "listWrpPagecontent" }}
- +
- +
- - - + + +
diff --git a/node/generate-pages/list/template-list-contentwrapper--items.hbs b/node/generate-pages/list/template-list-contentwrapper--items.hbs index 59e9178..c6f9ff6 100644 --- a/node/generate-pages/list/template-list-contentwrapper--items.hbs +++ b/node/generate-pages/list/template-list-contentwrapper--items.hbs @@ -6,8 +6,8 @@ {{> "listWrpPagecontent" }}
- - - + + +
diff --git a/node/generate-pages/list/template-list-contentwrapper--psionics.hbs b/node/generate-pages/list/template-list-contentwrapper--psionics.hbs new file mode 100644 index 0000000..13f78e0 --- /dev/null +++ b/node/generate-pages/list/template-list-contentwrapper--psionics.hbs @@ -0,0 +1,13 @@ +
+ {{> "listSublistContainer" }} + + {{> "listStatsTabs" }} + + {{> "listWrpPagecontent" }} + +
+ + + +
+
diff --git a/node/generate-pages/list/template-list-contentwrapper--recipes.hbs b/node/generate-pages/list/template-list-contentwrapper--recipes.hbs new file mode 100644 index 0000000..dded84f --- /dev/null +++ b/node/generate-pages/list/template-list-contentwrapper--recipes.hbs @@ -0,0 +1,12 @@ +
+ {{> "listSublistContainer" }} + + {{> "listStatsTabs" }} + + {{> "listWrpPagecontent" }} + +
+
Please note that allergen and other dietary information may be incomplete and/or inaccurate.
+ +
+
diff --git a/node/generate-pages/list/template-list-contentwrapper--spells.hbs b/node/generate-pages/list/template-list-contentwrapper--spells.hbs new file mode 100644 index 0000000..7038ae7 --- /dev/null +++ b/node/generate-pages/list/template-list-contentwrapper--spells.hbs @@ -0,0 +1,14 @@ +
+ {{> "listSublistContainer" }} + + {{> "listStatsTabs" }} + + {{> "listWrpPagecontent" }} + +
+ + + + +
+
diff --git a/node/generate-pages/list/template-list-contentwrapper.hbs b/node/generate-pages/list/template-list-contentwrapper.hbs index fdf8808..eba020d 100644 --- a/node/generate-pages/list/template-list-contentwrapper.hbs +++ b/node/generate-pages/list/template-list-contentwrapper.hbs @@ -2,7 +2,9 @@ {{> "listSublistContainer" }} {{> "listStatsTabs" }} +{{#if isWrpToken}} + {{> "listRhsWrpToken" }}{{/if}} {{> "listWrpPagecontent" }} {{> "listRhsWrpFooterControls" }} diff --git a/node/generate-pages/list/template-list-filter-search-group.hbs b/node/generate-pages/list/template-list-filter-search-group.hbs index b084722..aa6d2ee 100644 --- a/node/generate-pages/list/template-list-filter-search-group.hbs +++ b/node/generate-pages/list/template-list-filter-search-group.hbs @@ -4,5 +4,5 @@
- +
diff --git a/node/generate-pages/list/template-list-listcontainer--items.hbs b/node/generate-pages/list/template-list-listcontainer--items.hbs index ead1012..288b243 100644 --- a/node/generate-pages/list/template-list-listcontainer--items.hbs +++ b/node/generate-pages/list/template-list-listcontainer--items.hbs @@ -6,15 +6,15 @@
- +
- - - - - + + + + +
@@ -25,12 +25,12 @@
- - - - - - + + + + + +
diff --git a/node/generate-pages/list/template-list-rhs-wrp-footer-controls.hbs b/node/generate-pages/list/template-list-rhs-wrp-footer-controls.hbs index 5f9f864..b6fa661 100644 --- a/node/generate-pages/list/template-list-rhs-wrp-footer-controls.hbs +++ b/node/generate-pages/list/template-list-rhs-wrp-footer-controls.hbs @@ -1,6 +1,6 @@
{{#if isPrinterView}} - + {{/if}} - +
diff --git a/node/generate-pages/list/template-list-wrp-pagecontent.hbs b/node/generate-pages/list/template-list-wrp-pagecontent.hbs index 00aa1de..e2db1d7 100644 --- a/node/generate-pages/list/template-list-wrp-pagecontent.hbs +++ b/node/generate-pages/list/template-list-wrp-pagecontent.hbs @@ -1,5 +1,5 @@
- +
diff --git a/node/util-prettify-data.js b/node/util-prettify-data.js index 7f39de9..21290ae 100644 --- a/node/util-prettify-data.js +++ b/node/util-prettify-data.js @@ -12,8 +12,10 @@ const FILE_BLOCKLIST = new Set([ "life.json", "makecards.json", "renderdemo.json", - "foundry.json", "makebrew-creature.json", + "sources.json", + "fluff-index.json", + "changelog.json", "index-meta.json", "index-props.json", @@ -41,6 +43,7 @@ const _FILE_PROP_ORDER = [ "optionalfeature", "optionalfeatureFluff", + "foundryOptionalfeature", "background", "backgroundFeature", @@ -168,7 +171,21 @@ const _FILE_PROP_ORDER = [ // endregion ]; -const KEY_BLOCKLIST = new Set(["data", "itemTypeAdditionalEntries", "itemType", "itemProperty", "itemEntry"]); +const KEY_BLOCKLIST = new Set([ + "data", + "itemTypeAdditionalEntries", + "itemType", + "itemProperty", + "itemEntry", + "raceFluffMeta", + "linkedLootTables", +]); + +const PRIMITIVE_TYPES = new Set([ + "boolean", + "number", + "string", +]); const PROPS_TO_UNHANDLED_KEYS = {}; @@ -185,6 +202,7 @@ function getFnListSort (prop) { case "makebrewCreatureTrait": case "makebrewCreatureAction": case "action": + case "foundryAction": case "background": case "legendaryGroup": case "language": @@ -199,6 +217,7 @@ function getFnListSort (prop) { case "foundryFeat": case "vehicle": case "vehicleUpgrade": + case "foundryVehicleUpgrade": case "backgroundFluff": case "featFluff": case "optionalfeatureFluff": @@ -210,17 +229,22 @@ function getFnListSort (prop) { case "objectFluff": case "raceFluff": case "item": + case "foundryItem": case "baseitem": case "magicvariant": + case "foundryMagicvariant": case "itemGroup": case "itemMastery": case "object": case "optionalfeature": + case "foundryOptionalfeature": case "psionic": case "reward": + case "foundryReward": case "rewardFluff": case "variantrule": case "race": + case "foundryRace": case "foundryRaceFeature": case "table": case "trap": @@ -244,6 +268,7 @@ function getFnListSort (prop) { case "foundryClass": return (a, b) => SortUtil.ascSortDateString(Parser.sourceJsonToDate(b.source), Parser.sourceJsonToDate(a.source)) || SortUtil.ascSortLower(a.name, b.name) || SortUtil.ascSortLower(a.source, b.source); case "subclass": + case "foundrySubclass": return (a, b) => SortUtil.ascSortDateString(Parser.sourceJsonToDate(b.source), Parser.sourceJsonToDate(a.source)) || SortUtil.ascSortLower(a.name, b.name); case "classFeature": case "foundryClassFeature": @@ -277,24 +302,49 @@ function getFnListSort (prop) { } } -export const getPrettified = json => { +export const getPrettified = (json, {isFoundryPrefixKeys = false} = {}) => { let isModified = false; // region Sort keys within entities Object.entries(json) - .filter(([k, v]) => !KEY_BLOCKLIST.has(k) && v instanceof Array) + .filter(([k]) => !KEY_BLOCKLIST.has(k)) .forEach(([k, v]) => { - if (PropOrder.hasOrder(k)) { - PROPS_TO_UNHANDLED_KEYS[k] = PROPS_TO_UNHANDLED_KEYS[k] || new Set(); + if (v == null || PRIMITIVE_TYPES.has(typeof v)) return; - json[k] = v.map(it => PropOrder.getOrdered(it, k, {fnUnhandledKey: uk => PROPS_TO_UNHANDLED_KEYS[k].add(uk)})); + const kMod = isFoundryPrefixKeys && !k.startsWith("_") ? `foundry${k.uppercaseFirst()}` : k; - json[k].sort(getFnListSort(k)); - - isModified = true; + if (!PropOrder.hasOrder(kMod)) { + console.warn(`\t\tUnhandled property: "${kMod}"`); return; } - console.warn(`\t\tUnhandled property: "${k}"`); + + PROPS_TO_UNHANDLED_KEYS[kMod] = PROPS_TO_UNHANDLED_KEYS[kMod] || new Set(); + + if (json[k] instanceof Array) { + json[k] = v.map(it => PropOrder.getOrdered( + it, + kMod, + { + fnUnhandledKey: uk => { + PROPS_TO_UNHANDLED_KEYS[kMod].add(uk); + }, + }, + )); + + json[k].sort(getFnListSort(kMod)); + } else { + json[k] = PropOrder.getOrdered( + v, + kMod, + { + fnUnhandledKey: uk => { + PROPS_TO_UNHANDLED_KEYS[kMod].add(uk); + }, + }, + ); + } + + isModified = true; }); // endregion @@ -321,7 +371,12 @@ export const getPrettified = json => { export const prettifyFile = file => { console.log(`\tPrettifying ${file}...`); const json = ut.readJson(file); - const {json: jsonPrettified, isModified} = getPrettified(json); + const {json: jsonPrettified, isModified} = getPrettified( + json, + { + isFoundryPrefixKeys: file.includes("foundry.json") || file.split("/").last().startsWith("foundry-"), + }, + ); if (isModified) fs.writeFileSync(file, CleanUtil.getCleanJson(jsonPrettified), "utf-8"); }; diff --git a/node/util-tag-jsons.js b/node/util-tag-jsons.js index 88f4aa7..3debd90 100644 --- a/node/util-tag-jsons.js +++ b/node/util-tag-jsons.js @@ -10,6 +10,9 @@ function run (args) { TagJsons._BLOCKLIST_FILE_PREFIXES = [ ...ut.FILE_PREFIX_BLOCKLIST, + "foundry-", + "foundry.json", + // specific files "demo.json", ]; diff --git a/node/util.js b/node/util.js index 62607bd..5d6f437 100644 --- a/node/util.js +++ b/node/util.js @@ -22,13 +22,17 @@ const FILE_EXTENSION_ALLOWLIST = [ const FILE_PREFIX_BLOCKLIST = [ "bookref-", - "foundry-", "gendata-", ]; const DIR_PREFIX_BLOCKLIST = [ + "_", +]; + +const DIR_BLOCKLIST = [ ".git", ".idea", + "node_modules", ]; /** @@ -40,6 +44,7 @@ const DIR_PREFIX_BLOCKLIST = [ * @param [opts.allowlistFileExts] Allowlisted filename extensions (case sensitive). * @param [opts.dir] Directory to list. * @param [opts.allowlistDirs] Directory allowlist. + * @param [opts.blocklistDirs] Directory blocklist. */ function listFiles (opts) { opts = opts || {}; @@ -48,6 +53,7 @@ function listFiles (opts) { opts.blocklistDirPrefixes = opts.blocklistDirPrefixes === undefined ? DIR_PREFIX_BLOCKLIST : opts.blocklistDirPrefixes; opts.allowlistFileExts = opts.allowlistFileExts === undefined ? FILE_EXTENSION_ALLOWLIST : opts.allowlistFileExts; opts.allowlistDirs = opts.allowlistDirs || null; + opts.blocklistDirs = opts.blocklistDirs === undefined ? DIR_BLOCKLIST : opts.blocklistDirs; const dirContent = fs.readdirSync(opts.dir, "utf8") .filter(file => { @@ -55,6 +61,7 @@ function listFiles (opts) { if (isDirectory(path)) { if (opts.blocklistDirPrefixes != null && opts.blocklistDirPrefixes.some(it => file.startsWith(it))) return false; + if (opts.blocklistDirs != null && opts.blocklistDirs.some(it => it === file)) return false; return opts.allowlistDirs ? opts.allowlistDirs.includes(path) : true; } diff --git a/objects.html b/objects.html index 20ae52e..56c0567 100644 --- a/objects.html +++ b/objects.html @@ -58,6 +58,7 @@ +
@@ -66,10 +67,9 @@ - @@ -83,28 +83,28 @@
- - -
- - - +
-
    - -
+
+ + + +
+ +
+
+
- - -
-
- + +
+ +
@@ -113,22 +113,25 @@
-
-
Select an entry from the list to view it here
+
+
- +
Select an object from the list to view it here
Select an entry from the list to view it here
- +
-
+ + + + @@ -147,11 +150,11 @@ + - diff --git a/optionalfeatures.html b/optionalfeatures.html index da074fb..59aed9d 100644 --- a/optionalfeatures.html +++ b/optionalfeatures.html @@ -58,6 +58,7 @@ +
@@ -66,57 +67,56 @@ -
-
+
- -
-
- - - - - - +
-
- +
+ + + + + +
+ +
-
+
+ +
- - - - -
-
- + + + +
+ +
-
+
@@ -125,14 +125,17 @@
- - + +
- + + + + @@ -141,21 +144,21 @@ + + + - - - + - diff --git a/package-lock.json b/package-lock.json index 77442f9..2638454 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,15 +1,15 @@ { "name": "5etools", - "version": "1.201.1", + "version": "1.202.0", "lockfileVersion": 2, "requires": true, "packages": { "": { "name": "5etools", - "version": "1.201.1", + "version": "1.202.0", "license": "MIT", "devDependencies": { - "5etools-utils": "^0.10.12", + "5etools-utils": "^0.10.18", "ajv": "^8.12.0", "ajv-formats": "^2.1.1", "commander": "^12.0.0", @@ -3926,9 +3926,9 @@ "dev": true }, "node_modules/5etools-utils": { - "version": "0.10.12", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.10.12.tgz", - "integrity": "sha512-AwgHl5BmsoP11VmYhWD/D8crYZI+rCzfoaD5746k/IKLsxzI6nXw7GRD910N4xY3pu2bd5EPYNhsSLHVZWhiYg==", + "version": "0.10.18", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.10.18.tgz", + "integrity": "sha512-16liNr5SKPPLUwq2i9jbNPls03T7337uzhOgCJiXARnvG39/siSOWyW8hUWkjK7ACx/mhIyva+yF6E4A7jd8Lg==", "dev": true, "dependencies": { "ajv": "^8.12.0", @@ -14589,9 +14589,9 @@ "dev": true }, "5etools-utils": { - "version": "0.10.12", - "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.10.12.tgz", - "integrity": "sha512-AwgHl5BmsoP11VmYhWD/D8crYZI+rCzfoaD5746k/IKLsxzI6nXw7GRD910N4xY3pu2bd5EPYNhsSLHVZWhiYg==", + "version": "0.10.18", + "resolved": "https://registry.npmjs.org/5etools-utils/-/5etools-utils-0.10.18.tgz", + "integrity": "sha512-16liNr5SKPPLUwq2i9jbNPls03T7337uzhOgCJiXARnvG39/siSOWyW8hUWkjK7ACx/mhIyva+yF6E4A7jd8Lg==", "dev": true, "requires": { "ajv": "^8.12.0", diff --git a/package.json b/package.json index 41ccbe9..cea6fe1 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "5etools", "author": "TheGiddyLimit", - "version": "1.201.1", + "version": "1.202.0", "license": "MIT", "description": "A site dedicated to making playing games with your friends as easy as possible.", "type": "module", @@ -46,7 +46,7 @@ "url": "git+https://github.com/5etools-mirror-2/5etools-mirror-2.github.io.git" }, "devDependencies": { - "5etools-utils": "^0.10.12", + "5etools-utils": "^0.10.18", "ajv": "^8.12.0", "ajv-formats": "^2.1.1", "commander": "^12.0.0", diff --git a/psionics.html b/psionics.html index 4f833a2..86ed1d4 100644 --- a/psionics.html +++ b/psionics.html @@ -57,6 +57,7 @@ +
@@ -65,10 +66,9 @@ - @@ -82,54 +82,57 @@
- - -
- - - - +
-
- +
+ + + +
+ +
+
+
- - - -
-
- + + +
+ +
-
+
-
+
Select an entry from the list to view it here
- +
Select a psionic from the list to view it here
Select an entry from the list to view it here
- - - + + +
-
+
+ + + @@ -149,10 +152,11 @@ + - + diff --git a/races.html b/races.html index df96fb1..a29a1f1 100644 --- a/races.html +++ b/races.html @@ -57,6 +57,7 @@ +
@@ -65,10 +66,9 @@ - @@ -82,16 +82,17 @@
- -
-
- - - - +
-
+
+ + + + +
+ +
@@ -99,36 +100,38 @@
- - - -
-
- + + +
+ +
-
+
- +
Select a race from the list to view it here
Select an entry from the list to view it here
- - + +
- + + + + @@ -152,6 +155,6 @@ - + diff --git a/recipes.html b/recipes.html index cd9fb61..738a917 100644 --- a/recipes.html +++ b/recipes.html @@ -58,6 +58,7 @@ +
@@ -75,41 +76,42 @@
-
+
- +
- - - + + +
-
+
-
+
+ +
- - -
-
- + +
+ +
-
+
@@ -119,13 +121,16 @@
Please note that allergen and other dietary information may be incomplete and/or inaccurate.
- +
- + + + + @@ -144,10 +149,11 @@ + - + diff --git a/rewards.html b/rewards.html index 4fa9437..22d7324 100644 --- a/rewards.html +++ b/rewards.html @@ -57,6 +57,7 @@ +
@@ -65,15 +66,15 @@ - -
+
+
@@ -81,49 +82,54 @@
- -
-
- - - - +
-
+
+ + + + +
+ +
+
+
- - -
-
- + +
+ +
-
+
Select an entry from the list to view it here
- +
Select an item from the list to view it here
Select an entry from the list to view it here
- +
-
+
+ + + @@ -132,20 +138,21 @@ + + + - - - + - + diff --git a/scss/bestiary.scss b/scss/bestiary.scss index 62569af..504eca0 100644 --- a/scss/bestiary.scss +++ b/scss/bestiary.scss @@ -1,5 +1,111 @@ @use "includes/vars"; +.mon__ { + &wrp-size-type-align--token, + &wrp-avoid-token { + max-width: calc(100% - 11rem); + } + + &wrp-token { + display: block; + position: absolute; + z-index: vars.$z-token-image; + top: 0; + right: 0.5rem; + width: auto; + max-width: 11rem; + height: auto; + transition: + opacity vars.$time-2-frames, + max-width vars.$time-2-frames, + right vars.$time-2-frames; + + &:hover { + max-width: 100%; + right: 0; + opacity: 1 !important; + transition: + opacity vars.$time-2-frames, + max-width vars.$time-2-frames, + right vars.$time-2-frames; + + .mon__btn-token-cycle { + opacity: 1; + transition: opacity vars.$time-2-frames; + } + + .mon__wrp-token-footer { + opacity: 1; + transition: opacity vars.$time-2-frames; + } + } + } + + &token { + width: 100%; + height: 100%; + } + + &btn-token-cycle { + position: absolute; + top: 50%; + bottom: 50%; + display: flex; + align-items: center; + justify-content: center; + width: 40px; + height: 40px; + background: vars.$rgb-shadow-grey--dark; + cursor: pointer; + color: #fff; + border: 1px solid vars.$rgb-border-grey--trans; + opacity: 0; + transition: opacity vars.$time-2-frames; + + &--left { + left: 0; + border-top-left-radius: 5px; + border-bottom-left-radius: 5px; + border-right: 1px solid vars.$rgb-border-grey--trans-muted; + } + + &--right { + right: 0; + border-top-right-radius: 5px; + border-bottom-right-radius: 5px; + border-left: 1px solid vars.$rgb-border-grey--trans-muted; + } + + &:hover { + color: #ddd; + } + } + + &wrp-token-footer { + display: flex; + position: absolute; + height: 22px; + right: 5px; + bottom: 0; + left: 5px; + align-items: center; + justify-content: center; + opacity: 0; + transition: opacity vars.$time-2-frames; + } + + &token-footer { + background: vars.$rgb-shadow-grey--dark; + color: #fff; + font-family: "Times New Roman", serif; + font-variant: small-caps; + font-size: 16px; + border-radius: 5px; + padding: 1px 5px; + border: 1px solid vars.$rgb-border-grey--trans; + } +} + // region Token img.token { font-size: 1.6em; diff --git a/scss/bootstrap.scss b/scss/bootstrap.scss new file mode 100644 index 0000000..899e8cd --- /dev/null +++ b/scss/bootstrap.scss @@ -0,0 +1,7647 @@ +@use "includes/vars"; + +html { + font-family: sans-serif; + text-size-adjust: 100%; +} + +body { + margin: 0; +} + +article, +aside, +details, +figcaption, +figure, +footer, +header, +hgroup, +main, +menu, +nav, +section, +summary { + display: block; +} + +audio, +canvas, +progress, +video { + display: inline-block; + vertical-align: baseline; +} + +audio:not([controls]) { + display: none; + height: 0; +} + +[hidden], +template { + display: none; +} + +a { + background-color: transparent; +} + +a:active, +a:hover { + outline: 0; +} + +abbr[title] { + border-bottom: 1px dotted; +} + +b, +strong { + font-weight: 700; +} + +dfn { + font-style: italic; +} + +h1 { + margin: 0.67em 0; + font-size: 2em; +} + +mark { + color: #000; + background: #ff0; +} + +small { + font-size: 80%; +} + +sub, +sup { + position: relative; + font-size: 75%; + line-height: 0; + vertical-align: baseline; +} + +sup { + top: -0.5em; +} + +sub { + bottom: -0.25em; +} + +img { + border: 0; +} + +svg:not(:root) { + overflow: hidden; +} + +figure { + margin: 1em 40px; +} + +hr { + height: 0; + box-sizing: content-box; +} + +pre { + overflow: auto; +} + +code, +kbd, +pre, +samp { + font-family: monospace; + font-size: 1em; +} + +button, +input, +optgroup, +select, +textarea { + margin: 0; + font: inherit; + color: inherit; +} + +button { + overflow: visible; +} + +button, +select { + text-transform: none; +} + +button, +html input[type="button"], +input[type="reset"], +input[type="submit"] { + appearance: button; + cursor: pointer; +} + +button[disabled], +html input[disabled] { + cursor: default; +} + +button::-moz-focus-inner, +input::-moz-focus-inner { + padding: 0; + border: 0; +} + +input { + line-height: normal; +} + +input[type="checkbox"], +input[type="radio"] { + box-sizing: border-box; + padding: 0; +} + +input[type="number"]::-webkit-inner-spin-button, +input[type="number"]::-webkit-outer-spin-button { + height: auto; +} + +input[type="search"] { + box-sizing: content-box; + appearance: textfield; +} + +input[type="search"]::-webkit-search-cancel-button, +input[type="search"]::-webkit-search-decoration { + appearance: none; +} + +fieldset { + padding: 0.35em 0.625em 0.75em; + margin: 0 2px; + border: 1px solid #c0c0c0; +} + +legend { + padding: 0; + border: 0; +} + +textarea { + overflow: auto; +} + +optgroup { + font-weight: 700; +} + +table { + border-spacing: 0; + border-collapse: collapse; +} + +td, +th { + padding: 0; +} + +/*! Source: https://github.com/h5bp/html5-boilerplate/blob/master/src/css/main.css */ +@media print { + *, + ::after, + ::before { + color: #000 !important; + text-shadow: none !important; + background: 0 0 !important; + box-shadow: none !important; + } + a, + a:visited { + text-decoration: underline; + } + a[href]::after { + content: " (" attr(href) ")"; + } + abbr[title]::after { + content: " (" attr(title) ")"; + } + a[href^="javascript:"]::after, + a[href^="#"]::after { + content: ""; + } + blockquote, + pre { + border: 1px solid #999; + page-break-inside: avoid; + } + thead { + display: table-header-group; + } + img, + tr { + page-break-inside: avoid; + } + img { + max-width: 100% !important; + } + h2, + h3, + p { + orphans: 3; + widows: 3; + } + h2, + h3 { + page-break-after: avoid; + } + .navbar { + display: none; + } + .btn > .caret, + .dropup > .btn > .caret { + border-top-color: #000 !important; + } + .label { + border: 1px solid #000; + } + .table { + border-collapse: collapse !important; + } + .table td, + .table th { + background-color: #fff !important; + } + .table-bordered td, + .table-bordered th { + border: 1px solid #ddd !important; + } +} + +// region Glyphicon +@font-face { + font-family: "Glyphicons Halflings"; + src: url("../fonts/glyphicons-halflings-regular.woff2") format("woff2"); +} + +.glyphicon { + position: relative; + top: 1px; + display: inline-block; + font-family: "Glyphicons Halflings", monospace; + font-style: normal; + font-weight: 400; + line-height: 1; + -webkit-font-smoothing: antialiased; + -moz-osx-font-smoothing: grayscale; +} + +.glyphicon-asterisk::before { + content: "\002a"; +} + +.glyphicon-plus::before { + content: "\002b"; +} + +.glyphicon-eur::before, +.glyphicon-euro::before { + content: "\20ac"; +} + +.glyphicon-minus::before { + content: "\2212"; +} + +.glyphicon-cloud::before { + content: "\2601"; +} + +.glyphicon-envelope::before { + content: "\2709"; +} + +.glyphicon-pencil::before { + content: "\270f"; +} + +.glyphicon-glass::before { + content: "\e001"; +} + +.glyphicon-music::before { + content: "\e002"; +} + +.glyphicon-search::before { + content: "\e003"; +} + +.glyphicon-heart::before { + content: "\e005"; +} + +.glyphicon-star::before { + content: "\e006"; +} + +.glyphicon-star-empty::before { + content: "\e007"; +} + +.glyphicon-user::before { + content: "\e008"; +} + +.glyphicon-film::before { + content: "\e009"; +} + +.glyphicon-th-large::before { + content: "\e010"; +} + +.glyphicon-th::before { + content: "\e011"; +} + +.glyphicon-th-list::before { + content: "\e012"; +} + +.glyphicon-ok::before { + content: "\e013"; +} + +.glyphicon-remove::before { + content: "\e014"; +} + +.glyphicon-zoom-in::before { + content: "\e015"; +} + +.glyphicon-zoom-out::before { + content: "\e016"; +} + +.glyphicon-off::before { + content: "\e017"; +} + +.glyphicon-signal::before { + content: "\e018"; +} + +.glyphicon-cog::before { + content: "\e019"; +} + +.glyphicon-trash::before { + content: "\e020"; +} + +.glyphicon-home::before { + content: "\e021"; +} + +.glyphicon-file::before { + content: "\e022"; +} + +.glyphicon-time::before { + content: "\e023"; +} + +.glyphicon-road::before { + content: "\e024"; +} + +.glyphicon-download-alt::before { + content: "\e025"; +} + +.glyphicon-download::before { + content: "\e026"; +} + +.glyphicon-upload::before { + content: "\e027"; +} + +.glyphicon-inbox::before { + content: "\e028"; +} + +.glyphicon-play-circle::before { + content: "\e029"; +} + +.glyphicon-repeat::before { + content: "\e030"; +} + +.glyphicon-refresh::before { + content: "\e031"; +} + +.glyphicon-list-alt::before { + content: "\e032"; +} + +.glyphicon-lock::before { + content: "\e033"; +} + +.glyphicon-flag::before { + content: "\e034"; +} + +.glyphicon-headphones::before { + content: "\e035"; +} + +.glyphicon-volume-off::before { + content: "\e036"; +} + +.glyphicon-volume-down::before { + content: "\e037"; +} + +.glyphicon-volume-up::before { + content: "\e038"; +} + +.glyphicon-qrcode::before { + content: "\e039"; +} + +.glyphicon-barcode::before { + content: "\e040"; +} + +.glyphicon-tag::before { + content: "\e041"; +} + +.glyphicon-tags::before { + content: "\e042"; +} + +.glyphicon-book::before { + content: "\e043"; +} + +.glyphicon-bookmark::before { + content: "\e044"; +} + +.glyphicon-print::before { + content: "\e045"; +} + +.glyphicon-camera::before { + content: "\e046"; +} + +.glyphicon-font::before { + content: "\e047"; +} + +.glyphicon-bold::before { + content: "\e048"; +} + +.glyphicon-italic::before { + content: "\e049"; +} + +.glyphicon-text-height::before { + content: "\e050"; +} + +.glyphicon-text-width::before { + content: "\e051"; +} + +.glyphicon-align-left::before { + content: "\e052"; +} + +.glyphicon-align-center::before { + content: "\e053"; +} + +.glyphicon-align-right::before { + content: "\e054"; +} + +.glyphicon-align-justify::before { + content: "\e055"; +} + +.glyphicon-list::before { + content: "\e056"; +} + +.glyphicon-indent-left::before { + content: "\e057"; +} + +.glyphicon-indent-right::before { + content: "\e058"; +} + +.glyphicon-facetime-video::before { + content: "\e059"; +} + +.glyphicon-picture::before { + content: "\e060"; +} + +.glyphicon-map-marker::before { + content: "\e062"; +} + +.glyphicon-adjust::before { + content: "\e063"; +} + +.glyphicon-tint::before { + content: "\e064"; +} + +.glyphicon-edit::before { + content: "\e065"; +} + +.glyphicon-share::before { + content: "\e066"; +} + +.glyphicon-check::before { + content: "\e067"; +} + +.glyphicon-move::before { + content: "\e068"; +} + +.glyphicon-step-backward::before { + content: "\e069"; +} + +.glyphicon-fast-backward::before { + content: "\e070"; +} + +.glyphicon-backward::before { + content: "\e071"; +} + +.glyphicon-play::before { + content: "\e072"; +} + +.glyphicon-pause::before { + content: "\e073"; +} + +.glyphicon-stop::before { + content: "\e074"; +} + +.glyphicon-forward::before { + content: "\e075"; +} + +.glyphicon-fast-forward::before { + content: "\e076"; +} + +.glyphicon-step-forward::before { + content: "\e077"; +} + +.glyphicon-eject::before { + content: "\e078"; +} + +.glyphicon-chevron-left::before { + content: "\e079"; +} + +.glyphicon-chevron-right::before { + content: "\e080"; +} + +.glyphicon-plus-sign::before { + content: "\e081"; +} + +.glyphicon-minus-sign::before { + content: "\e082"; +} + +.glyphicon-remove-sign::before { + content: "\e083"; +} + +.glyphicon-ok-sign::before { + content: "\e084"; +} + +.glyphicon-question-sign::before { + content: "\e085"; +} + +.glyphicon-info-sign::before { + content: "\e086"; +} + +.glyphicon-screenshot::before { + content: "\e087"; +} + +.glyphicon-remove-circle::before { + content: "\e088"; +} + +.glyphicon-ok-circle::before { + content: "\e089"; +} + +.glyphicon-ban-circle::before { + content: "\e090"; +} + +.glyphicon-arrow-left::before { + content: "\e091"; +} + +.glyphicon-arrow-right::before { + content: "\e092"; +} + +.glyphicon-arrow-up::before { + content: "\e093"; +} + +.glyphicon-arrow-down::before { + content: "\e094"; +} + +.glyphicon-share-alt::before { + content: "\e095"; +} + +.glyphicon-resize-full::before { + content: "\e096"; +} + +.glyphicon-resize-small::before { + content: "\e097"; +} + +.glyphicon-exclamation-sign::before { + content: "\e101"; +} + +.glyphicon-gift::before { + content: "\e102"; +} + +.glyphicon-leaf::before { + content: "\e103"; +} + +.glyphicon-fire::before { + content: "\e104"; +} + +.glyphicon-eye-open::before { + content: "\e105"; +} + +.glyphicon-eye-close::before { + content: "\e106"; +} + +.glyphicon-warning-sign::before { + content: "\e107"; +} + +.glyphicon-plane::before { + content: "\e108"; +} + +.glyphicon-calendar::before { + content: "\e109"; +} + +.glyphicon-random::before { + content: "\e110"; +} + +.glyphicon-comment::before { + content: "\e111"; +} + +.glyphicon-magnet::before { + content: "\e112"; +} + +.glyphicon-chevron-up::before { + content: "\e113"; +} + +.glyphicon-chevron-down::before { + content: "\e114"; +} + +.glyphicon-retweet::before { + content: "\e115"; +} + +.glyphicon-shopping-cart::before { + content: "\e116"; +} + +.glyphicon-folder-close::before { + content: "\e117"; +} + +.glyphicon-folder-open::before { + content: "\e118"; +} + +.glyphicon-resize-vertical::before { + content: "\e119"; +} + +.glyphicon-resize-horizontal::before { + content: "\e120"; +} + +.glyphicon-hdd::before { + content: "\e121"; +} + +.glyphicon-bullhorn::before { + content: "\e122"; +} + +.glyphicon-bell::before { + content: "\e123"; +} + +.glyphicon-certificate::before { + content: "\e124"; +} + +.glyphicon-thumbs-up::before { + content: "\e125"; +} + +.glyphicon-thumbs-down::before { + content: "\e126"; +} + +.glyphicon-hand-right::before { + content: "\e127"; +} + +.glyphicon-hand-left::before { + content: "\e128"; +} + +.glyphicon-hand-up::before { + content: "\e129"; +} + +.glyphicon-hand-down::before { + content: "\e130"; +} + +.glyphicon-circle-arrow-right::before { + content: "\e131"; +} + +.glyphicon-circle-arrow-left::before { + content: "\e132"; +} + +.glyphicon-circle-arrow-up::before { + content: "\e133"; +} + +.glyphicon-circle-arrow-down::before { + content: "\e134"; +} + +.glyphicon-globe::before { + content: "\e135"; +} + +.glyphicon-wrench::before { + content: "\e136"; +} + +.glyphicon-tasks::before { + content: "\e137"; +} + +.glyphicon-filter::before { + content: "\e138"; +} + +.glyphicon-briefcase::before { + content: "\e139"; +} + +.glyphicon-fullscreen::before { + content: "\e140"; +} + +.glyphicon-dashboard::before { + content: "\e141"; +} + +.glyphicon-paperclip::before { + content: "\e142"; +} + +.glyphicon-heart-empty::before { + content: "\e143"; +} + +.glyphicon-link::before { + content: "\e144"; +} + +.glyphicon-phone::before { + content: "\e145"; +} + +.glyphicon-pushpin::before { + content: "\e146"; +} + +.glyphicon-usd::before { + content: "\e148"; +} + +.glyphicon-gbp::before { + content: "\e149"; +} + +.glyphicon-sort::before { + content: "\e150"; +} + +.glyphicon-sort-by-alphabet::before { + content: "\e151"; +} + +.glyphicon-sort-by-alphabet-alt::before { + content: "\e152"; +} + +.glyphicon-sort-by-order::before { + content: "\e153"; +} + +.glyphicon-sort-by-order-alt::before { + content: "\e154"; +} + +.glyphicon-sort-by-attributes::before { + content: "\e155"; +} + +.glyphicon-sort-by-attributes-alt::before { + content: "\e156"; +} + +.glyphicon-unchecked::before { + content: "\e157"; +} + +.glyphicon-expand::before { + content: "\e158"; +} + +.glyphicon-collapse-down::before { + content: "\e159"; +} + +.glyphicon-collapse-up::before { + content: "\e160"; +} + +.glyphicon-log-in::before { + content: "\e161"; +} + +.glyphicon-flash::before { + content: "\e162"; +} + +.glyphicon-log-out::before { + content: "\e163"; +} + +.glyphicon-new-window::before { + content: "\e164"; +} + +.glyphicon-record::before { + content: "\e165"; +} + +.glyphicon-save::before { + content: "\e166"; +} + +.glyphicon-open::before { + content: "\e167"; +} + +.glyphicon-saved::before { + content: "\e168"; +} + +.glyphicon-import::before { + content: "\e169"; +} + +.glyphicon-export::before { + content: "\e170"; +} + +.glyphicon-send::before { + content: "\e171"; +} + +.glyphicon-floppy-disk::before { + content: "\e172"; +} + +.glyphicon-floppy-saved::before { + content: "\e173"; +} + +.glyphicon-floppy-remove::before { + content: "\e174"; +} + +.glyphicon-floppy-save::before { + content: "\e175"; +} + +.glyphicon-floppy-open::before { + content: "\e176"; +} + +.glyphicon-credit-card::before { + content: "\e177"; +} + +.glyphicon-transfer::before { + content: "\e178"; +} + +.glyphicon-cutlery::before { + content: "\e179"; +} + +.glyphicon-header::before { + content: "\e180"; +} + +.glyphicon-compressed::before { + content: "\e181"; +} + +.glyphicon-earphone::before { + content: "\e182"; +} + +.glyphicon-phone-alt::before { + content: "\e183"; +} + +.glyphicon-tower::before { + content: "\e184"; +} + +.glyphicon-stats::before { + content: "\e185"; +} + +.glyphicon-sd-video::before { + content: "\e186"; +} + +.glyphicon-hd-video::before { + content: "\e187"; +} + +.glyphicon-subtitles::before { + content: "\e188"; +} + +.glyphicon-sound-stereo::before { + content: "\e189"; +} + +.glyphicon-sound-dolby::before { + content: "\e190"; +} + +.glyphicon-sound-5-1::before { + content: "\e191"; +} + +.glyphicon-sound-6-1::before { + content: "\e192"; +} + +.glyphicon-sound-7-1::before { + content: "\e193"; +} + +.glyphicon-copyright-mark::before { + content: "\e194"; +} + +.glyphicon-registration-mark::before { + content: "\e195"; +} + +.glyphicon-cloud-download::before { + content: "\e197"; +} + +.glyphicon-cloud-upload::before { + content: "\e198"; +} + +.glyphicon-tree-conifer::before { + content: "\e199"; +} + +.glyphicon-tree-deciduous::before { + content: "\e200"; +} + +.glyphicon-cd::before { + content: "\e201"; +} + +.glyphicon-save-file::before { + content: "\e202"; +} + +.glyphicon-open-file::before { + content: "\e203"; +} + +.glyphicon-level-up::before { + content: "\e204"; +} + +.glyphicon-copy::before { + content: "\e205"; +} + +.glyphicon-paste::before { + content: "\e206"; +} + +.glyphicon-alert::before { + content: "\e209"; +} + +.glyphicon-equalizer::before { + content: "\e210"; +} + +.glyphicon-king::before { + content: "\e211"; +} + +.glyphicon-queen::before { + content: "\e212"; +} + +.glyphicon-pawn::before { + content: "\e213"; +} + +.glyphicon-bishop::before { + content: "\e214"; +} + +.glyphicon-knight::before { + content: "\e215"; +} + +.glyphicon-baby-formula::before { + content: "\e216"; +} + +.glyphicon-tent::before { + content: "\26fa"; +} + +.glyphicon-blackboard::before { + content: "\e218"; +} + +.glyphicon-bed::before { + content: "\e219"; +} + +.glyphicon-apple::before { + content: "\f8ff"; +} + +.glyphicon-erase::before { + content: "\e221"; +} + +.glyphicon-hourglass::before { + content: "\231b"; +} + +.glyphicon-lamp::before { + content: "\e223"; +} + +.glyphicon-duplicate::before { + content: "\e224"; +} + +.glyphicon-piggy-bank::before { + content: "\e225"; +} + +.glyphicon-scissors::before { + content: "\e226"; +} + +.glyphicon-bitcoin::before { + content: "\e227"; +} + +.glyphicon-btc::before { + content: "\e227"; +} + +.glyphicon-xbt::before { + content: "\e227"; +} + +.glyphicon-yen::before { + content: "\00a5"; +} + +.glyphicon-jpy::before { + content: "\00a5"; +} + +.glyphicon-ruble::before { + content: "\20bd"; +} + +.glyphicon-rub::before { + content: "\20bd"; +} + +.glyphicon-scale::before { + content: "\e230"; +} + +.glyphicon-ice-lolly::before { + content: "\e231"; +} + +.glyphicon-ice-lolly-tasted::before { + content: "\e232"; +} + +.glyphicon-education::before { + content: "\e233"; +} + +.glyphicon-option-horizontal::before { + content: "\e234"; +} + +.glyphicon-option-vertical::before { + content: "\e235"; +} + +.glyphicon-menu-hamburger::before { + content: "\e236"; +} + +.glyphicon-modal-window::before { + content: "\e237"; +} + +.glyphicon-oil::before { + content: "\e238"; +} + +.glyphicon-grain::before { + content: "\e239"; +} + +.glyphicon-sunglasses::before { + content: "\e240"; +} + +.glyphicon-text-size::before { + content: "\e241"; +} + +.glyphicon-text-color::before { + content: "\e242"; +} + +.glyphicon-text-background::before { + content: "\e243"; +} + +.glyphicon-object-align-top::before { + content: "\e244"; +} + +.glyphicon-object-align-bottom::before { + content: "\e245"; +} + +.glyphicon-object-align-horizontal::before { + content: "\e246"; +} + +.glyphicon-object-align-left::before { + content: "\e247"; +} + +.glyphicon-object-align-vertical::before { + content: "\e248"; +} + +.glyphicon-object-align-right::before { + content: "\e249"; +} + +.glyphicon-triangle-right::before { + content: "\e250"; +} + +.glyphicon-triangle-left::before { + content: "\e251"; +} + +.glyphicon-triangle-bottom::before { + content: "\e252"; +} + +.glyphicon-triangle-top::before { + content: "\e253"; +} + +.glyphicon-console::before { + content: "\e254"; +} + +.glyphicon-superscript::before { + content: "\e255"; +} + +.glyphicon-subscript::before { + content: "\e256"; +} + +.glyphicon-menu-left::before { + content: "\e257"; +} + +.glyphicon-menu-right::before { + content: "\e258"; +} + +.glyphicon-menu-down::before { + content: "\e259"; +} + +.glyphicon-menu-up::before { + content: "\e260"; +} +// endregion + +* { + box-sizing: border-box; +} + +::after, +::before { + box-sizing: border-box; +} + +html { + font-size: 10px; + -webkit-tap-highlight-color: rgb(0 0 0 / 0%); +} + +body { + font-family: Arial, sans-serif; + font-size: 14px; + line-height: 1.42857143; + color: #333; + background-color: #fff; +} + +button, +input, +select, +textarea { + font-family: inherit; + font-size: inherit; + line-height: inherit; +} + +a { + color: #337ab7; + text-decoration: none; +} + +a:focus, +a:hover { + color: #23527c; + text-decoration: underline; +} + +a:focus { + outline: 5px auto -webkit-focus-ring-color; + outline-offset: -2px; +} + +figure { + margin: 0; +} + +img { + vertical-align: middle; +} + +.img-responsive, +.thumbnail a > img, +.thumbnail > img { + display: block; + max-width: 100%; + height: auto; +} + +.img-rounded { + border-radius: 6px; +} + +.img-thumbnail { + display: inline-block; + max-width: 100%; + height: auto; + padding: 4px; + line-height: 1.42857143; + background-color: #fff; + border: 1px solid #ddd; + border-radius: 4px; + transition: all 0.2s ease-in-out; +} + +.img-circle { + border-radius: 50%; +} + +hr { + margin-top: 20px; + margin-bottom: 20px; + border: 0; + border-top: 1px solid #eee; +} + +.sr-only { + position: absolute; + width: 1px; + height: 1px; + padding: 0; + margin: -1px; + overflow: hidden; + clip: rect(0, 0, 0, 0); + border: 0; +} + +.sr-only-focusable:active, +.sr-only-focusable:focus { + position: static; + width: auto; + height: auto; + margin: 0; + overflow: visible; + clip: auto; +} + +[role="button"] { + cursor: pointer; +} + +.h1, +.h2, +.h3, +.h4, +.h5, +.h6, +h1, +h2, +h3, +h4, +h5, +h6 { + font-family: inherit; + font-weight: 500; + line-height: 1.1; + color: inherit; +} + +.h1 .small, +.h1 small, +.h2 .small, +.h2 small, +.h3 .small, +.h3 small, +.h4 .small, +.h4 small, +.h5 .small, +.h5 small, +.h6 .small, +.h6 small, +h1 .small, +h1 small, +h2 .small, +h2 small, +h3 .small, +h3 small, +h4 .small, +h4 small, +h5 .small, +h5 small, +h6 .small, +h6 small { + font-weight: 400; + line-height: 1; + color: #777; +} + +.h1, +.h2, +.h3, +h1, +h2, +h3 { + margin-top: 20px; + margin-bottom: 10px; +} + +.h1 .small, +.h1 small, +.h2 .small, +.h2 small, +.h3 .small, +.h3 small, +h1 .small, +h1 small, +h2 .small, +h2 small, +h3 .small, +h3 small { + font-size: 65%; +} + +.h4, +.h5, +.h6, +h4, +h5, +h6 { + margin-top: 10px; + margin-bottom: 10px; +} + +.h4 .small, +.h4 small, +.h5 .small, +.h5 small, +.h6 .small, +.h6 small, +h4 .small, +h4 small, +h5 .small, +h5 small, +h6 .small, +h6 small { + font-size: 75%; +} + +.h1, +h1 { + font-size: 36px; +} + +.h2, +h2 { + font-size: 30px; +} + +.h3, +h3 { + font-size: 24px; +} + +.h4, +h4 { + font-size: 18px; +} + +.h5, +h5 { + font-size: 14px; +} + +.h6, +h6 { + font-size: 12px; +} + +p { + margin: 0 0 10px; +} + +.lead { + margin-bottom: 20px; + font-size: 16px; + font-weight: 300; + line-height: 1.4; +} + +@media (width > #{vars.$width-screen-sm}) { + .lead { + font-size: 21px; + } +} + +.small, +small { + font-size: 85% !important; +} + +.mark, +mark { + padding: 0.2em; + background-color: #fcf8e3; +} + +.text-left { + text-align: left !important; +} + +.text-right { + text-align: right !important; +} + +.text-center { + text-align: center !important; +} + +.text-justify { + text-align: justify !important; +} + +.text-nowrap { + white-space: nowrap; +} + +.text-lowercase { + text-transform: lowercase; +} + +.text-uppercase { + text-transform: uppercase; +} + +.text-capitalize { + text-transform: capitalize; +} + +.text-muted { + color: #777 !important; +} + +.text-primary { + color: #337ab7; +} + +a.text-primary:focus, +a.text-primary:hover { + color: #286090; +} + +.text-success { + color: #3c763d !important; +} + +a.text-success:focus, +a.text-success:hover { + color: #2b542c; +} + +.text-info { + color: #31708f; +} + +a.text-info:focus, +a.text-info:hover { + color: #245269; +} + +.text-warning { + color: #8a6d3b; +} + +a.text-warning:focus, +a.text-warning:hover { + color: #66512c; +} + +.text-danger { + color: #a94442 !important; +} + +a.text-danger:focus, +a.text-danger:hover { + color: #843534; +} + +.bg-primary { + color: #fff; + background-color: #337ab7; +} + +a.bg-primary:focus, +a.bg-primary:hover { + background-color: #286090; +} + +.bg-success { + background-color: #dff0d8; +} + +a.bg-success:focus, +a.bg-success:hover { + background-color: #c1e2b3; +} + +.bg-info { + background-color: #d9edf7; +} + +a.bg-info:focus, +a.bg-info:hover { + background-color: #afd9ee; +} + +.bg-warning { + background-color: #fcf8e3; +} + +a.bg-warning:focus, +a.bg-warning:hover { + background-color: #f7ecb5; +} + +.bg-danger { + background-color: #f2dede; +} + +a.bg-danger:focus, +a.bg-danger:hover { + background-color: #e4b9b9; +} + +.page-header { + padding-bottom: 9px; + margin: 40px 0 20px; + border-bottom: 1px solid #eee; +} + +ol, +ul { + margin-top: 0; + margin-bottom: 10px; +} + +ol ol, +ol ul, +ul ol, +ul ul { + margin-bottom: 0; +} + +.list-unstyled { + padding-left: 0; + list-style: none; +} + +.list-inline { + padding-left: 0; + margin-left: -5px; + list-style: none; +} + +.list-inline > li { + display: inline-block; + padding-right: 5px; + padding-left: 5px; +} + +dl { + margin-top: 0; + margin-bottom: 20px; +} + +dd, +dt { + line-height: 1.42857143; +} + +dt { + font-weight: 700; +} + +dd { + margin-left: 0; +} + +@media (width > #{vars.$width-screen-sm}) { + .dl-horizontal dt { + float: left; + width: 160px; + overflow: hidden; + clear: left; + text-align: right; + text-overflow: ellipsis; + white-space: nowrap; + } + .dl-horizontal dd { + margin-left: 180px; + } +} + +abbr[data-original-title], +abbr[title] { + cursor: help; + border-bottom: 1px dotted #777; +} + +.initialism { + font-size: 90%; + text-transform: uppercase; +} + +blockquote { + padding: 10px 20px; + margin: 0 0 20px; + font-size: 17.5px; + border-left: 5px solid #eee; +} + +blockquote ol:last-child, +blockquote p:last-child, +blockquote ul:last-child { + margin-bottom: 0; +} + +blockquote .small, +blockquote footer, +blockquote small { + display: block; + font-size: 80%; + line-height: 1.42857143; + color: #777; +} + +blockquote .small::before, +blockquote footer::before, +blockquote small::before { + content: "\2014 \00A0"; +} + +.blockquote-reverse, +blockquote.pull-right { + padding-right: 15px; + padding-left: 0; + text-align: right; + border-right: 5px solid #eee; + border-left: 0; +} + +.blockquote-reverse .small::before, +.blockquote-reverse footer::before, +.blockquote-reverse small::before, +blockquote.pull-right .small::before, +blockquote.pull-right footer::before, +blockquote.pull-right small::before { + content: ""; +} + +.blockquote-reverse .small::after, +.blockquote-reverse footer::after, +.blockquote-reverse small::after, +blockquote.pull-right .small::after, +blockquote.pull-right footer::after, +blockquote.pull-right small::after { + content: "\00A0 \2014"; +} + +address { + margin-bottom: 20px; + font-style: normal; + line-height: 1.42857143; +} + +code, +kbd, +pre, +samp { + font-family: Menlo, Monaco, Consolas, "Courier New", monospace; +} + +code { + padding: 2px 4px; + font-size: 90%; + color: #c7254e; + background-color: #f9f2f4; + border-radius: 4px; +} + +kbd { + padding: 2px 4px; + font-size: 90%; + color: #fff; + background-color: #333; + border-radius: 3px; + box-shadow: inset 0 -1px 0 rgb(0 0 0 / 25%); +} + +kbd kbd { + padding: 0; + font-size: 100%; + font-weight: 700; + box-shadow: none; +} + +pre { + display: block; + padding: 9.5px; + margin: 0 0 10px; + font-size: 13px; + line-height: 1.42857143; + color: #333; + word-break: break-all; + word-wrap: break-word; + background-color: #f5f5f5; + border: 1px solid #ccc; + border-radius: 4px; +} + +pre code { + padding: 0; + font-size: inherit; + color: inherit; + white-space: pre-wrap; + background-color: transparent; + border-radius: 0; +} + +.pre-scrollable { + max-height: 340px; + overflow-y: scroll; +} + +.container { + padding-right: 15px; + padding-left: 15px; + margin-right: auto; + margin-left: auto; +} + +@media (width > #{vars.$width-screen-sm}) { + .container { + width: 750px; + } +} + +@media (width > #{vars.$width-screen-md}) { + .container { + width: 970px; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .container { + width: 1170px; + } +} + +.container-fluid { + padding-right: 15px; + padding-left: 15px; + margin-right: auto; + margin-left: auto; +} + +.row { + margin-right: -15px; + margin-left: -15px; +} + +.col-lg-1, +.col-lg-10, +.col-lg-11, +.col-lg-12, +.col-lg-2, +.col-lg-3, +.col-lg-4, +.col-lg-5, +.col-lg-6, +.col-lg-7, +.col-lg-8, +.col-lg-9, +.col-md-1, +.col-md-10, +.col-md-11, +.col-md-12, +.col-md-2, +.col-md-3, +.col-md-4, +.col-md-5, +.col-md-6, +.col-md-7, +.col-md-8, +.col-md-9, +.col-sm-1, +.col-sm-10, +.col-sm-11, +.col-sm-12, +.col-sm-2, +.col-sm-3, +.col-sm-4, +.col-sm-5, +.col-sm-6, +.col-sm-7, +.col-sm-8, +.col-sm-9, +.col-xs-1, +.col-xs-10, +.col-xs-11, +.col-xs-12, +.col-xs-2, +.col-xs-3, +.col-xs-4, +.col-xs-5, +.col-xs-6, +.col-xs-7, +.col-xs-8, +.col-xs-9 { + position: relative; + min-height: 1px; + padding-right: 15px; + padding-left: 15px; +} + +.col-xs-1, +.col-xs-10, +.col-xs-11, +.col-xs-12, +.col-xs-2, +.col-xs-3, +.col-xs-4, +.col-xs-5, +.col-xs-6, +.col-xs-7, +.col-xs-8, +.col-xs-9 { + float: left; +} + +.col-xs-12 { + width: 100%; +} + +.col-xs-11 { + width: 91.66666667%; +} + +.col-xs-10 { + width: 83.33333333%; +} + +.col-xs-9 { + width: 75%; +} + +.col-xs-8 { + width: 66.66666667%; +} + +.col-xs-7 { + width: 58.33333333%; +} + +.col-xs-6 { + width: 50%; +} + +.col-xs-5 { + width: 41.66666667%; +} + +.col-xs-4 { + width: 33.33333333%; +} + +.col-xs-3 { + width: 25%; +} + +.col-xs-2 { + width: 16.66666667%; +} + +.col-xs-1 { + width: 8.33333333%; +} + +.col-xs-pull-12 { + right: 100%; +} + +.col-xs-pull-11 { + right: 91.66666667%; +} + +.col-xs-pull-10 { + right: 83.33333333%; +} + +.col-xs-pull-9 { + right: 75%; +} + +.col-xs-pull-8 { + right: 66.66666667%; +} + +.col-xs-pull-7 { + right: 58.33333333%; +} + +.col-xs-pull-6 { + right: 50%; +} + +.col-xs-pull-5 { + right: 41.66666667%; +} + +.col-xs-pull-4 { + right: 33.33333333%; +} + +.col-xs-pull-3 { + right: 25%; +} + +.col-xs-pull-2 { + right: 16.66666667%; +} + +.col-xs-pull-1 { + right: 8.33333333%; +} + +.col-xs-pull-0 { + right: auto; +} + +.col-xs-push-12 { + left: 100%; +} + +.col-xs-push-11 { + left: 91.66666667%; +} + +.col-xs-push-10 { + left: 83.33333333%; +} + +.col-xs-push-9 { + left: 75%; +} + +.col-xs-push-8 { + left: 66.66666667%; +} + +.col-xs-push-7 { + left: 58.33333333%; +} + +.col-xs-push-6 { + left: 50%; +} + +.col-xs-push-5 { + left: 41.66666667%; +} + +.col-xs-push-4 { + left: 33.33333333%; +} + +.col-xs-push-3 { + left: 25%; +} + +.col-xs-push-2 { + left: 16.66666667%; +} + +.col-xs-push-1 { + left: 8.33333333%; +} + +.col-xs-push-0 { + left: auto; +} + +.col-xs-offset-12 { + margin-left: 100%; +} + +.col-xs-offset-11 { + margin-left: 91.66666667%; +} + +.col-xs-offset-10 { + margin-left: 83.33333333%; +} + +.col-xs-offset-9 { + margin-left: 75%; +} + +.col-xs-offset-8 { + margin-left: 66.66666667%; +} + +.col-xs-offset-7 { + margin-left: 58.33333333%; +} + +.col-xs-offset-6 { + margin-left: 50%; +} + +.col-xs-offset-5 { + margin-left: 41.66666667%; +} + +.col-xs-offset-4 { + margin-left: 33.33333333%; +} + +.col-xs-offset-3 { + margin-left: 25%; +} + +.col-xs-offset-2 { + margin-left: 16.66666667%; +} + +.col-xs-offset-1 { + margin-left: 8.33333333%; +} + +.col-xs-offset-0 { + margin-left: 0; +} + +@media (width > #{vars.$width-screen-sm}) { + .col-sm-1, + .col-sm-10, + .col-sm-11, + .col-sm-12, + .col-sm-2, + .col-sm-3, + .col-sm-4, + .col-sm-5, + .col-sm-6, + .col-sm-7, + .col-sm-8, + .col-sm-9 { + float: left; + } + .col-sm-12 { + width: 100%; + } + .col-sm-11 { + width: 91.66666667%; + } + .col-sm-10 { + width: 83.33333333%; + } + .col-sm-9 { + width: 75%; + } + .col-sm-8 { + width: 66.66666667%; + } + .col-sm-7 { + width: 58.33333333%; + } + .col-sm-6 { + width: 50%; + } + .col-sm-5 { + width: 41.66666667%; + } + .col-sm-4 { + width: 33.33333333%; + } + .col-sm-3 { + width: 25%; + } + .col-sm-2 { + width: 16.66666667%; + } + .col-sm-1 { + width: 8.33333333%; + } + .col-sm-pull-12 { + right: 100%; + } + .col-sm-pull-11 { + right: 91.66666667%; + } + .col-sm-pull-10 { + right: 83.33333333%; + } + .col-sm-pull-9 { + right: 75%; + } + .col-sm-pull-8 { + right: 66.66666667%; + } + .col-sm-pull-7 { + right: 58.33333333%; + } + .col-sm-pull-6 { + right: 50%; + } + .col-sm-pull-5 { + right: 41.66666667%; + } + .col-sm-pull-4 { + right: 33.33333333%; + } + .col-sm-pull-3 { + right: 25%; + } + .col-sm-pull-2 { + right: 16.66666667%; + } + .col-sm-pull-1 { + right: 8.33333333%; + } + .col-sm-pull-0 { + right: auto; + } + .col-sm-push-12 { + left: 100%; + } + .col-sm-push-11 { + left: 91.66666667%; + } + .col-sm-push-10 { + left: 83.33333333%; + } + .col-sm-push-9 { + left: 75%; + } + .col-sm-push-8 { + left: 66.66666667%; + } + .col-sm-push-7 { + left: 58.33333333%; + } + .col-sm-push-6 { + left: 50%; + } + .col-sm-push-5 { + left: 41.66666667%; + } + .col-sm-push-4 { + left: 33.33333333%; + } + .col-sm-push-3 { + left: 25%; + } + .col-sm-push-2 { + left: 16.66666667%; + } + .col-sm-push-1 { + left: 8.33333333%; + } + .col-sm-push-0 { + left: auto; + } + .col-sm-offset-12 { + margin-left: 100%; + } + .col-sm-offset-11 { + margin-left: 91.66666667%; + } + .col-sm-offset-10 { + margin-left: 83.33333333%; + } + .col-sm-offset-9 { + margin-left: 75%; + } + .col-sm-offset-8 { + margin-left: 66.66666667%; + } + .col-sm-offset-7 { + margin-left: 58.33333333%; + } + .col-sm-offset-6 { + margin-left: 50%; + } + .col-sm-offset-5 { + margin-left: 41.66666667%; + } + .col-sm-offset-4 { + margin-left: 33.33333333%; + } + .col-sm-offset-3 { + margin-left: 25%; + } + .col-sm-offset-2 { + margin-left: 16.66666667%; + } + .col-sm-offset-1 { + margin-left: 8.33333333%; + } + .col-sm-offset-0 { + margin-left: 0; + } +} + +@media (width > #{vars.$width-screen-md}) { + .col-md-1, + .col-md-10, + .col-md-11, + .col-md-12, + .col-md-2, + .col-md-3, + .col-md-4, + .col-md-5, + .col-md-6, + .col-md-7, + .col-md-8, + .col-md-9 { + float: left; + } + .col-md-12 { + width: 100%; + } + .col-md-11 { + width: 91.66666667%; + } + .col-md-10 { + width: 83.33333333%; + } + .col-md-9 { + width: 75%; + } + .col-md-8 { + width: 66.66666667%; + } + .col-md-7 { + width: 58.33333333%; + } + .col-md-6 { + width: 50%; + } + .col-md-5 { + width: 41.66666667%; + } + .col-md-4 { + width: 33.33333333%; + } + .col-md-3 { + width: 25%; + } + .col-md-2 { + width: 16.66666667%; + } + .col-md-1 { + width: 8.33333333%; + } + .col-md-pull-12 { + right: 100%; + } + .col-md-pull-11 { + right: 91.66666667%; + } + .col-md-pull-10 { + right: 83.33333333%; + } + .col-md-pull-9 { + right: 75%; + } + .col-md-pull-8 { + right: 66.66666667%; + } + .col-md-pull-7 { + right: 58.33333333%; + } + .col-md-pull-6 { + right: 50%; + } + .col-md-pull-5 { + right: 41.66666667%; + } + .col-md-pull-4 { + right: 33.33333333%; + } + .col-md-pull-3 { + right: 25%; + } + .col-md-pull-2 { + right: 16.66666667%; + } + .col-md-pull-1 { + right: 8.33333333%; + } + .col-md-pull-0 { + right: auto; + } + .col-md-push-12 { + left: 100%; + } + .col-md-push-11 { + left: 91.66666667%; + } + .col-md-push-10 { + left: 83.33333333%; + } + .col-md-push-9 { + left: 75%; + } + .col-md-push-8 { + left: 66.66666667%; + } + .col-md-push-7 { + left: 58.33333333%; + } + .col-md-push-6 { + left: 50%; + } + .col-md-push-5 { + left: 41.66666667%; + } + .col-md-push-4 { + left: 33.33333333%; + } + .col-md-push-3 { + left: 25%; + } + .col-md-push-2 { + left: 16.66666667%; + } + .col-md-push-1 { + left: 8.33333333%; + } + .col-md-push-0 { + left: auto; + } + .col-md-offset-12 { + margin-left: 100%; + } + .col-md-offset-11 { + margin-left: 91.66666667%; + } + .col-md-offset-10 { + margin-left: 83.33333333%; + } + .col-md-offset-9 { + margin-left: 75%; + } + .col-md-offset-8 { + margin-left: 66.66666667%; + } + .col-md-offset-7 { + margin-left: 58.33333333%; + } + .col-md-offset-6 { + margin-left: 50%; + } + .col-md-offset-5 { + margin-left: 41.66666667%; + } + .col-md-offset-4 { + margin-left: 33.33333333%; + } + .col-md-offset-3 { + margin-left: 25%; + } + .col-md-offset-2 { + margin-left: 16.66666667%; + } + .col-md-offset-1 { + margin-left: 8.33333333%; + } + .col-md-offset-0 { + margin-left: 0; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .col-lg-1, + .col-lg-10, + .col-lg-11, + .col-lg-12, + .col-lg-2, + .col-lg-3, + .col-lg-4, + .col-lg-5, + .col-lg-6, + .col-lg-7, + .col-lg-8, + .col-lg-9 { + float: left; + } + .col-lg-12 { + width: 100%; + } + .col-lg-11 { + width: 91.66666667%; + } + .col-lg-10 { + width: 83.33333333%; + } + .col-lg-9 { + width: 75%; + } + .col-lg-8 { + width: 66.66666667%; + } + .col-lg-7 { + width: 58.33333333%; + } + .col-lg-6 { + width: 50%; + } + .col-lg-5 { + width: 41.66666667%; + } + .col-lg-4 { + width: 33.33333333%; + } + .col-lg-3 { + width: 25%; + } + .col-lg-2 { + width: 16.66666667%; + } + .col-lg-1 { + width: 8.33333333%; + } + .col-lg-pull-12 { + right: 100%; + } + .col-lg-pull-11 { + right: 91.66666667%; + } + .col-lg-pull-10 { + right: 83.33333333%; + } + .col-lg-pull-9 { + right: 75%; + } + .col-lg-pull-8 { + right: 66.66666667%; + } + .col-lg-pull-7 { + right: 58.33333333%; + } + .col-lg-pull-6 { + right: 50%; + } + .col-lg-pull-5 { + right: 41.66666667%; + } + .col-lg-pull-4 { + right: 33.33333333%; + } + .col-lg-pull-3 { + right: 25%; + } + .col-lg-pull-2 { + right: 16.66666667%; + } + .col-lg-pull-1 { + right: 8.33333333%; + } + .col-lg-pull-0 { + right: auto; + } + .col-lg-push-12 { + left: 100%; + } + .col-lg-push-11 { + left: 91.66666667%; + } + .col-lg-push-10 { + left: 83.33333333%; + } + .col-lg-push-9 { + left: 75%; + } + .col-lg-push-8 { + left: 66.66666667%; + } + .col-lg-push-7 { + left: 58.33333333%; + } + .col-lg-push-6 { + left: 50%; + } + .col-lg-push-5 { + left: 41.66666667%; + } + .col-lg-push-4 { + left: 33.33333333%; + } + .col-lg-push-3 { + left: 25%; + } + .col-lg-push-2 { + left: 16.66666667%; + } + .col-lg-push-1 { + left: 8.33333333%; + } + .col-lg-push-0 { + left: auto; + } + .col-lg-offset-12 { + margin-left: 100%; + } + .col-lg-offset-11 { + margin-left: 91.66666667%; + } + .col-lg-offset-10 { + margin-left: 83.33333333%; + } + .col-lg-offset-9 { + margin-left: 75%; + } + .col-lg-offset-8 { + margin-left: 66.66666667%; + } + .col-lg-offset-7 { + margin-left: 58.33333333%; + } + .col-lg-offset-6 { + margin-left: 50%; + } + .col-lg-offset-5 { + margin-left: 41.66666667%; + } + .col-lg-offset-4 { + margin-left: 33.33333333%; + } + .col-lg-offset-3 { + margin-left: 25%; + } + .col-lg-offset-2 { + margin-left: 16.66666667%; + } + .col-lg-offset-1 { + margin-left: 8.33333333%; + } + .col-lg-offset-0 { + margin-left: 0; + } +} + +table { + background-color: transparent; +} + +caption { + padding-top: 8px; + padding-bottom: 8px; + color: #777; + text-align: left; +} + +th { + text-align: left; +} + +.table { + width: 100%; + max-width: 100%; + margin-bottom: 20px; +} + +.table > tbody > tr > td, +.table > tbody > tr > th, +.table > tfoot > tr > td, +.table > tfoot > tr > th, +.table > thead > tr > td, +.table > thead > tr > th { + padding: 8px; + line-height: 1.42857143; + vertical-align: top; + border-top: 1px solid #ddd; +} + +.table > thead > tr > th { + vertical-align: bottom; + border-bottom: 2px solid #ddd; +} + +.table > caption + thead > tr:first-child > td, +.table > caption + thead > tr:first-child > th, +.table > colgroup + thead > tr:first-child > td, +.table > colgroup + thead > tr:first-child > th, +.table > thead:first-child > tr:first-child > td, +.table > thead:first-child > tr:first-child > th { + border-top: 0; +} + +.table > tbody + tbody { + border-top: 2px solid #ddd; +} + +.table .table { + background-color: #fff; +} + +.table-condensed > tbody > tr > td, +.table-condensed > tbody > tr > th, +.table-condensed > tfoot > tr > td, +.table-condensed > tfoot > tr > th, +.table-condensed > thead > tr > td, +.table-condensed > thead > tr > th { + padding: 5px; +} + +.table-bordered { + border: 1px solid #ddd; +} + +.table-bordered > tbody > tr > td, +.table-bordered > tbody > tr > th, +.table-bordered > tfoot > tr > td, +.table-bordered > tfoot > tr > th, +.table-bordered > thead > tr > td, +.table-bordered > thead > tr > th { + border: 1px solid #ddd; +} + +.table-bordered > thead > tr > td, +.table-bordered > thead > tr > th { + border-bottom-width: 2px; +} + +.table-striped > tbody > tr:nth-of-type(odd) { + background-color: #f9f9f9; +} + +.table-hover > tbody > tr:hover { + background-color: #f5f5f5; +} + +table col[class*="col-"] { + position: static; + display: table-column; + float: none; +} + +table td[class*="col-"], +table th[class*="col-"] { + position: static; + display: table-cell; + float: none; +} + +.table > tbody > tr.active > td, +.table > tbody > tr.active > th, +.table > tbody > tr > td.active, +.table > tbody > tr > th.active, +.table > tfoot > tr.active > td, +.table > tfoot > tr.active > th, +.table > tfoot > tr > td.active, +.table > tfoot > tr > th.active, +.table > thead > tr.active > td, +.table > thead > tr.active > th, +.table > thead > tr > td.active, +.table > thead > tr > th.active { + background-color: #f5f5f5; +} + +.table-hover > tbody > tr.active:hover > td, +.table-hover > tbody > tr.active:hover > th, +.table-hover > tbody > tr:hover > .active, +.table-hover > tbody > tr > td.active:hover, +.table-hover > tbody > tr > th.active:hover { + background-color: #e8e8e8; +} + +.table > tbody > tr.success > td, +.table > tbody > tr.success > th, +.table > tbody > tr > td.success, +.table > tbody > tr > th.success, +.table > tfoot > tr.success > td, +.table > tfoot > tr.success > th, +.table > tfoot > tr > td.success, +.table > tfoot > tr > th.success, +.table > thead > tr.success > td, +.table > thead > tr.success > th, +.table > thead > tr > td.success, +.table > thead > tr > th.success { + background-color: #dff0d8; +} + +.table-hover > tbody > tr.success:hover > td, +.table-hover > tbody > tr.success:hover > th, +.table-hover > tbody > tr:hover > .success, +.table-hover > tbody > tr > td.success:hover, +.table-hover > tbody > tr > th.success:hover { + background-color: #d0e9c6; +} + +.table > tbody > tr.info > td, +.table > tbody > tr.info > th, +.table > tbody > tr > td.info, +.table > tbody > tr > th.info, +.table > tfoot > tr.info > td, +.table > tfoot > tr.info > th, +.table > tfoot > tr > td.info, +.table > tfoot > tr > th.info, +.table > thead > tr.info > td, +.table > thead > tr.info > th, +.table > thead > tr > td.info, +.table > thead > tr > th.info { + background-color: #d9edf7; +} + +.table-hover > tbody > tr.info:hover > td, +.table-hover > tbody > tr.info:hover > th, +.table-hover > tbody > tr:hover > .info, +.table-hover > tbody > tr > td.info:hover, +.table-hover > tbody > tr > th.info:hover { + background-color: #c4e3f3; +} + +.table > tbody > tr.warning > td, +.table > tbody > tr.warning > th, +.table > tbody > tr > td.warning, +.table > tbody > tr > th.warning, +.table > tfoot > tr.warning > td, +.table > tfoot > tr.warning > th, +.table > tfoot > tr > td.warning, +.table > tfoot > tr > th.warning, +.table > thead > tr.warning > td, +.table > thead > tr.warning > th, +.table > thead > tr > td.warning, +.table > thead > tr > th.warning { + background-color: #fcf8e3; +} + +.table-hover > tbody > tr.warning:hover > td, +.table-hover > tbody > tr.warning:hover > th, +.table-hover > tbody > tr:hover > .warning, +.table-hover > tbody > tr > td.warning:hover, +.table-hover > tbody > tr > th.warning:hover { + background-color: #faf2cc; +} + +.table > tbody > tr.danger > td, +.table > tbody > tr.danger > th, +.table > tbody > tr > td.danger, +.table > tbody > tr > th.danger, +.table > tfoot > tr.danger > td, +.table > tfoot > tr.danger > th, +.table > tfoot > tr > td.danger, +.table > tfoot > tr > th.danger, +.table > thead > tr.danger > td, +.table > thead > tr.danger > th, +.table > thead > tr > td.danger, +.table > thead > tr > th.danger { + background-color: #f2dede; +} + +.table-hover > tbody > tr.danger:hover > td, +.table-hover > tbody > tr.danger:hover > th, +.table-hover > tbody > tr:hover > .danger, +.table-hover > tbody > tr > td.danger:hover, +.table-hover > tbody > tr > th.danger:hover { + background-color: #ebcccc; +} + +.table-responsive { + min-height: 0.01%; + overflow-x: auto; +} + +@media screen and (width <= #{vars.$width-screen-sm}) { + .table-responsive { + width: 100%; + margin-bottom: 15px; + overflow-y: hidden; + -ms-overflow-style: -ms-autohiding-scrollbar; + border: 1px solid #ddd; + } + .table-responsive > .table { + margin-bottom: 0; + } + .table-responsive > .table > tbody > tr > td, + .table-responsive > .table > tbody > tr > th, + .table-responsive > .table > tfoot > tr > td, + .table-responsive > .table > tfoot > tr > th, + .table-responsive > .table > thead > tr > td, + .table-responsive > .table > thead > tr > th { + white-space: nowrap; + } + .table-responsive > .table-bordered { + border: 0; + } + .table-responsive > .table-bordered > tbody > tr > td:first-child, + .table-responsive > .table-bordered > tbody > tr > th:first-child, + .table-responsive > .table-bordered > tfoot > tr > td:first-child, + .table-responsive > .table-bordered > tfoot > tr > th:first-child, + .table-responsive > .table-bordered > thead > tr > td:first-child, + .table-responsive > .table-bordered > thead > tr > th:first-child { + border-left: 0; + } + .table-responsive > .table-bordered > tbody > tr > td:last-child, + .table-responsive > .table-bordered > tbody > tr > th:last-child, + .table-responsive > .table-bordered > tfoot > tr > td:last-child, + .table-responsive > .table-bordered > tfoot > tr > th:last-child, + .table-responsive > .table-bordered > thead > tr > td:last-child, + .table-responsive > .table-bordered > thead > tr > th:last-child { + border-right: 0; + } + .table-responsive > .table-bordered > tbody > tr:last-child > td, + .table-responsive > .table-bordered > tbody > tr:last-child > th, + .table-responsive > .table-bordered > tfoot > tr:last-child > td, + .table-responsive > .table-bordered > tfoot > tr:last-child > th { + border-bottom: 0; + } +} + +fieldset { + min-width: 0; + padding: 0; + margin: 0; + border: 0; +} + +legend { + display: block; + width: 100%; + padding: 0; + margin-bottom: 20px; + font-size: 21px; + line-height: inherit; + color: #333; + border: 0; + border-bottom: 1px solid #e5e5e5; +} + +label { + display: inline-block; + max-width: 100%; +} + +input[type="search"] { + box-sizing: border-box; +} + +input[type="checkbox"], +input[type="radio"] { + margin: 4px 0 0; + line-height: normal; +} + +input[type="file"] { + display: block; +} + +input[type="range"] { + display: block; + width: 100%; +} + +select[multiple], +select[size] { + height: auto; +} + +input[type="file"]:focus, +input[type="checkbox"]:focus, +input[type="radio"]:focus { + outline: 5px auto -webkit-focus-ring-color; + outline-offset: -2px; +} + +output { + display: block; + padding-top: 7px; + font-size: 14px; + line-height: 1.42857143; + color: #555; +} + +.form-control { + display: block; + width: 100%; + height: 34px; + padding: 6px 12px; + font-size: 14px; + line-height: 1.42857143; + color: #555; + background-color: #fff; + background-image: none; + border: 1px solid #ccc; + border-radius: 4px; + box-shadow: inset 0 1px 1px rgb(0 0 0 / 7.5%); + transition: + border-color ease-in-out 0.15s, + -webkit-box-shadow ease-in-out 0.15s; + transition: + border-color ease-in-out 0.15s, + box-shadow ease-in-out 0.15s; + transition: + border-color ease-in-out 0.15s, + box-shadow ease-in-out 0.15s; +} + +.form-control:focus { + border-color: #66afe9; + outline: 0; + box-shadow: + inset 0 1px 1px rgb(0 0 0 / 7.5%), + 0 0 8px rgb(102 175 233 / 60%); +} + +.form-control::placeholder { + color: #999; + opacity: 1; +} + +.form-control::-ms-expand { + background-color: transparent; + border: 0; +} + +.form-control[disabled], +.form-control[readonly], +fieldset[disabled] .form-control { + background-color: #eee; + opacity: 1; +} + +.form-control[disabled], +fieldset[disabled] .form-control { + cursor: not-allowed; +} + +textarea.form-control { + height: auto; +} + +input[type="search"] { + appearance: none; +} + +input[type="date"].form-control, +input[type="time"].form-control, +input[type="datetime-local"].form-control, +input[type="month"].form-control { + line-height: 34px; +} +.input-group-sm input[type="date"], +.input-group-sm input[type="time"], +.input-group-sm input[type="datetime-local"], +.input-group-sm input[type="month"], +input[type="date"].input-sm, +input[type="time"].input-sm, +input[type="datetime-local"].input-sm, +input[type="month"].input-sm { + line-height: 30px; +} +.input-group-lg input[type="date"], +.input-group-lg input[type="time"], +.input-group-lg input[type="datetime-local"], +.input-group-lg input[type="month"], +input[type="date"].input-lg, +input[type="time"].input-lg, +input[type="datetime-local"].input-lg, +input[type="month"].input-lg { + line-height: 46px; +} + +.form-group { + margin-bottom: 15px; +} + +.checkbox, +.radio { + position: relative; + display: block; + margin-top: 10px; + margin-bottom: 10px; +} + +.checkbox label, +.radio label { + min-height: 20px; + padding-left: 20px; + margin-bottom: 0; + font-weight: 400; + cursor: pointer; +} + +.checkbox input[type="checkbox"], +.checkbox-inline input[type="checkbox"], +.radio input[type="radio"], +.radio-inline input[type="radio"] { + position: absolute; + margin-left: -20px; +} + +.checkbox + .checkbox, +.radio + .radio { + margin-top: -5px; +} + +.checkbox-inline, +.radio-inline { + position: relative; + display: inline-block; + padding-left: 20px; + margin-bottom: 0; + font-weight: 400; + vertical-align: middle; + cursor: pointer; +} + +.checkbox-inline + .checkbox-inline, +.radio-inline + .radio-inline { + margin-top: 0; + margin-left: 10px; +} + +fieldset[disabled] input[type="checkbox"], +fieldset[disabled] input[type="radio"], +input[type="checkbox"].disabled, +input[type="checkbox"][disabled], +input[type="radio"].disabled, +input[type="radio"][disabled] { + cursor: not-allowed; +} + +.checkbox-inline.disabled, +.radio-inline.disabled, +fieldset[disabled] .checkbox-inline, +fieldset[disabled] .radio-inline { + cursor: not-allowed; +} + +.checkbox.disabled label, +.radio.disabled label, +fieldset[disabled] .checkbox label, +fieldset[disabled] .radio label { + cursor: not-allowed; +} + +.form-control-static { + min-height: 34px; + padding-top: 7px; + padding-bottom: 7px; + margin-bottom: 0; +} + +.form-control-static.input-lg, +.form-control-static.input-sm { + padding-right: 0; + padding-left: 0; +} + +.input-sm { + height: 30px; + padding: 5px 10px; + font-size: 12px; + line-height: 1.5; + border-radius: 3px; +} + +select.input-sm { + height: 30px; + line-height: 30px; +} + +select[multiple].input-sm, +textarea.input-sm { + height: auto; +} + +.form-group-sm .form-control { + height: 30px; + padding: 5px 10px; + font-size: 12px; + line-height: 1.5; + border-radius: 3px; +} + +.form-group-sm select.form-control { + height: 30px; + line-height: 30px; +} + +.form-group-sm select[multiple].form-control, +.form-group-sm textarea.form-control { + height: auto; +} + +.form-group-sm .form-control-static { + height: 30px; + min-height: 32px; + padding: 6px 10px; + font-size: 12px; + line-height: 1.5; +} + +.input-lg { + height: 46px; + padding: 10px 16px; + font-size: 18px; + line-height: 1.3333333; + border-radius: 6px; +} + +select.input-lg { + height: 46px; + line-height: 46px; +} + +select[multiple].input-lg, +textarea.input-lg { + height: auto; +} + +.form-group-lg .form-control { + height: 46px; + padding: 10px 16px; + font-size: 18px; + line-height: 1.3333333; + border-radius: 6px; +} + +.form-group-lg select.form-control { + height: 46px; + line-height: 46px; +} + +.form-group-lg select[multiple].form-control, +.form-group-lg textarea.form-control { + height: auto; +} + +.form-group-lg .form-control-static { + height: 46px; + min-height: 38px; + padding: 11px 16px; + font-size: 18px; + line-height: 1.3333333; +} + +.has-feedback { + position: relative; +} + +.has-feedback .form-control { + padding-right: 42.5px; +} + +.form-control-feedback { + position: absolute; + top: 0; + right: 0; + display: block; + width: 34px; + height: 34px; + line-height: 34px; + text-align: center; + pointer-events: none; +} + +.form-group-lg .form-control + .form-control-feedback, +.input-group-lg + .form-control-feedback, +.input-lg + .form-control-feedback { + width: 46px; + height: 46px; + line-height: 46px; +} + +.form-group-sm .form-control + .form-control-feedback, +.input-group-sm + .form-control-feedback, +.input-sm + .form-control-feedback { + width: 30px; + height: 30px; + line-height: 30px; +} + +.has-success .checkbox, +.has-success .checkbox-inline, +.has-success .control-label, +.has-success .help-block, +.has-success .radio, +.has-success .radio-inline, +.has-success.checkbox label, +.has-success.checkbox-inline label, +.has-success.radio label, +.has-success.radio-inline label { + color: #3c763d; +} + +.has-success .form-control { + border-color: #3c763d; + box-shadow: inset 0 1px 1px rgb(0 0 0 / 7.5%); +} + +.has-success .form-control:focus { + border-color: #2b542c; + box-shadow: + inset 0 1px 1px rgb(0 0 0 / 7.5%), + 0 0 6px #67b168; +} + +.has-success .input-group-addon { + color: #3c763d; + background-color: #dff0d8; + border-color: #3c763d; +} + +.has-success .form-control-feedback { + color: #3c763d; +} + +.has-warning .checkbox, +.has-warning .checkbox-inline, +.has-warning .control-label, +.has-warning .help-block, +.has-warning .radio, +.has-warning .radio-inline, +.has-warning.checkbox label, +.has-warning.checkbox-inline label, +.has-warning.radio label, +.has-warning.radio-inline label { + color: #8a6d3b; +} + +.has-warning .form-control { + border-color: #8a6d3b; + box-shadow: inset 0 1px 1px rgb(0 0 0 / 7.5%); +} + +.has-warning .form-control:focus { + border-color: #66512c; + box-shadow: + inset 0 1px 1px rgb(0 0 0 / 7.5%), + 0 0 6px #c0a16b; +} + +.has-warning .input-group-addon { + color: #8a6d3b; + background-color: #fcf8e3; + border-color: #8a6d3b; +} + +.has-warning .form-control-feedback { + color: #8a6d3b; +} + +.has-error .checkbox, +.has-error .checkbox-inline, +.has-error .control-label, +.has-error .help-block, +.has-error .radio, +.has-error .radio-inline, +.has-error.checkbox label, +.has-error.checkbox-inline label, +.has-error.radio label, +.has-error.radio-inline label { + color: #a94442; +} + +.has-error .form-control { + border-color: #a94442; + box-shadow: inset 0 1px 1px rgb(0 0 0 / 7.5%); +} + +.has-error .form-control:focus { + border-color: #843534; + box-shadow: + inset 0 1px 1px rgb(0 0 0 / 7.5%), + 0 0 6px #ce8483; +} + +.has-error .input-group-addon { + color: #a94442; + background-color: #f2dede; + border-color: #a94442; +} + +.has-error .form-control-feedback { + color: #a94442; +} + +.has-feedback label ~ .form-control-feedback { + top: 25px; +} + +.has-feedback label.sr-only ~ .form-control-feedback { + top: 0; +} + +.help-block { + display: block; + margin-top: 5px; + margin-bottom: 10px; + color: #737373; +} + +@media (width > #{vars.$width-screen-sm}) { + .form-inline .form-group { + display: inline-block; + margin-bottom: 0; + vertical-align: middle; + } + .form-inline .form-control { + display: inline-block; + width: auto; + vertical-align: middle; + } + .form-inline .form-control-static { + display: inline-block; + } + .form-inline .input-group { + display: inline-table; + vertical-align: middle; + } + .form-inline .input-group .form-control, + .form-inline .input-group .input-group-addon, + .form-inline .input-group .input-group-btn { + width: auto; + } + .form-inline .input-group > .form-control { + width: 100%; + } + .form-inline .control-label { + margin-bottom: 0; + vertical-align: middle; + } + .form-inline .checkbox, + .form-inline .radio { + display: inline-block; + margin-top: 0; + margin-bottom: 0; + vertical-align: middle; + } + .form-inline .checkbox label, + .form-inline .radio label { + padding-left: 0; + } + .form-inline .checkbox input[type="checkbox"], + .form-inline .radio input[type="radio"] { + position: relative; + margin-left: 0; + } + .form-inline .has-feedback .form-control-feedback { + top: 0; + } +} + +.form-horizontal .checkbox, +.form-horizontal .checkbox-inline, +.form-horizontal .radio, +.form-horizontal .radio-inline { + padding-top: 7px; + margin-top: 0; + margin-bottom: 0; +} + +.form-horizontal .checkbox, +.form-horizontal .radio { + min-height: 27px; +} + +.form-horizontal .form-group { + margin-right: -15px; + margin-left: -15px; +} + +@media (width > #{vars.$width-screen-sm}) { + .form-horizontal .control-label { + padding-top: 7px; + margin-bottom: 0; + text-align: right; + } +} + +.form-horizontal .has-feedback .form-control-feedback { + right: 15px; +} + +@media (width > #{vars.$width-screen-sm}) { + .form-horizontal .form-group-lg .control-label { + padding-top: 11px; + font-size: 18px; + } +} + +@media (width > #{vars.$width-screen-sm}) { + .form-horizontal .form-group-sm .control-label { + padding-top: 6px; + font-size: 12px; + } +} + +.btn { + display: inline-block; + padding: 6px 12px; + margin-bottom: 0; + font-size: 14px; + font-weight: 400; + line-height: 1.42857143; + text-align: center; + white-space: nowrap; + vertical-align: middle; + touch-action: manipulation; + cursor: pointer; + user-select: none; + background-image: none; + border: 1px solid transparent; + border-radius: 4px; +} + +.btn.active.focus, +.btn.active:focus, +.btn.focus, +.btn:active.focus, +.btn:active:focus, +.btn:focus { + outline: 5px auto -webkit-focus-ring-color; + outline-offset: -2px; +} + +.btn.focus, +.btn:focus, +.btn:hover { + color: #333; + text-decoration: none; +} + +.btn.active, +.btn:active { + background-image: none; + outline: 0; + box-shadow: inset 0 3px 5px rgb(0 0 0 / 12.5%); +} + +.btn.disabled, +.btn[disabled], +fieldset[disabled] .btn { + cursor: not-allowed; + filter: alpha(opacity=65); + box-shadow: none; + opacity: 0.65; +} + +a.btn.disabled, +fieldset[disabled] a.btn { + pointer-events: none; +} + +.btn-default { + color: #333; + background-color: #fff; + border-color: #ccc; +} + +.btn-default.focus, +.btn-default:focus { + color: #333; + background-color: #e6e6e6; + border-color: #8c8c8c; +} + +.btn-default:hover { + color: #333; + background-color: #e6e6e6; + border-color: #adadad; +} + +.btn-default.active, +.btn-default:active, +.open > .ve-dropdown-toggle.btn-default { + color: #333; + background-color: #e6e6e6; + border-color: #adadad; +} + +.btn-default.active.focus, +.btn-default.active:focus, +.btn-default.active:hover, +.btn-default:active.focus, +.btn-default:active:focus, +.btn-default:active:hover, +.open > .ve-dropdown-toggle.btn-default.focus, +.open > .ve-dropdown-toggle.btn-default:focus, +.open > .ve-dropdown-toggle.btn-default:hover { + color: #333; + background-color: #d4d4d4; + border-color: #8c8c8c; +} + +.btn-default.active, +.btn-default:active, +.open > .ve-dropdown-toggle.btn-default { + background-image: none; +} + +.btn-default.disabled.focus, +.btn-default.disabled:focus, +.btn-default.disabled:hover, +.btn-default[disabled].focus, +.btn-default[disabled]:focus, +.btn-default[disabled]:hover, +fieldset[disabled] .btn-default.focus, +fieldset[disabled] .btn-default:focus, +fieldset[disabled] .btn-default:hover { + background-color: #fff; + border-color: #ccc; +} + +.btn-default .badge { + color: #fff; + background-color: #333; +} + +.btn-primary { + color: #fff; + background-color: #337ab7; + border-color: #2e6da4; +} + +.btn-primary.focus, +.btn-primary:focus { + color: #fff; + background-color: #286090; + border-color: #122b40; +} + +.btn-primary:hover { + color: #fff; + background-color: #286090; + border-color: #204d74; +} + +.btn-primary.active, +.btn-primary:active, +.open > .ve-dropdown-toggle.btn-primary { + color: #fff; + background-color: #286090; + border-color: #204d74; +} + +.btn-primary.active.focus, +.btn-primary.active:focus, +.btn-primary.active:hover, +.btn-primary:active.focus, +.btn-primary:active:focus, +.btn-primary:active:hover, +.open > .ve-dropdown-toggle.btn-primary.focus, +.open > .ve-dropdown-toggle.btn-primary:focus, +.open > .ve-dropdown-toggle.btn-primary:hover { + color: #fff; + background-color: #204d74; + border-color: #122b40; +} + +.btn-primary.active, +.btn-primary:active, +.open > .ve-dropdown-toggle.btn-primary { + background-image: none; +} + +.btn-primary.disabled.focus, +.btn-primary.disabled:focus, +.btn-primary.disabled:hover, +.btn-primary[disabled].focus, +.btn-primary[disabled]:focus, +.btn-primary[disabled]:hover, +fieldset[disabled] .btn-primary.focus, +fieldset[disabled] .btn-primary:focus, +fieldset[disabled] .btn-primary:hover { + background-color: #337ab7; + border-color: #2e6da4; +} + +.btn-primary .badge { + color: #337ab7; + background-color: #fff; +} + +.btn-success { + color: #fff; + background-color: #5cb85c; + border-color: #4cae4c; +} + +.btn-success.focus, +.btn-success:focus { + color: #fff; + background-color: #449d44; + border-color: #255625; +} + +.btn-success:hover { + color: #fff; + background-color: #449d44; + border-color: #398439; +} + +.btn-success.active, +.btn-success:active, +.open > .ve-dropdown-toggle.btn-success { + color: #fff; + background-color: #449d44; + border-color: #398439; +} + +.btn-success.active.focus, +.btn-success.active:focus, +.btn-success.active:hover, +.btn-success:active.focus, +.btn-success:active:focus, +.btn-success:active:hover, +.open > .ve-dropdown-toggle.btn-success.focus, +.open > .ve-dropdown-toggle.btn-success:focus, +.open > .ve-dropdown-toggle.btn-success:hover { + color: #fff; + background-color: #398439; + border-color: #255625; +} + +.btn-success.active, +.btn-success:active, +.open > .ve-dropdown-toggle.btn-success { + background-image: none; +} + +.btn-success.disabled.focus, +.btn-success.disabled:focus, +.btn-success.disabled:hover, +.btn-success[disabled].focus, +.btn-success[disabled]:focus, +.btn-success[disabled]:hover, +fieldset[disabled] .btn-success.focus, +fieldset[disabled] .btn-success:focus, +fieldset[disabled] .btn-success:hover { + background-color: #5cb85c; + border-color: #4cae4c; +} + +.btn-success .badge { + color: #5cb85c; + background-color: #fff; +} + +.btn-info { + color: #fff; + background-color: #5bc0de; + border-color: #46b8da; +} + +.btn-info.focus, +.btn-info:focus { + color: #fff; + background-color: #31b0d5; + border-color: #1b6d85; +} + +.btn-info:hover { + color: #fff; + background-color: #31b0d5; + border-color: #269abc; +} + +.btn-info.active, +.btn-info:active, +.open > .ve-dropdown-toggle.btn-info { + color: #fff; + background-color: #31b0d5; + border-color: #269abc; +} + +.btn-info.active.focus, +.btn-info.active:focus, +.btn-info.active:hover, +.btn-info:active.focus, +.btn-info:active:focus, +.btn-info:active:hover, +.open > .ve-dropdown-toggle.btn-info.focus, +.open > .ve-dropdown-toggle.btn-info:focus, +.open > .ve-dropdown-toggle.btn-info:hover { + color: #fff; + background-color: #269abc; + border-color: #1b6d85; +} + +.btn-info.active, +.btn-info:active, +.open > .ve-dropdown-toggle.btn-info { + background-image: none; +} + +.btn-info.disabled.focus, +.btn-info.disabled:focus, +.btn-info.disabled:hover, +.btn-info[disabled].focus, +.btn-info[disabled]:focus, +.btn-info[disabled]:hover, +fieldset[disabled] .btn-info.focus, +fieldset[disabled] .btn-info:focus, +fieldset[disabled] .btn-info:hover { + background-color: #5bc0de; + border-color: #46b8da; +} + +.btn-info .badge { + color: #5bc0de; + background-color: #fff; +} + +.btn-warning { + color: #fff; + background-color: #f0ad4e; + border-color: #eea236; +} + +.btn-warning.focus, +.btn-warning:focus { + color: #fff; + background-color: #ec971f; + border-color: #985f0d; +} + +.btn-warning:hover { + color: #fff; + background-color: #ec971f; + border-color: #d58512; +} + +.btn-warning.active, +.btn-warning:active, +.open > .ve-dropdown-toggle.btn-warning { + color: #fff; + background-color: #ec971f; + border-color: #d58512; +} + +.btn-warning.active.focus, +.btn-warning.active:focus, +.btn-warning.active:hover, +.btn-warning:active.focus, +.btn-warning:active:focus, +.btn-warning:active:hover, +.open > .ve-dropdown-toggle.btn-warning.focus, +.open > .ve-dropdown-toggle.btn-warning:focus, +.open > .ve-dropdown-toggle.btn-warning:hover { + color: #fff; + background-color: #d58512; + border-color: #985f0d; +} + +.btn-warning.active, +.btn-warning:active, +.open > .ve-dropdown-toggle.btn-warning { + background-image: none; +} + +.btn-warning.disabled.focus, +.btn-warning.disabled:focus, +.btn-warning.disabled:hover, +.btn-warning[disabled].focus, +.btn-warning[disabled]:focus, +.btn-warning[disabled]:hover, +fieldset[disabled] .btn-warning.focus, +fieldset[disabled] .btn-warning:focus, +fieldset[disabled] .btn-warning:hover { + background-color: #f0ad4e; + border-color: #eea236; +} + +.btn-warning .badge { + color: #f0ad4e; + background-color: #fff; +} + +.btn-danger { + color: #fff; + background-color: #d9534f; + border-color: #d43f3a; +} + +.btn-danger.focus, +.btn-danger:focus { + color: #fff; + background-color: #c9302c; + border-color: #761c19; +} + +.btn-danger:hover { + color: #fff; + background-color: #c9302c; + border-color: #ac2925; +} + +.btn-danger.active, +.btn-danger:active, +.open > .ve-dropdown-toggle.btn-danger { + color: #fff; + background-color: #c9302c; + border-color: #ac2925; +} + +.btn-danger.active.focus, +.btn-danger.active:focus, +.btn-danger.active:hover, +.btn-danger:active.focus, +.btn-danger:active:focus, +.btn-danger:active:hover, +.open > .ve-dropdown-toggle.btn-danger.focus, +.open > .ve-dropdown-toggle.btn-danger:focus, +.open > .ve-dropdown-toggle.btn-danger:hover { + color: #fff; + background-color: #ac2925; + border-color: #761c19; +} + +.btn-danger.active, +.btn-danger:active, +.open > .ve-dropdown-toggle.btn-danger { + background-image: none; +} + +.btn-danger.disabled.focus, +.btn-danger.disabled:focus, +.btn-danger.disabled:hover, +.btn-danger[disabled].focus, +.btn-danger[disabled]:focus, +.btn-danger[disabled]:hover, +fieldset[disabled] .btn-danger.focus, +fieldset[disabled] .btn-danger:focus, +fieldset[disabled] .btn-danger:hover { + background-color: #d9534f; + border-color: #d43f3a; +} + +.btn-danger .badge { + color: #d9534f; + background-color: #fff; +} + +.btn-link { + font-weight: 400; + color: #337ab7; + border-radius: 0; +} + +.btn-link, +.btn-link.active, +.btn-link:active, +.btn-link[disabled], +fieldset[disabled] .btn-link { + background-color: transparent; + box-shadow: none; +} + +.btn-link, +.btn-link:active, +.btn-link:focus, +.btn-link:hover { + border-color: transparent; +} + +.btn-link:focus, +.btn-link:hover { + color: #23527c; + text-decoration: underline; + background-color: transparent; +} + +.btn-link[disabled]:focus, +.btn-link[disabled]:hover, +fieldset[disabled] .btn-link:focus, +fieldset[disabled] .btn-link:hover { + color: #777; + text-decoration: none; +} + +.btn-group-lg > .btn, +.btn-lg { + padding: 10px 16px; + font-size: 18px; + line-height: 1.3333333; + border-radius: 6px; +} + +.btn-group-sm > .btn, +.btn-sm { + padding: 5px 10px; + font-size: 12px; + line-height: 1.5; + border-radius: 3px; +} + +.btn-group-xs > .btn, +.btn-xs { + padding: 1px 5px; + font-size: 12px; + line-height: 1.5; + border-radius: 3px; +} + +.btn-block { + display: block; + width: 100%; +} + +.btn-block + .btn-block { + margin-top: 5px; +} + +input[type="button"].btn-block, +input[type="reset"].btn-block, +input[type="submit"].btn-block { + width: 100%; +} + +.fade { + opacity: 0; + transition: opacity 0.15s linear; +} + +.fade.in { + opacity: 1; +} + +.collapse { + display: none; +} + +.collapse.in { + display: block; +} + +tr.collapse.in { + display: table-row; +} + +tbody.collapse.in { + display: table-row-group; +} + +.collapsing { + position: relative; + height: 0; + overflow: hidden; + transition-timing-function: ease; + transition-duration: 0.35s; + transition-property: height, visibility; +} + +.caret { + display: inline-block; + width: 0; + height: 0; + margin-left: 2px; + vertical-align: middle; + border-top: 4px dashed; + border-right: 4px solid transparent; + border-left: 4px solid transparent; +} + +.dropdown, +.dropup { + position: relative; +} + +.ve-dropdown-toggle:focus { + outline: 0; +} + +.ve-dropdown-menu { + position: absolute; + top: 100%; + left: 0; + z-index: 1000; + display: none; + float: left; + min-width: 160px; + padding: 5px 0; + margin: 2px 0 0; + font-size: 14px; + text-align: left; + list-style: none; + background-color: #fff; + background-clip: padding-box; + border: 1px solid #ccc; + border: 1px solid rgb(0 0 0 / 15%); + border-radius: 4px; + box-shadow: 0 6px 12px rgb(0 0 0 / 17.5%); +} + +.ve-dropdown-menu.pull-right { + right: 0; + left: auto; +} + +.ve-dropdown-menu .divider { + height: 1px; + margin: 9px 0; + overflow: hidden; + background-color: #e5e5e5; +} + +.ve-dropdown-menu > li > a { + display: block; + padding: 3px 20px; + clear: both; + font-weight: 400; + line-height: 1.42857143; + color: #333; + white-space: nowrap; +} + +.ve-dropdown-menu > li > a:focus, +.ve-dropdown-menu > li > a:hover { + color: #262626; + text-decoration: none; + background-color: #f5f5f5; +} + +.ve-dropdown-menu > .active > a, +.ve-dropdown-menu > .active > a:focus, +.ve-dropdown-menu > .active > a:hover { + color: #fff; + text-decoration: none; + background-color: #337ab7; + outline: 0; +} + +.ve-dropdown-menu > .disabled > a, +.ve-dropdown-menu > .disabled > a:focus, +.ve-dropdown-menu > .disabled > a:hover { + color: #777; +} + +.ve-dropdown-menu > .disabled > a:focus, +.ve-dropdown-menu > .disabled > a:hover { + text-decoration: none; + cursor: not-allowed; + background-color: transparent; + background-image: none; + filter: progid:DXImageTransform.Microsoft.gradient(enabled=false); +} + +.open > .ve-dropdown-menu { + display: block; +} + +.open > a { + outline: 0; +} + +.ve-dropdown-menu-right { + right: 0; + left: auto; +} + +.ve-dropdown-menu-left { + right: auto; + left: 0; +} + +.ve-dropdown-header { + display: block; + padding: 3px 20px; + font-size: 12px; + line-height: 1.42857143; + color: #777; + white-space: nowrap; +} + +.ve-dropdown-backdrop { + position: fixed; + inset: 0; + z-index: 990; +} + +.pull-right > .ve-dropdown-menu { + right: 0; + left: auto; +} + +.dropup .caret, +.navbar-fixed-bottom .dropdown .caret { + content: ""; + border-top: 0; + border-bottom: 4px dashed; +} + +.dropup .ve-dropdown-menu, +.navbar-fixed-bottom .dropdown .ve-dropdown-menu { + top: auto; + bottom: 100%; + margin-bottom: 2px; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-right .ve-dropdown-menu { + right: 0; + left: auto; + } + .navbar-right .ve-dropdown-menu-left { + right: auto; + left: 0; + } +} + +.btn-group, +.btn-group-vertical { + position: relative; + display: inline-block; + vertical-align: middle; +} + +.btn-group-vertical > .btn, +.btn-group > .btn { + position: relative; + float: left; +} + +.btn-group .btn + .btn, +.btn-group .btn + .btn-group, +.btn-group .btn-group + .btn, +.btn-group .btn-group + .btn-group { + margin-left: -1px; +} + +.btn-toolbar { + margin-left: -5px; +} + +.btn-toolbar .btn, +.btn-toolbar .btn-group, +.btn-toolbar .input-group { + float: left; +} + +.btn-toolbar > .btn, +.btn-toolbar > .btn-group, +.btn-toolbar > .input-group { + margin-left: 5px; +} + +.btn-group > .btn:not(:first-child, :last-child, .ve-dropdown-toggle) { + border-radius: 0; +} + +.btn-group > .btn:first-child { + margin-left: 0; +} + +.btn-group > .btn:first-child:not(:last-child, .ve-dropdown-toggle) { + border-top-right-radius: 0; + border-bottom-right-radius: 0; +} + +.btn-group > .btn:last-child:not(:first-child), +.btn-group > .ve-dropdown-toggle:not(:first-child) { + border-top-left-radius: 0; + border-bottom-left-radius: 0; +} + +.btn-group > .btn-group { + float: left; +} + +.btn-group > .btn-group:not(:first-child, :last-child) > .btn { + border-radius: 0; +} + +.btn-group > .btn-group:first-child:not(:last-child) > .btn:last-child, +.btn-group > .btn-group:first-child:not(:last-child) > .ve-dropdown-toggle { + border-top-right-radius: 0; + border-bottom-right-radius: 0; +} + +.btn-group > .btn-group:last-child:not(:first-child) > .btn:first-child { + border-top-left-radius: 0; + border-bottom-left-radius: 0; +} + +.btn-group .ve-dropdown-toggle:active, +.btn-group.open .ve-dropdown-toggle { + outline: 0; +} + +.btn-group > .btn + .ve-dropdown-toggle { + padding-right: 8px; + padding-left: 8px; +} + +.btn-group > .btn-lg + .ve-dropdown-toggle { + padding-right: 12px; + padding-left: 12px; +} + +.btn-group.open .ve-dropdown-toggle { + box-shadow: inset 0 3px 5px rgb(0 0 0 / 12.5%); +} + +.btn-group.open .ve-dropdown-toggle.btn-link { + box-shadow: none; +} + +.btn .caret { + margin-left: 0; +} + +.btn-lg .caret { + border-width: 5px 5px 0; + border-bottom-width: 0; +} + +.dropup .btn-lg .caret { + border-width: 0 5px 5px; +} + +.btn-group-vertical > .btn, +.btn-group-vertical > .btn-group, +.btn-group-vertical > .btn-group > .btn { + display: block; + float: none; + width: 100%; + max-width: 100%; +} + +.btn-group-vertical > .btn-group > .btn { + float: none; +} + +.btn-group-vertical > .btn + .btn, +.btn-group-vertical > .btn + .btn-group, +.btn-group-vertical > .btn-group + .btn, +.btn-group-vertical > .btn-group + .btn-group { + margin-top: -1px; + margin-left: 0; +} + +.btn-group-vertical > .btn:not(:first-child, :last-child) { + border-radius: 0; +} + +.btn-group-vertical > .btn:first-child:not(:last-child) { + border-radius: 4px 4px 0 0; +} + +.btn-group-vertical > .btn:last-child:not(:first-child) { + border-radius: 0 0 4px 4px; +} + +.btn-group-vertical > .btn-group:not(:first-child, :last-child) > .btn { + border-radius: 0; +} + +.btn-group-vertical > .btn-group:first-child:not(:last-child) > .btn:last-child, +.btn-group-vertical > .btn-group:first-child:not(:last-child) > .ve-dropdown-toggle { + border-bottom-right-radius: 0; + border-bottom-left-radius: 0; +} + +.btn-group-vertical > .btn-group:last-child:not(:first-child) > .btn:first-child { + border-top-left-radius: 0; + border-top-right-radius: 0; +} + +.btn-group-justified { + display: table; + width: 100%; + table-layout: fixed; + border-collapse: separate; +} + +.btn-group-justified > .btn, +.btn-group-justified > .btn-group { + display: table-cell; + float: none; + width: 1%; +} + +.btn-group-justified > .btn-group .btn { + width: 100%; +} + +.btn-group-justified > .btn-group .ve-dropdown-menu { + left: auto; +} + +[data-toggle="buttons"] > .btn input[type="checkbox"], +[data-toggle="buttons"] > .btn input[type="radio"], +[data-toggle="buttons"] > .btn-group > .btn input[type="checkbox"], +[data-toggle="buttons"] > .btn-group > .btn input[type="radio"] { + position: absolute; + clip: rect(0, 0, 0, 0); + pointer-events: none; +} + +.input-group { + position: relative; + display: table; + border-collapse: separate; +} + +.input-group[class*="col-"] { + float: none; + padding-right: 0; + padding-left: 0; +} + +.input-group .form-control { + position: relative; + float: left; + width: 100%; + margin-bottom: 0; +} + +.input-group-lg > .form-control, +.input-group-lg > .input-group-addon, +.input-group-lg > .input-group-btn > .btn { + height: 46px; + padding: 10px 16px; + font-size: 18px; + line-height: 1.3333333; + border-radius: 6px; +} + +select.input-group-lg > .form-control, +select.input-group-lg > .input-group-addon, +select.input-group-lg > .input-group-btn > .btn { + height: 46px; + line-height: 46px; +} + +select[multiple].input-group-lg > .form-control, +select[multiple].input-group-lg > .input-group-addon, +select[multiple].input-group-lg > .input-group-btn > .btn, +textarea.input-group-lg > .form-control, +textarea.input-group-lg > .input-group-addon, +textarea.input-group-lg > .input-group-btn > .btn { + height: auto; +} + +.input-group-sm > .form-control, +.input-group-sm > .input-group-addon, +.input-group-sm > .input-group-btn > .btn { + height: 30px; + padding: 5px 10px; + font-size: 12px; + line-height: 1.5; + border-radius: 3px; +} + +select.input-group-sm > .form-control, +select.input-group-sm > .input-group-addon, +select.input-group-sm > .input-group-btn > .btn { + height: 30px; + line-height: 30px; +} + +select[multiple].input-group-sm > .form-control, +select[multiple].input-group-sm > .input-group-addon, +select[multiple].input-group-sm > .input-group-btn > .btn, +textarea.input-group-sm > .form-control, +textarea.input-group-sm > .input-group-addon, +textarea.input-group-sm > .input-group-btn > .btn { + height: auto; +} + +.input-group .form-control, +.input-group-addon, +.input-group-btn { + display: table-cell; +} + +.input-group .form-control:not(:first-child, :last-child), +.input-group-addon:not(:first-child, :last-child), +.input-group-btn:not(:first-child, :last-child) { + border-radius: 0; +} + +.input-group-addon, +.input-group-btn { + width: 1%; + white-space: nowrap; + vertical-align: middle; +} + +.input-group-addon { + padding: 6px 12px; + font-size: 14px; + font-weight: 400; + line-height: 1; + color: #555; + text-align: center; + background-color: #eee; + border: 1px solid #ccc; + border-radius: 4px; +} + +.input-group-addon.input-sm { + padding: 5px 10px; + font-size: 12px; + border-radius: 3px; +} + +.input-group-addon.input-lg { + padding: 10px 16px; + font-size: 18px; + border-radius: 6px; +} + +.input-group-addon input[type="checkbox"], +.input-group-addon input[type="radio"] { + margin-top: 0; +} + +.input-group .form-control:first-child, +.input-group-addon:first-child, +.input-group-btn:first-child > .btn, +.input-group-btn:first-child > .btn-group > .btn, +.input-group-btn:first-child > .ve-dropdown-toggle, +.input-group-btn:last-child > .btn-group:not(:last-child) > .btn, +.input-group-btn:last-child > .btn:not(:last-child, .ve-dropdown-toggle) { + border-top-right-radius: 0; + border-bottom-right-radius: 0; +} + +.input-group-addon:first-child { + border-right: 0; +} + +.input-group .form-control:last-child, +.input-group-addon:last-child, +.input-group-btn:first-child > .btn-group:not(:first-child) > .btn, +.input-group-btn:first-child > .btn:not(:first-child), +.input-group-btn:last-child > .btn, +.input-group-btn:last-child > .btn-group > .btn, +.input-group-btn:last-child > .ve-dropdown-toggle { + border-top-left-radius: 0; + border-bottom-left-radius: 0; +} + +.input-group-addon:last-child { + border-left: 0; +} + +.input-group-btn { + position: relative; + font-size: 0; + white-space: nowrap; +} + +.input-group-btn > .btn { + position: relative; +} + +.input-group-btn > .btn + .btn { + margin-left: -1px; +} + +.input-group-btn:first-child > .btn, +.input-group-btn:first-child > .btn-group { + margin-right: -1px; +} + +.input-group-btn:last-child > .btn, +.input-group-btn:last-child > .btn-group { + margin-left: -1px; +} + +.nav { + padding-left: 0; + margin-bottom: 0; + list-style: none; +} + +.nav > li { + position: relative; + display: block; +} + +.nav > li > a { + position: relative; + display: block; + padding: 10px 15px; +} + +.nav > li > a:focus, +.nav > li > a:hover { + text-decoration: none; + background-color: #eee; +} + +.nav > li.disabled > a { + color: #777; +} + +.nav > li.disabled > a:focus, +.nav > li.disabled > a:hover { + color: #777; + text-decoration: none; + cursor: not-allowed; + background-color: transparent; +} + +.nav .open > a, +.nav .open > a:focus, +.nav .open > a:hover { + background-color: #eee; + border-color: #337ab7; +} + +.nav .nav-divider { + height: 1px; + margin: 9px 0; + overflow: hidden; + background-color: #e5e5e5; +} + +.nav > li > a > img { + max-width: none; +} + +.nav-tabs { + border-bottom: 1px solid #ddd; +} + +.nav-tabs > li { + float: left; + margin-bottom: -1px; +} + +.nav-tabs > li > a { + margin-right: 2px; + line-height: 1.42857143; + border: 1px solid transparent; + border-radius: 4px 4px 0 0; +} + +.nav-tabs > li > a:hover { + border-color: #eee #eee #ddd; +} + +.nav-tabs > li.active > a, +.nav-tabs > li.active > a:focus, +.nav-tabs > li.active > a:hover { + color: #555; + cursor: default; + background-color: #fff; + border: 1px solid #ddd; + border-bottom-color: transparent; +} + +.nav-tabs.nav-justified { + width: 100%; + border-bottom: 0; +} + +.nav-tabs.nav-justified > li { + float: none; +} + +.nav-tabs.nav-justified > li > a { + margin-bottom: 5px; + text-align: center; +} + +.nav-tabs.nav-justified > .dropdown .ve-dropdown-menu { + top: auto; + left: auto; +} + +@media (width > #{vars.$width-screen-sm}) { + .nav-tabs.nav-justified > li { + display: table-cell; + width: 1%; + } + .nav-tabs.nav-justified > li > a { + margin-bottom: 0; + } +} + +.nav-tabs.nav-justified > li > a { + margin-right: 0; + border-radius: 4px; +} + +.nav-tabs.nav-justified > .active > a, +.nav-tabs.nav-justified > .active > a:focus, +.nav-tabs.nav-justified > .active > a:hover { + border: 1px solid #ddd; +} + +@media (width > #{vars.$width-screen-sm}) { + .nav-tabs.nav-justified > li > a { + border-bottom: 1px solid #ddd; + border-radius: 4px 4px 0 0; + } + .nav-tabs.nav-justified > .active > a, + .nav-tabs.nav-justified > .active > a:focus, + .nav-tabs.nav-justified > .active > a:hover { + border-bottom-color: #fff; + } +} + +.nav-pills > li { + float: left; +} + +.nav-pills > li > a { + border-radius: 4px; +} + +.nav-pills > li + li { + margin-left: 2px; +} + +.nav-pills > li:last-of-type { + margin-right: 2px; +} + +.nav-pills > li.active > a, +.nav-pills > li.active > a:focus, +.nav-pills > li.active > a:hover { + color: #fff; + background-color: #337ab7; +} + +.nav-stacked > li { + float: none; +} + +.nav-stacked > li + li { + margin-top: 2px; + margin-left: 0; +} + +.nav-justified { + width: 100%; +} + +.nav-justified > li { + float: none; +} + +.nav-justified > li > a { + margin-bottom: 5px; + text-align: center; +} + +.nav-justified > .dropdown .ve-dropdown-menu { + top: auto; + left: auto; +} + +@media (width > #{vars.$width-screen-sm}) { + .nav-justified > li { + display: table-cell; + width: 1%; + } + .nav-justified > li > a { + margin-bottom: 0; + } +} + +.nav-tabs-justified { + border-bottom: 0; +} + +.nav-tabs-justified > li > a { + margin-right: 0; + border-radius: 4px; +} + +.nav-tabs-justified > .active > a, +.nav-tabs-justified > .active > a:focus, +.nav-tabs-justified > .active > a:hover { + border: 1px solid #ddd; +} + +@media (width > #{vars.$width-screen-sm}) { + .nav-tabs-justified > li > a { + border-bottom: 1px solid #ddd; + border-radius: 4px 4px 0 0; + } + .nav-tabs-justified > .active > a, + .nav-tabs-justified > .active > a:focus, + .nav-tabs-justified > .active > a:hover { + border-bottom-color: #fff; + } +} + +.tab-content > .tab-pane { + display: none; +} + +.tab-content > .active { + display: block; +} + +.nav-tabs .ve-dropdown-menu { + margin-top: -1px; + border-top-left-radius: 0; + border-top-right-radius: 0; +} + +.navbar { + position: relative; + min-height: 50px; + margin-bottom: 20px; + border: 1px solid transparent; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar { + border-radius: 4px; + } +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-header { + float: left; + } +} + +.navbar-collapse { + padding-right: 15px; + padding-left: 15px; + overflow-x: visible; + -webkit-overflow-scrolling: touch; + border-top: 1px solid transparent; + box-shadow: inset 0 1px 0 rgb(255 255 255 / 10%); +} + +.navbar-collapse.in { + overflow-y: auto; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-collapse { + width: auto; + border-top: 0; + box-shadow: none; + } + .navbar-collapse.collapse { + display: block !important; + height: auto !important; + padding-bottom: 0; + overflow: visible !important; + } + .navbar-collapse.in { + overflow-y: visible; + } + .navbar-fixed-bottom .navbar-collapse, + .navbar-fixed-top .navbar-collapse, + .navbar-static-top .navbar-collapse { + padding-right: 0; + padding-left: 0; + } +} + +.navbar-fixed-bottom .navbar-collapse, +.navbar-fixed-top .navbar-collapse { + max-height: 340px; +} + +@media (device-width <= #{vars.$width-screen-xs}) and (orientation: landscape) { + .navbar-fixed-bottom .navbar-collapse, + .navbar-fixed-top .navbar-collapse { + max-height: 200px; + } +} + +.container-fluid > .navbar-collapse, +.container-fluid > .navbar-header, +.container > .navbar-collapse, +.container > .navbar-header { + margin-right: -15px; + margin-left: -15px; +} + +@media (width > #{vars.$width-screen-sm}) { + .container-fluid > .navbar-collapse, + .container-fluid > .navbar-header, + .container > .navbar-collapse, + .container > .navbar-header { + margin-right: 0; + margin-left: 0; + } +} + +.navbar-static-top { + z-index: 1000; + border-width: 0 0 1px; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-static-top { + border-radius: 0; + } +} + +.navbar-fixed-bottom, +.navbar-fixed-top { + position: fixed; + right: 0; + left: 0; + z-index: 1030; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-fixed-bottom, + .navbar-fixed-top { + border-radius: 0; + } +} + +.navbar-fixed-top { + top: 0; + border-width: 0 0 1px; +} + +.navbar-fixed-bottom { + bottom: 0; + margin-bottom: 0; + border-width: 1px 0 0; +} + +.navbar-brand { + float: left; + height: 50px; + padding: 15px; + font-size: 18px; + line-height: 20px; +} + +.navbar-brand:focus, +.navbar-brand:hover { + text-decoration: none; +} + +.navbar-brand > img { + display: block; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar > .container .navbar-brand, + .navbar > .container-fluid .navbar-brand { + margin-left: -15px; + } +} + +.navbar-toggle { + position: relative; + float: right; + padding: 9px 10px; + margin-top: 8px; + margin-right: 15px; + margin-bottom: 8px; + background-color: transparent; + background-image: none; + border: 1px solid transparent; + border-radius: 4px; +} + +.navbar-toggle:focus { + outline: 0; +} + +.navbar-toggle .icon-bar { + display: block; + width: 22px; + height: 2px; + border-radius: 1px; +} + +.navbar-toggle .icon-bar + .icon-bar { + margin-top: 4px; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-toggle { + display: none; + } +} + +.navbar-nav { + margin: 7.5px -15px; +} + +.navbar-nav > li > a { + padding-top: 10px; + padding-bottom: 10px; + line-height: 20px; +} + +@media (width <= #{vars.$width-screen-sm}) { + .navbar-nav .open .ve-dropdown-menu { + position: static; + float: none; + width: auto; + margin-top: 0; + background-color: transparent; + border: 0; + box-shadow: none; + } + .navbar-nav .open .ve-dropdown-menu .ve-dropdown-header, + .navbar-nav .open .ve-dropdown-menu > li > a { + padding: 5px 15px 5px 25px; + } + .navbar-nav .open .ve-dropdown-menu > li > a { + line-height: 20px; + } + .navbar-nav .open .ve-dropdown-menu > li > a:focus, + .navbar-nav .open .ve-dropdown-menu > li > a:hover { + background-image: none; + } +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-nav { + float: left; + margin: 0; + } + .navbar-nav > li { + float: left; + } + .navbar-nav > li > a { + padding-top: 15px; + padding-bottom: 15px; + } +} + +.navbar-form { + padding: 10px 15px; + margin: 8px -15px; + border-top: 1px solid transparent; + border-bottom: 1px solid transparent; + box-shadow: + inset 0 1px 0 rgb(255 255 255 / 10%), + 0 1px 0 rgb(255 255 255 / 10%); +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-form .form-group { + display: inline-block; + margin-bottom: 0; + vertical-align: middle; + } + .navbar-form .form-control { + display: inline-block; + width: auto; + vertical-align: middle; + } + .navbar-form .form-control-static { + display: inline-block; + } + .navbar-form .input-group { + display: inline-table; + vertical-align: middle; + } + .navbar-form .input-group .form-control, + .navbar-form .input-group .input-group-addon, + .navbar-form .input-group .input-group-btn { + width: auto; + } + .navbar-form .input-group > .form-control { + width: 100%; + } + .navbar-form .control-label { + margin-bottom: 0; + vertical-align: middle; + } + .navbar-form .checkbox, + .navbar-form .radio { + display: inline-block; + margin-top: 0; + margin-bottom: 0; + vertical-align: middle; + } + .navbar-form .checkbox label, + .navbar-form .radio label { + padding-left: 0; + } + .navbar-form .checkbox input[type="checkbox"], + .navbar-form .radio input[type="radio"] { + position: relative; + margin-left: 0; + } + .navbar-form .has-feedback .form-control-feedback { + top: 0; + } +} + +@media (width <= #{vars.$width-screen-sm}) { + .navbar-form .form-group { + margin-bottom: 5px; + } + .navbar-form .form-group:last-child { + margin-bottom: 0; + } +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-form { + width: auto; + padding-top: 0; + padding-bottom: 0; + margin-right: 0; + margin-left: 0; + border: 0; + box-shadow: none; + } +} + +.navbar-nav > li > .ve-dropdown-menu { + margin-top: 0; + border-top-left-radius: 0; + border-top-right-radius: 0; +} + +.navbar-fixed-bottom .navbar-nav > li > .ve-dropdown-menu { + margin-bottom: 0; + border-radius: 4px 4px 0 0; +} + +.navbar-btn { + margin-top: 8px; + margin-bottom: 8px; +} + +.navbar-btn.btn-sm { + margin-top: 10px; + margin-bottom: 10px; +} + +.navbar-btn.btn-xs { + margin-top: 14px; + margin-bottom: 14px; +} + +.navbar-text { + margin-top: 15px; + margin-bottom: 15px; +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-text { + float: left; + margin-right: 15px; + margin-left: 15px; + } +} + +@media (width > #{vars.$width-screen-sm}) { + .navbar-left { + float: left !important; + } + .navbar-right { + float: right !important; + margin-right: -15px; + } + .navbar-right ~ .navbar-right { + margin-right: 0; + } +} + +.navbar-default { + background-color: #f8f8f8; + border-color: #e7e7e7; +} + +.navbar-default .navbar-brand { + color: #777; +} + +.navbar-default .navbar-brand:focus, +.navbar-default .navbar-brand:hover { + color: #5e5e5e; + background-color: transparent; +} + +.navbar-default .navbar-text { + color: #777; +} + +.navbar-default .navbar-nav > li > a { + color: #777; +} + +.navbar-default .navbar-nav > li > a:focus, +.navbar-default .navbar-nav > li > a:hover { + color: #333; + background-color: transparent; +} + +.navbar-default .navbar-nav > .active > a, +.navbar-default .navbar-nav > .active > a:focus, +.navbar-default .navbar-nav > .active > a:hover { + color: #555; + background-color: #e7e7e7; +} + +.navbar-default .navbar-nav > .disabled > a, +.navbar-default .navbar-nav > .disabled > a:focus, +.navbar-default .navbar-nav > .disabled > a:hover { + color: #ccc; + background-color: transparent; +} + +.navbar-default .navbar-toggle { + border-color: #ddd; +} + +.navbar-default .navbar-toggle:focus, +.navbar-default .navbar-toggle:hover { + background-color: #ddd; +} + +.navbar-default .navbar-toggle .icon-bar { + background-color: #888; +} + +.navbar-default .navbar-collapse, +.navbar-default .navbar-form { + border-color: #e7e7e7; +} + +.navbar-default .navbar-nav > .open > a, +.navbar-default .navbar-nav > .open > a:focus, +.navbar-default .navbar-nav > .open > a:hover { + color: #555; + background-color: #e7e7e7; +} + +@media (width <= #{vars.$width-screen-sm}) { + .navbar-default .navbar-nav .open .ve-dropdown-menu > li > a { + color: #777; + } + .navbar-default .navbar-nav .open .ve-dropdown-menu > li > a:focus, + .navbar-default .navbar-nav .open .ve-dropdown-menu > li > a:hover { + color: #333; + background-color: transparent; + } + .navbar-default .navbar-nav .open .ve-dropdown-menu > .active > a, + .navbar-default .navbar-nav .open .ve-dropdown-menu > .active > a:focus, + .navbar-default .navbar-nav .open .ve-dropdown-menu > .active > a:hover { + color: #555; + background-color: #e7e7e7; + } + .navbar-default .navbar-nav .open .ve-dropdown-menu > .disabled > a, + .navbar-default .navbar-nav .open .ve-dropdown-menu > .disabled > a:focus, + .navbar-default .navbar-nav .open .ve-dropdown-menu > .disabled > a:hover { + color: #ccc; + background-color: transparent; + } +} + +.navbar-default .navbar-link { + color: #777; +} + +.navbar-default .navbar-link:hover { + color: #333; +} + +.navbar-default .btn-link { + color: #777; +} + +.navbar-default .btn-link:focus, +.navbar-default .btn-link:hover { + color: #333; +} + +.navbar-default .btn-link[disabled]:focus, +.navbar-default .btn-link[disabled]:hover, +fieldset[disabled] .navbar-default .btn-link:focus, +fieldset[disabled] .navbar-default .btn-link:hover { + color: #ccc; +} + +.navbar-inverse { + background-color: #222; + border-color: #080808; +} + +.navbar-inverse .navbar-brand { + color: #9d9d9d; +} + +.navbar-inverse .navbar-brand:focus, +.navbar-inverse .navbar-brand:hover { + color: #fff; + background-color: transparent; +} + +.navbar-inverse .navbar-text { + color: #9d9d9d; +} + +.navbar-inverse .navbar-nav > li > a { + color: #9d9d9d; +} + +.navbar-inverse .navbar-nav > li > a:focus, +.navbar-inverse .navbar-nav > li > a:hover { + color: #fff; + background-color: transparent; +} + +.navbar-inverse .navbar-nav > .active > a, +.navbar-inverse .navbar-nav > .active > a:focus, +.navbar-inverse .navbar-nav > .active > a:hover { + color: #fff; + background-color: #080808; +} + +.navbar-inverse .navbar-nav > .disabled > a, +.navbar-inverse .navbar-nav > .disabled > a:focus, +.navbar-inverse .navbar-nav > .disabled > a:hover { + color: #444; + background-color: transparent; +} + +.navbar-inverse .navbar-toggle { + border-color: #333; +} + +.navbar-inverse .navbar-toggle:focus, +.navbar-inverse .navbar-toggle:hover { + background-color: #333; +} + +.navbar-inverse .navbar-toggle .icon-bar { + background-color: #fff; +} + +.navbar-inverse .navbar-collapse, +.navbar-inverse .navbar-form { + border-color: #101010; +} + +.navbar-inverse .navbar-nav > .open > a, +.navbar-inverse .navbar-nav > .open > a:focus, +.navbar-inverse .navbar-nav > .open > a:hover { + color: #fff; + background-color: #080808; +} + +@media (width <= #{vars.$width-screen-sm}) { + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .ve-dropdown-header { + border-color: #080808; + } + .navbar-inverse .navbar-nav .open .ve-dropdown-menu .divider { + background-color: #080808; + } + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > li > a { + color: #9d9d9d; + } + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > li > a:focus, + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > li > a:hover { + color: #fff; + background-color: transparent; + } + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .active > a, + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .active > a:focus, + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .active > a:hover { + color: #fff; + background-color: #080808; + } + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .disabled > a, + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .disabled > a:focus, + .navbar-inverse .navbar-nav .open .ve-dropdown-menu > .disabled > a:hover { + color: #444; + background-color: transparent; + } +} + +.navbar-inverse .navbar-link { + color: #9d9d9d; +} + +.navbar-inverse .navbar-link:hover { + color: #fff; +} + +.navbar-inverse .btn-link { + color: #9d9d9d; +} + +.navbar-inverse .btn-link:focus, +.navbar-inverse .btn-link:hover { + color: #fff; +} + +.navbar-inverse .btn-link[disabled]:focus, +.navbar-inverse .btn-link[disabled]:hover, +fieldset[disabled] .navbar-inverse .btn-link:focus, +fieldset[disabled] .navbar-inverse .btn-link:hover { + color: #444; +} + +.breadcrumb { + padding: 8px 15px; + margin-bottom: 20px; + list-style: none; + background-color: #f5f5f5; + border-radius: 4px; +} + +.breadcrumb > li { + display: inline-block; +} + +.breadcrumb > li + li::before { + padding: 0 5px; + color: #ccc; + content: "/\00a0"; +} + +.breadcrumb > .active { + color: #777; +} + +.pagination { + display: inline-block; + padding-left: 0; + margin: 20px 0; + border-radius: 4px; +} + +.pagination > li { + display: inline; +} + +.pagination > li > a, +.pagination > li > span { + position: relative; + float: left; + padding: 6px 12px; + margin-left: -1px; + line-height: 1.42857143; + color: #337ab7; + text-decoration: none; + background-color: #fff; + border: 1px solid #ddd; +} + +.pagination > li:first-child > a, +.pagination > li:first-child > span { + margin-left: 0; + border-top-left-radius: 4px; + border-bottom-left-radius: 4px; +} + +.pagination > li:last-child > a, +.pagination > li:last-child > span { + border-top-right-radius: 4px; + border-bottom-right-radius: 4px; +} + +.pagination > li > a:focus, +.pagination > li > a:hover, +.pagination > li > span:focus, +.pagination > li > span:hover { + color: #23527c; + background-color: #eee; + border-color: #ddd; +} + +.pagination > .active > a, +.pagination > .active > a:focus, +.pagination > .active > a:hover, +.pagination > .active > span, +.pagination > .active > span:focus, +.pagination > .active > span:hover { + color: #fff; + cursor: default; + background-color: #337ab7; + border-color: #337ab7; +} + +.pagination > .disabled > a, +.pagination > .disabled > a:focus, +.pagination > .disabled > a:hover, +.pagination > .disabled > span, +.pagination > .disabled > span:focus, +.pagination > .disabled > span:hover { + color: #777; + cursor: not-allowed; + background-color: #fff; + border-color: #ddd; +} + +.pagination-lg > li > a, +.pagination-lg > li > span { + padding: 10px 16px; + font-size: 18px; + line-height: 1.3333333; +} + +.pagination-lg > li:first-child > a, +.pagination-lg > li:first-child > span { + border-top-left-radius: 6px; + border-bottom-left-radius: 6px; +} + +.pagination-lg > li:last-child > a, +.pagination-lg > li:last-child > span { + border-top-right-radius: 6px; + border-bottom-right-radius: 6px; +} + +.pagination-sm > li > a, +.pagination-sm > li > span { + padding: 5px 10px; + font-size: 12px; + line-height: 1.5; +} + +.pagination-sm > li:first-child > a, +.pagination-sm > li:first-child > span { + border-top-left-radius: 3px; + border-bottom-left-radius: 3px; +} + +.pagination-sm > li:last-child > a, +.pagination-sm > li:last-child > span { + border-top-right-radius: 3px; + border-bottom-right-radius: 3px; +} + +.pager { + padding-left: 0; + margin: 20px 0; + text-align: center; + list-style: none; +} + +.pager li { + display: inline; +} + +.pager li > a, +.pager li > span { + display: inline-block; + padding: 5px 14px; + background-color: #fff; + border: 1px solid #ddd; + border-radius: 15px; +} + +.pager li > a:focus, +.pager li > a:hover { + text-decoration: none; + background-color: #eee; +} + +.pager .next > a, +.pager .next > span { + float: right; +} + +.pager .previous > a, +.pager .previous > span { + float: left; +} + +.pager .disabled > a, +.pager .disabled > a:focus, +.pager .disabled > a:hover, +.pager .disabled > span { + color: #777; + cursor: not-allowed; + background-color: #fff; +} + +.label { + display: inline; + padding: 0.2em 0.6em 0.3em; + font-size: 75%; + font-weight: 700; + line-height: 1; + color: #fff; + text-align: center; + white-space: nowrap; + vertical-align: baseline; + border-radius: 0.25em; +} + +a.label:focus, +a.label:hover { + color: #fff; + text-decoration: none; + cursor: pointer; +} + +.label:empty { + display: none; +} + +.btn .label { + position: relative; + top: -1px; +} + +.label-default { + background-color: #777; +} + +.label-default[href]:focus, +.label-default[href]:hover { + background-color: #5e5e5e; +} + +.label-primary { + background-color: #337ab7; +} + +.label-primary[href]:focus, +.label-primary[href]:hover { + background-color: #286090; +} + +.label-success { + background-color: #5cb85c; +} + +.label-success[href]:focus, +.label-success[href]:hover { + background-color: #449d44; +} + +.label-info { + background-color: #5bc0de; +} + +.label-info[href]:focus, +.label-info[href]:hover { + background-color: #31b0d5; +} + +.label-warning { + background-color: #f0ad4e; +} + +.label-warning[href]:focus, +.label-warning[href]:hover { + background-color: #ec971f; +} + +.label-danger { + background-color: #d9534f; +} + +.label-danger[href]:focus, +.label-danger[href]:hover { + background-color: #c9302c; +} + +.badge { + display: inline-block; + min-width: 10px; + padding: 3px 7px; + font-size: 12px; + font-weight: 700; + line-height: 1; + color: #fff; + text-align: center; + white-space: nowrap; + vertical-align: middle; + background-color: #777; + border-radius: 10px; +} + +.badge:empty { + display: none; +} + +.btn .badge { + position: relative; + top: -1px; +} + +.btn-group-xs > .btn .badge, +.btn-xs .badge { + top: 0; + padding: 1px 5px; +} + +a.badge:focus, +a.badge:hover { + color: #fff; + text-decoration: none; + cursor: pointer; +} + +.list-group-item.active > .badge, +.nav-pills > .active > a > .badge { + color: #337ab7; + background-color: #fff; +} + +.list-group-item > .badge { + float: right; +} + +.list-group-item > .badge + .badge { + margin-right: 5px; +} + +.nav-pills > li > a > .badge { + margin-left: 3px; +} + +.jumbotron { + padding-top: 30px; + padding-bottom: 30px; + margin-bottom: 30px; + color: inherit; + background-color: #eee; +} + +.jumbotron .h1, +.jumbotron h1 { + color: inherit; +} + +.jumbotron p { + margin-bottom: 15px; + font-size: 21px; + font-weight: 200; +} + +.jumbotron > hr { + border-top-color: #d5d5d5; +} + +.container .jumbotron, +.container-fluid .jumbotron { + padding-right: 15px; + padding-left: 15px; + border-radius: 6px; +} + +.jumbotron .container { + max-width: 100%; +} + +@media screen and (width > #{vars.$width-screen-sm}) { + .jumbotron { + padding-top: 48px; + padding-bottom: 48px; + } + .container .jumbotron, + .container-fluid .jumbotron { + padding-right: 60px; + padding-left: 60px; + } + .jumbotron .h1, + .jumbotron h1 { + font-size: 63px; + } +} + +.thumbnail { + display: block; + padding: 4px; + margin-bottom: 20px; + line-height: 1.42857143; + background-color: #fff; + border: 1px solid #ddd; + border-radius: 4px; + transition: border 0.2s ease-in-out; +} + +.thumbnail a > img, +.thumbnail > img { + margin-right: auto; + margin-left: auto; +} + +a.thumbnail.active, +a.thumbnail:focus, +a.thumbnail:hover { + border-color: #337ab7; +} + +.thumbnail .caption { + padding: 9px; + color: #333; +} + +.alert { + padding: 15px; + margin-bottom: 20px; + border: 1px solid transparent; + border-radius: 4px; +} + +.alert h4 { + margin-top: 0; + color: inherit; +} + +.alert .alert-link { + font-weight: 700; +} + +.alert > p, +.alert > ul { + margin-bottom: 0; +} + +.alert > p + p { + margin-top: 5px; +} + +.alert-dismissable, +.alert-dismissible { + padding-right: 35px; +} + +.alert-dismissable .close, +.alert-dismissible .close { + position: relative; + top: -2px; + right: -21px; + color: inherit; +} + +.alert-success { + color: #3c763d; + background-color: #dff0d8; + border-color: #d6e9c6; +} + +.alert-success hr { + border-top-color: #c9e2b3; +} + +.alert-success .alert-link { + color: #2b542c; +} + +.alert-info { + color: #31708f; + background-color: #d9edf7; + border-color: #bce8f1; +} + +.alert-info hr { + border-top-color: #a6e1ec; +} + +.alert-info .alert-link { + color: #245269; +} + +.alert-warning { + color: #8a6d3b; + background-color: #fcf8e3; + border-color: #faebcc; +} + +.alert-warning hr { + border-top-color: #f7e1b5; +} + +.alert-warning .alert-link { + color: #66512c; +} + +.alert-danger { + color: #a94442; + background-color: #f2dede; + border-color: #ebccd1; +} + +.alert-danger hr { + border-top-color: #e4b9c0; +} + +.alert-danger .alert-link { + color: #843534; +} + +@keyframes progress-bar-stripes { + from { + background-position: 40px 0; + } + to { + background-position: 0 0; + } +} + +@keyframes progress-bar-stripes { + from { + background-position: 40px 0; + } + to { + background-position: 0 0; + } +} + +@keyframes progress-bar-stripes { + from { + background-position: 40px 0; + } + to { + background-position: 0 0; + } +} + +.progress { + height: 20px; + margin-bottom: 20px; + overflow: hidden; + background-color: #f5f5f5; + border-radius: 4px; + box-shadow: inset 0 1px 2px rgb(0 0 0 / 10%); +} + +.progress-bar { + float: left; + width: 0; + height: 100%; + font-size: 12px; + line-height: 20px; + color: #fff; + text-align: center; + background-color: #337ab7; + box-shadow: inset 0 -1px 0 rgb(0 0 0 / 15%); + transition: width 0.6s ease; +} + +.progress-bar-striped, +.progress-striped .progress-bar { + background-image: linear-gradient(45deg, rgb(255 255 255 / 15%) 25%, transparent 25%, transparent 50%, rgb(255 255 255 / 15%) 50%, rgb(255 255 255 / 15%) 75%, transparent 75%, transparent); + background-size: 40px 40px; +} + +.progress-bar.active, +.progress.active .progress-bar { + animation: progress-bar-stripes 2s linear infinite; +} + +.progress-bar-success { + background-color: #5cb85c; +} + +.progress-striped .progress-bar-success { + background-image: linear-gradient(45deg, rgb(255 255 255 / 15%) 25%, transparent 25%, transparent 50%, rgb(255 255 255 / 15%) 50%, rgb(255 255 255 / 15%) 75%, transparent 75%, transparent); +} + +.progress-bar-info { + background-color: #5bc0de; +} + +.progress-striped .progress-bar-info { + background-image: linear-gradient(45deg, rgb(255 255 255 / 15%) 25%, transparent 25%, transparent 50%, rgb(255 255 255 / 15%) 50%, rgb(255 255 255 / 15%) 75%, transparent 75%, transparent); +} + +.progress-bar-warning { + background-color: #f0ad4e; +} + +.progress-striped .progress-bar-warning { + background-image: linear-gradient(45deg, rgb(255 255 255 / 15%) 25%, transparent 25%, transparent 50%, rgb(255 255 255 / 15%) 50%, rgb(255 255 255 / 15%) 75%, transparent 75%, transparent); +} + +.progress-bar-danger { + background-color: #d9534f; +} + +.progress-striped .progress-bar-danger { + background-image: linear-gradient(45deg, rgb(255 255 255 / 15%) 25%, transparent 25%, transparent 50%, rgb(255 255 255 / 15%) 50%, rgb(255 255 255 / 15%) 75%, transparent 75%, transparent); +} + +.media { + margin-top: 15px; +} + +.media:first-child { + margin-top: 0; +} + +.media, +.media-body { + overflow: hidden; +} + +.media-body { + width: 10000px; +} + +.media-object { + display: block; +} + +.media-object.img-thumbnail { + max-width: none; +} + +.media-right, +.media > .pull-right { + padding-left: 10px; +} + +.media-left, +.media > .pull-left { + padding-right: 10px; +} + +.media-body, +.media-left, +.media-right { + display: table-cell; + vertical-align: top; +} + +.media-middle { + vertical-align: middle; +} + +.media-bottom { + vertical-align: bottom; +} + +.media-heading { + margin-top: 0; + margin-bottom: 5px; +} + +.media-list { + padding-left: 0; + list-style: none; +} + +.list-group { + padding-left: 0; + margin-bottom: 20px; +} + +.list-group-item { + position: relative; + display: block; + padding: 10px 15px; + margin-bottom: -1px; + background-color: #fff; + border: 1px solid #ddd; +} + +.list-group-item:first-child { + border-top-left-radius: 4px; + border-top-right-radius: 4px; +} + +.list-group-item:last-child { + margin-bottom: 0; + border-bottom-right-radius: 4px; + border-bottom-left-radius: 4px; +} + +a.list-group-item, +button.list-group-item { + color: #555; +} + +a.list-group-item .list-group-item-heading, +button.list-group-item .list-group-item-heading { + color: #333; +} + +a.list-group-item:focus, +a.list-group-item:hover, +button.list-group-item:focus, +button.list-group-item:hover { + color: #555; + text-decoration: none; + background-color: #f5f5f5; +} + +button.list-group-item { + width: 100%; + text-align: left; +} + +.list-group-item.disabled, +.list-group-item.disabled:focus, +.list-group-item.disabled:hover { + color: #777; + cursor: not-allowed; + background-color: #eee; +} + +.list-group-item.disabled .list-group-item-heading, +.list-group-item.disabled:focus .list-group-item-heading, +.list-group-item.disabled:hover .list-group-item-heading { + color: inherit; +} + +.list-group-item.disabled .list-group-item-text, +.list-group-item.disabled:focus .list-group-item-text, +.list-group-item.disabled:hover .list-group-item-text { + color: #777; +} + +.list-group-item.active, +.list-group-item.active:focus, +.list-group-item.active:hover { + color: #fff; + background-color: #337ab7; + border-color: #337ab7; +} + +.list-group-item.active .list-group-item-heading, +.list-group-item.active .list-group-item-heading > .small, +.list-group-item.active .list-group-item-heading > small, +.list-group-item.active:focus .list-group-item-heading, +.list-group-item.active:focus .list-group-item-heading > .small, +.list-group-item.active:focus .list-group-item-heading > small, +.list-group-item.active:hover .list-group-item-heading, +.list-group-item.active:hover .list-group-item-heading > .small, +.list-group-item.active:hover .list-group-item-heading > small { + color: inherit; +} + +.list-group-item.active .list-group-item-text, +.list-group-item.active:focus .list-group-item-text, +.list-group-item.active:hover .list-group-item-text { + color: #c7ddef; +} + +.list-group-item-success { + color: #3c763d; + background-color: #dff0d8; +} + +a.list-group-item-success, +button.list-group-item-success { + color: #3c763d; +} + +a.list-group-item-success .list-group-item-heading, +button.list-group-item-success .list-group-item-heading { + color: inherit; +} + +a.list-group-item-success:focus, +a.list-group-item-success:hover, +button.list-group-item-success:focus, +button.list-group-item-success:hover { + color: #3c763d; + background-color: #d0e9c6; +} + +a.list-group-item-success.active, +a.list-group-item-success.active:focus, +a.list-group-item-success.active:hover, +button.list-group-item-success.active, +button.list-group-item-success.active:focus, +button.list-group-item-success.active:hover { + color: #fff; + background-color: #3c763d; + border-color: #3c763d; +} + +.list-group-item-info { + color: #31708f; + background-color: #d9edf7; +} + +a.list-group-item-info, +button.list-group-item-info { + color: #31708f; +} + +a.list-group-item-info .list-group-item-heading, +button.list-group-item-info .list-group-item-heading { + color: inherit; +} + +a.list-group-item-info:focus, +a.list-group-item-info:hover, +button.list-group-item-info:focus, +button.list-group-item-info:hover { + color: #31708f; + background-color: #c4e3f3; +} + +a.list-group-item-info.active, +a.list-group-item-info.active:focus, +a.list-group-item-info.active:hover, +button.list-group-item-info.active, +button.list-group-item-info.active:focus, +button.list-group-item-info.active:hover { + color: #fff; + background-color: #31708f; + border-color: #31708f; +} + +.list-group-item-warning { + color: #8a6d3b; + background-color: #fcf8e3; +} + +a.list-group-item-warning, +button.list-group-item-warning { + color: #8a6d3b; +} + +a.list-group-item-warning .list-group-item-heading, +button.list-group-item-warning .list-group-item-heading { + color: inherit; +} + +a.list-group-item-warning:focus, +a.list-group-item-warning:hover, +button.list-group-item-warning:focus, +button.list-group-item-warning:hover { + color: #8a6d3b; + background-color: #faf2cc; +} + +a.list-group-item-warning.active, +a.list-group-item-warning.active:focus, +a.list-group-item-warning.active:hover, +button.list-group-item-warning.active, +button.list-group-item-warning.active:focus, +button.list-group-item-warning.active:hover { + color: #fff; + background-color: #8a6d3b; + border-color: #8a6d3b; +} + +.list-group-item-danger { + color: #a94442; + background-color: #f2dede; +} + +a.list-group-item-danger, +button.list-group-item-danger { + color: #a94442; +} + +a.list-group-item-danger .list-group-item-heading, +button.list-group-item-danger .list-group-item-heading { + color: inherit; +} + +a.list-group-item-danger:focus, +a.list-group-item-danger:hover, +button.list-group-item-danger:focus, +button.list-group-item-danger:hover { + color: #a94442; + background-color: #ebcccc; +} + +a.list-group-item-danger.active, +a.list-group-item-danger.active:focus, +a.list-group-item-danger.active:hover, +button.list-group-item-danger.active, +button.list-group-item-danger.active:focus, +button.list-group-item-danger.active:hover { + color: #fff; + background-color: #a94442; + border-color: #a94442; +} + +.list-group-item-heading { + margin-top: 0; + margin-bottom: 5px; +} + +.list-group-item-text { + margin-bottom: 0; + line-height: 1.3; +} + +.panel { + margin-bottom: 20px; + background-color: #fff; + border: 1px solid transparent; + border-radius: 4px; + box-shadow: 0 1px 1px rgb(0 0 0 / 5%); +} + +.panel-body { + padding: 15px; +} + +.panel-heading { + padding: 10px 15px; + border-bottom: 1px solid transparent; + border-top-left-radius: 3px; + border-top-right-radius: 3px; +} + +.panel-heading > .dropdown .ve-dropdown-toggle { + color: inherit; +} + +.panel-title { + margin-top: 0; + margin-bottom: 0; + font-size: 16px; + color: inherit; +} + +.panel-title > .small, +.panel-title > .small > a, +.panel-title > a, +.panel-title > small, +.panel-title > small > a { + color: inherit; +} + +.panel-footer { + padding: 10px 15px; + background-color: #f5f5f5; + border-top: 1px solid #ddd; + border-bottom-right-radius: 3px; + border-bottom-left-radius: 3px; +} + +.panel > .list-group, +.panel > .panel-collapse > .list-group { + margin-bottom: 0; +} + +.panel > .list-group .list-group-item, +.panel > .panel-collapse > .list-group .list-group-item { + border-width: 1px 0; + border-radius: 0; +} + +.panel > .list-group:first-child .list-group-item:first-child, +.panel > .panel-collapse > .list-group:first-child .list-group-item:first-child { + border-top: 0; + border-top-left-radius: 3px; + border-top-right-radius: 3px; +} + +.panel > .list-group:last-child .list-group-item:last-child, +.panel > .panel-collapse > .list-group:last-child .list-group-item:last-child { + border-bottom: 0; + border-bottom-right-radius: 3px; + border-bottom-left-radius: 3px; +} + +.panel > .panel-heading + .panel-collapse > .list-group .list-group-item:first-child { + border-top-left-radius: 0; + border-top-right-radius: 0; +} + +.panel-heading + .list-group .list-group-item:first-child { + border-top-width: 0; +} + +.list-group + .panel-footer { + border-top-width: 0; +} + +.panel > .panel-collapse > .table, +.panel > .table, +.panel > .table-responsive > .table { + margin-bottom: 0; +} + +.panel > .panel-collapse > .table caption, +.panel > .table caption, +.panel > .table-responsive > .table caption { + padding-right: 15px; + padding-left: 15px; +} + +.panel > .table-responsive:first-child > .table:first-child, +.panel > .table:first-child { + border-top-left-radius: 3px; + border-top-right-radius: 3px; +} + +.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child, +.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child, +.panel > .table:first-child > tbody:first-child > tr:first-child, +.panel > .table:first-child > thead:first-child > tr:first-child { + border-top-left-radius: 3px; + border-top-right-radius: 3px; +} + +.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child td:first-child, +.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child th:first-child, +.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child td:first-child, +.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child th:first-child, +.panel > .table:first-child > tbody:first-child > tr:first-child td:first-child, +.panel > .table:first-child > tbody:first-child > tr:first-child th:first-child, +.panel > .table:first-child > thead:first-child > tr:first-child td:first-child, +.panel > .table:first-child > thead:first-child > tr:first-child th:first-child { + border-top-left-radius: 3px; +} + +.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child td:last-child, +.panel > .table-responsive:first-child > .table:first-child > tbody:first-child > tr:first-child th:last-child, +.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child td:last-child, +.panel > .table-responsive:first-child > .table:first-child > thead:first-child > tr:first-child th:last-child, +.panel > .table:first-child > tbody:first-child > tr:first-child td:last-child, +.panel > .table:first-child > tbody:first-child > tr:first-child th:last-child, +.panel > .table:first-child > thead:first-child > tr:first-child td:last-child, +.panel > .table:first-child > thead:first-child > tr:first-child th:last-child { + border-top-right-radius: 3px; +} + +.panel > .table-responsive:last-child > .table:last-child, +.panel > .table:last-child { + border-bottom-right-radius: 3px; + border-bottom-left-radius: 3px; +} + +.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child, +.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child, +.panel > .table:last-child > tbody:last-child > tr:last-child, +.panel > .table:last-child > tfoot:last-child > tr:last-child { + border-bottom-right-radius: 3px; + border-bottom-left-radius: 3px; +} + +.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child td:first-child, +.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child th:first-child, +.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child td:first-child, +.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child th:first-child, +.panel > .table:last-child > tbody:last-child > tr:last-child td:first-child, +.panel > .table:last-child > tbody:last-child > tr:last-child th:first-child, +.panel > .table:last-child > tfoot:last-child > tr:last-child td:first-child, +.panel > .table:last-child > tfoot:last-child > tr:last-child th:first-child { + border-bottom-left-radius: 3px; +} + +.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child td:last-child, +.panel > .table-responsive:last-child > .table:last-child > tbody:last-child > tr:last-child th:last-child, +.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child td:last-child, +.panel > .table-responsive:last-child > .table:last-child > tfoot:last-child > tr:last-child th:last-child, +.panel > .table:last-child > tbody:last-child > tr:last-child td:last-child, +.panel > .table:last-child > tbody:last-child > tr:last-child th:last-child, +.panel > .table:last-child > tfoot:last-child > tr:last-child td:last-child, +.panel > .table:last-child > tfoot:last-child > tr:last-child th:last-child { + border-bottom-right-radius: 3px; +} + +.panel > .panel-body + .table, +.panel > .panel-body + .table-responsive, +.panel > .table + .panel-body, +.panel > .table-responsive + .panel-body { + border-top: 1px solid #ddd; +} + +.panel > .table > tbody:first-child > tr:first-child td, +.panel > .table > tbody:first-child > tr:first-child th { + border-top: 0; +} + +.panel > .table-bordered, +.panel > .table-responsive > .table-bordered { + border: 0; +} + +.panel > .table-bordered > tbody > tr > td:first-child, +.panel > .table-bordered > tbody > tr > th:first-child, +.panel > .table-bordered > tfoot > tr > td:first-child, +.panel > .table-bordered > tfoot > tr > th:first-child, +.panel > .table-bordered > thead > tr > td:first-child, +.panel > .table-bordered > thead > tr > th:first-child, +.panel > .table-responsive > .table-bordered > tbody > tr > td:first-child, +.panel > .table-responsive > .table-bordered > tbody > tr > th:first-child, +.panel > .table-responsive > .table-bordered > tfoot > tr > td:first-child, +.panel > .table-responsive > .table-bordered > tfoot > tr > th:first-child, +.panel > .table-responsive > .table-bordered > thead > tr > td:first-child, +.panel > .table-responsive > .table-bordered > thead > tr > th:first-child { + border-left: 0; +} + +.panel > .table-bordered > tbody > tr > td:last-child, +.panel > .table-bordered > tbody > tr > th:last-child, +.panel > .table-bordered > tfoot > tr > td:last-child, +.panel > .table-bordered > tfoot > tr > th:last-child, +.panel > .table-bordered > thead > tr > td:last-child, +.panel > .table-bordered > thead > tr > th:last-child, +.panel > .table-responsive > .table-bordered > tbody > tr > td:last-child, +.panel > .table-responsive > .table-bordered > tbody > tr > th:last-child, +.panel > .table-responsive > .table-bordered > tfoot > tr > td:last-child, +.panel > .table-responsive > .table-bordered > tfoot > tr > th:last-child, +.panel > .table-responsive > .table-bordered > thead > tr > td:last-child, +.panel > .table-responsive > .table-bordered > thead > tr > th:last-child { + border-right: 0; +} + +.panel > .table-bordered > tbody > tr:first-child > td, +.panel > .table-bordered > tbody > tr:first-child > th, +.panel > .table-bordered > thead > tr:first-child > td, +.panel > .table-bordered > thead > tr:first-child > th, +.panel > .table-responsive > .table-bordered > tbody > tr:first-child > td, +.panel > .table-responsive > .table-bordered > tbody > tr:first-child > th, +.panel > .table-responsive > .table-bordered > thead > tr:first-child > td, +.panel > .table-responsive > .table-bordered > thead > tr:first-child > th { + border-bottom: 0; +} + +.panel > .table-bordered > tbody > tr:last-child > td, +.panel > .table-bordered > tbody > tr:last-child > th, +.panel > .table-bordered > tfoot > tr:last-child > td, +.panel > .table-bordered > tfoot > tr:last-child > th, +.panel > .table-responsive > .table-bordered > tbody > tr:last-child > td, +.panel > .table-responsive > .table-bordered > tbody > tr:last-child > th, +.panel > .table-responsive > .table-bordered > tfoot > tr:last-child > td, +.panel > .table-responsive > .table-bordered > tfoot > tr:last-child > th { + border-bottom: 0; +} + +.panel > .table-responsive { + margin-bottom: 0; + border: 0; +} + +.panel-group { + margin-bottom: 20px; +} + +.panel-group .panel { + margin-bottom: 0; + border-radius: 4px; +} + +.panel-group .panel + .panel { + margin-top: 5px; +} + +.panel-group .panel-heading { + border-bottom: 0; +} + +.panel-group .panel-heading + .panel-collapse > .list-group, +.panel-group .panel-heading + .panel-collapse > .panel-body { + border-top: 1px solid #ddd; +} + +.panel-group .panel-footer { + border-top: 0; +} + +.panel-group .panel-footer + .panel-collapse .panel-body { + border-bottom: 1px solid #ddd; +} + +.panel-default { + border-color: #ddd; +} + +.panel-default > .panel-heading { + color: #333; + background-color: #f5f5f5; + border-color: #ddd; +} + +.panel-default > .panel-heading + .panel-collapse > .panel-body { + border-top-color: #ddd; +} + +.panel-default > .panel-heading .badge { + color: #f5f5f5; + background-color: #333; +} + +.panel-default > .panel-footer + .panel-collapse > .panel-body { + border-bottom-color: #ddd; +} + +.panel-primary { + border-color: #337ab7; +} + +.panel-primary > .panel-heading { + color: #fff; + background-color: #337ab7; + border-color: #337ab7; +} + +.panel-primary > .panel-heading + .panel-collapse > .panel-body { + border-top-color: #337ab7; +} + +.panel-primary > .panel-heading .badge { + color: #337ab7; + background-color: #fff; +} + +.panel-primary > .panel-footer + .panel-collapse > .panel-body { + border-bottom-color: #337ab7; +} + +.panel-success { + border-color: #d6e9c6; +} + +.panel-success > .panel-heading { + color: #3c763d; + background-color: #dff0d8; + border-color: #d6e9c6; +} + +.panel-success > .panel-heading + .panel-collapse > .panel-body { + border-top-color: #d6e9c6; +} + +.panel-success > .panel-heading .badge { + color: #dff0d8; + background-color: #3c763d; +} + +.panel-success > .panel-footer + .panel-collapse > .panel-body { + border-bottom-color: #d6e9c6; +} + +.panel-info { + border-color: #bce8f1; +} + +.panel-info > .panel-heading { + color: #31708f; + background-color: #d9edf7; + border-color: #bce8f1; +} + +.panel-info > .panel-heading + .panel-collapse > .panel-body { + border-top-color: #bce8f1; +} + +.panel-info > .panel-heading .badge { + color: #d9edf7; + background-color: #31708f; +} + +.panel-info > .panel-footer + .panel-collapse > .panel-body { + border-bottom-color: #bce8f1; +} + +.panel-warning { + border-color: #faebcc; +} + +.panel-warning > .panel-heading { + color: #8a6d3b; + background-color: #fcf8e3; + border-color: #faebcc; +} + +.panel-warning > .panel-heading + .panel-collapse > .panel-body { + border-top-color: #faebcc; +} + +.panel-warning > .panel-heading .badge { + color: #fcf8e3; + background-color: #8a6d3b; +} + +.panel-warning > .panel-footer + .panel-collapse > .panel-body { + border-bottom-color: #faebcc; +} + +.panel-danger { + border-color: #ebccd1; +} + +.panel-danger > .panel-heading { + color: #a94442; + background-color: #f2dede; + border-color: #ebccd1; +} + +.panel-danger > .panel-heading + .panel-collapse > .panel-body { + border-top-color: #ebccd1; +} + +.panel-danger > .panel-heading .badge { + color: #f2dede; + background-color: #a94442; +} + +.panel-danger > .panel-footer + .panel-collapse > .panel-body { + border-bottom-color: #ebccd1; +} + +.embed-responsive { + position: relative; + display: block; + height: 0; + padding: 0; + overflow: hidden; +} + +.embed-responsive .embed-responsive-item, +.embed-responsive embed, +.embed-responsive iframe, +.embed-responsive object, +.embed-responsive video { + position: absolute; + top: 0; + bottom: 0; + left: 0; + width: 100%; + height: 100%; + border: 0; +} + +.embed-responsive-16by9 { + padding-bottom: 56.25%; +} + +.embed-responsive-4by3 { + padding-bottom: 75%; +} + +.well { + min-height: 20px; + padding: 19px; + margin-bottom: 20px; + background-color: #f5f5f5; + border: 1px solid #e3e3e3; + border-radius: 4px; + box-shadow: inset 0 1px 1px rgb(0 0 0 / 5%); +} + +.well blockquote { + border-color: #ddd; + border-color: rgb(0 0 0 / 15%); +} + +.well-lg { + padding: 24px; + border-radius: 6px; +} + +.well-sm { + padding: 9px; + border-radius: 3px; +} + +.close { + float: right; + font-size: 21px; + font-weight: 700; + line-height: 1; + color: #000; + text-shadow: 0 1px 0 #fff; + filter: alpha(opacity=20); + opacity: 0.2; +} + +.close:focus, +.close:hover { + color: #000; + text-decoration: none; + cursor: pointer; + filter: alpha(opacity=50); + opacity: 0.5; +} + +button.close { + appearance: none; + padding: 0; + cursor: pointer; + background: 0 0; + border: 0; +} + +.modal-open { + overflow: hidden; +} + +.modal { + position: fixed; + inset: 0; + z-index: 1050; + display: none; + overflow: hidden; + -webkit-overflow-scrolling: touch; + outline: 0; +} + +.modal.fade .modal-dialog { + transition: -webkit-transform 0.3s ease-out; + transition: -o-transform 0.3s ease-out; + transition: transform 0.3s ease-out; + transform: translate(0, -25%); +} + +.modal.in .modal-dialog { + transform: translate(0, 0); +} + +.modal-open .modal { + overflow: hidden auto; +} + +.modal-dialog { + position: relative; + width: auto; + margin: 10px; +} + +.modal-content { + position: relative; + background-color: #fff; + background-clip: padding-box; + border: 1px solid #999; + border: 1px solid rgb(0 0 0 / 20%); + border-radius: 6px; + outline: 0; + box-shadow: 0 3px 9px rgb(0 0 0 / 50%); +} + +.modal-backdrop { + position: fixed; + inset: 0; + z-index: 1040; + background-color: #000; +} + +.modal-backdrop.fade { + filter: alpha(opacity=0); + opacity: 0; +} + +.modal-backdrop.in { + filter: alpha(opacity=50); + opacity: 0.5; +} + +.modal-header { + padding: 15px; + border-bottom: 1px solid #e5e5e5; +} + +.modal-header .close { + margin-top: -2px; +} + +.modal-title { + margin: 0; + line-height: 1.42857143; +} + +.modal-body { + position: relative; + padding: 15px; +} + +.modal-footer { + padding: 15px; + text-align: right; + border-top: 1px solid #e5e5e5; +} + +.modal-footer .btn + .btn { + margin-bottom: 0; + margin-left: 5px; +} + +.modal-footer .btn-group .btn + .btn { + margin-left: -1px; +} + +.modal-footer .btn-block + .btn-block { + margin-left: 0; +} + +.modal-scrollbar-measure { + position: absolute; + top: -9999px; + width: 50px; + height: 50px; + overflow: scroll; +} + +@media (width > #{vars.$width-screen-sm}) { + .modal-dialog { + width: 600px; + margin: 30px auto; + } + .modal-content { + box-shadow: 0 5px 15px rgb(0 0 0 / 50%); + } + .modal-sm { + width: 300px; + } +} + +@media (width > #{vars.$width-screen-md}) { + .modal-lg { + width: 900px; + } +} + +.tooltip { + position: absolute; + z-index: 1070; + display: block; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; + font-size: 12px; + font-style: normal; + font-weight: 400; + line-height: 1.42857143; + text-align: left; + text-align: start; + text-decoration: none; + text-shadow: none; + text-transform: none; + letter-spacing: normal; + word-break: normal; + word-spacing: normal; + word-wrap: normal; + white-space: normal; + filter: alpha(opacity=0); + opacity: 0; + line-break: auto; +} + +.tooltip.in { + filter: alpha(opacity=90); + opacity: 0.9; +} + +.tooltip.top { + padding: 5px 0; + margin-top: -3px; +} + +.tooltip.right { + padding: 0 5px; + margin-left: 3px; +} + +.tooltip.bottom { + padding: 5px 0; + margin-top: 3px; +} + +.tooltip.left { + padding: 0 5px; + margin-left: -3px; +} + +.tooltip-inner { + max-width: 200px; + padding: 3px 8px; + color: #fff; + text-align: center; + background-color: #000; + border-radius: 4px; +} + +.tooltip-arrow { + position: absolute; + width: 0; + height: 0; + border-color: transparent; + border-style: solid; +} + +.tooltip.top .tooltip-arrow { + bottom: 0; + left: 50%; + margin-left: -5px; + border-width: 5px 5px 0; + border-top-color: #000; +} + +.tooltip.top-left .tooltip-arrow { + right: 5px; + bottom: 0; + margin-bottom: -5px; + border-width: 5px 5px 0; + border-top-color: #000; +} + +.tooltip.top-right .tooltip-arrow { + bottom: 0; + left: 5px; + margin-bottom: -5px; + border-width: 5px 5px 0; + border-top-color: #000; +} + +.tooltip.right .tooltip-arrow { + top: 50%; + left: 0; + margin-top: -5px; + border-width: 5px 5px 5px 0; + border-right-color: #000; +} + +.tooltip.left .tooltip-arrow { + top: 50%; + right: 0; + margin-top: -5px; + border-width: 5px 0 5px 5px; + border-left-color: #000; +} + +.tooltip.bottom .tooltip-arrow { + top: 0; + left: 50%; + margin-left: -5px; + border-width: 0 5px 5px; + border-bottom-color: #000; +} + +.tooltip.bottom-left .tooltip-arrow { + top: 0; + right: 5px; + margin-top: -5px; + border-width: 0 5px 5px; + border-bottom-color: #000; +} + +.tooltip.bottom-right .tooltip-arrow { + top: 0; + left: 5px; + margin-top: -5px; + border-width: 0 5px 5px; + border-bottom-color: #000; +} + +.popover { + position: absolute; + top: 0; + left: 0; + z-index: 1060; + display: none; + max-width: 276px; + padding: 1px; + font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; + font-size: 14px; + font-style: normal; + font-weight: 400; + line-height: 1.42857143; + text-align: left; + text-align: start; + text-decoration: none; + text-shadow: none; + text-transform: none; + letter-spacing: normal; + word-break: normal; + word-spacing: normal; + word-wrap: normal; + white-space: normal; + background-color: #fff; + background-clip: padding-box; + border: 1px solid #ccc; + border: 1px solid rgb(0 0 0 / 20%); + border-radius: 6px; + box-shadow: 0 5px 10px rgb(0 0 0 / 20%); + line-break: auto; +} + +.popover.top { + margin-top: -10px; +} + +.popover.right { + margin-left: 10px; +} + +.popover.bottom { + margin-top: 10px; +} + +.popover.left { + margin-left: -10px; +} + +.popover-title { + padding: 8px 14px; + margin: 0; + font-size: 14px; + background-color: #f7f7f7; + border-bottom: 1px solid #ebebeb; + border-radius: 5px 5px 0 0; +} + +.popover-content { + padding: 9px 14px; +} + +.popover > .arrow, +.popover > .arrow::after { + position: absolute; + display: block; + width: 0; + height: 0; + border-color: transparent; + border-style: solid; +} + +.popover > .arrow { + border-width: 11px; +} + +.popover > .arrow::after { + content: ""; + border-width: 10px; +} + +.popover.top > .arrow { + bottom: -11px; + left: 50%; + margin-left: -11px; + border-top-color: #999; + border-top-color: rgb(0 0 0 / 25%); + border-bottom-width: 0; +} + +.popover.top > .arrow::after { + bottom: 1px; + margin-left: -10px; + content: " "; + border-top-color: #fff; + border-bottom-width: 0; +} + +.popover.right > .arrow { + top: 50%; + left: -11px; + margin-top: -11px; + border-right-color: #999; + border-right-color: rgb(0 0 0 / 25%); + border-left-width: 0; +} + +.popover.right > .arrow::after { + bottom: -10px; + left: 1px; + content: " "; + border-right-color: #fff; + border-left-width: 0; +} + +.popover.bottom > .arrow { + top: -11px; + left: 50%; + margin-left: -11px; + border-top-width: 0; + border-bottom-color: #999; + border-bottom-color: rgb(0 0 0 / 25%); +} + +.popover.bottom > .arrow::after { + top: 1px; + margin-left: -10px; + content: " "; + border-top-width: 0; + border-bottom-color: #fff; +} + +.popover.left > .arrow { + top: 50%; + right: -11px; + margin-top: -11px; + border-right-width: 0; + border-left-color: #999; + border-left-color: rgb(0 0 0 / 25%); +} + +.popover.left > .arrow::after { + right: 1px; + bottom: -10px; + content: " "; + border-right-width: 0; + border-left-color: #fff; +} + +.btn-group-vertical > .btn-group::after, +.btn-group-vertical > .btn-group::before, +.btn-toolbar::after, +.btn-toolbar::before, +.clearfix::after, +.clearfix::before, +.container-fluid::after, +.container-fluid::before, +.container::after, +.container::before, +.dl-horizontal dd::after, +.dl-horizontal dd::before, +.form-horizontal .form-group::after, +.form-horizontal .form-group::before, +.modal-footer::after, +.modal-footer::before, +.modal-header::after, +.modal-header::before, +.nav::after, +.nav::before, +.navbar-collapse::after, +.navbar-collapse::before, +.navbar-header::after, +.navbar-header::before, +.navbar::after, +.navbar::before, +.pager::after, +.pager::before, +.panel-body::after, +.panel-body::before, +.row::after, +.row::before { + display: table; + content: " "; +} + +.btn-group-vertical > .btn-group::after, +.btn-toolbar::after, +.clearfix::after, +.container-fluid::after, +.container::after, +.dl-horizontal dd::after, +.form-horizontal .form-group::after, +.modal-footer::after, +.modal-header::after, +.nav::after, +.navbar-collapse::after, +.navbar-header::after, +.navbar::after, +.pager::after, +.panel-body::after, +.row::after { + clear: both; +} + +.center-block { + display: block; + margin-right: auto; + margin-left: auto; +} + +.pull-right { + float: right !important; +} + +.pull-left { + float: left !important; +} + +.hide { + display: none !important; +} + +.show { + display: block !important; +} + +.invisible { + visibility: hidden; +} + +.text-hide { + font: 0/0 monospace; + color: transparent; + text-shadow: none; + background-color: transparent; + border: 0; +} + +.hidden { + display: none !important; +} + +.affix { + position: fixed; +} + +@viewport { + width: device-width; +} + +.visible-lg, +.visible-md, +.visible-sm, +.visible-xs { + display: none !important; +} + +.visible-lg-block, +.visible-lg-inline, +.visible-lg-inline-block, +.visible-md-block, +.visible-md-inline, +.visible-md-inline-block, +.visible-sm-block, +.visible-sm-inline, +.visible-sm-inline-block, +.visible-xs-block, +.visible-xs-inline, +.visible-xs-inline-block { + display: none !important; +} + +@media (width <= #{vars.$width-screen-sm}) { + .visible-xs { + display: block !important; + } + table.visible-xs { + display: table !important; + } + tr.visible-xs { + display: table-row !important; + } + td.visible-xs, + th.visible-xs { + display: table-cell !important; + } +} + +@media (width <= #{vars.$width-screen-sm}) { + .visible-xs-block { + display: block !important; + } +} + +@media (width <= #{vars.$width-screen-sm}) { + .visible-xs-inline { + display: inline !important; + } +} + +@media (width <= #{vars.$width-screen-sm}) { + .visible-xs-inline-block { + display: inline-block !important; + } +} + +@media (width > #{vars.$width-screen-sm}) and (width <= #{vars.$width-screen-md}) { + .visible-sm { + display: block !important; + } + table.visible-sm { + display: table !important; + } + tr.visible-sm { + display: table-row !important; + } + td.visible-sm, + th.visible-sm { + display: table-cell !important; + } +} + +@media (width > #{vars.$width-screen-sm}) and (width <= #{vars.$width-screen-md}) { + .visible-sm-block { + display: block !important; + } +} + +@media (width > #{vars.$width-screen-sm}) and (width <= #{vars.$width-screen-md}) { + .visible-sm-inline { + display: inline !important; + } +} + +@media (width > #{vars.$width-screen-sm}) and (width <= #{vars.$width-screen-md}) { + .visible-sm-inline-block { + display: inline-block !important; + } +} + +@media (width > #{vars.$width-screen-md}) and (width <= #{vars.$width-screen-lg}) { + .visible-md { + display: block !important; + } + table.visible-md { + display: table !important; + } + tr.visible-md { + display: table-row !important; + } + td.visible-md, + th.visible-md { + display: table-cell !important; + } +} + +@media (width > #{vars.$width-screen-md}) and (width <= #{vars.$width-screen-lg}) { + .visible-md-block { + display: block !important; + } +} + +@media (width > #{vars.$width-screen-md}) and (width <= #{vars.$width-screen-lg}) { + .visible-md-inline { + display: inline !important; + } +} + +@media (width > #{vars.$width-screen-md}) and (width <= #{vars.$width-screen-lg}) { + .visible-md-inline-block { + display: inline-block !important; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .visible-lg { + display: block !important; + } + table.visible-lg { + display: table !important; + } + tr.visible-lg { + display: table-row !important; + } + td.visible-lg, + th.visible-lg { + display: table-cell !important; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .visible-lg-block { + display: block !important; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .visible-lg-inline { + display: inline !important; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .visible-lg-inline-block { + display: inline-block !important; + } +} + +@media (width <= #{vars.$width-screen-sm}) { + .hidden-xs { + display: none !important; + } +} + +@media (width > #{vars.$width-screen-sm}) and (width <= #{vars.$width-screen-md}) { + .hidden-sm { + display: none !important; + } +} + +@media (width > #{vars.$width-screen-md}) and (width <= #{vars.$width-screen-lg}) { + .hidden-md { + display: none !important; + } +} + +@media (width > #{vars.$width-screen-lg}) { + .hidden-lg { + display: none !important; + } +} + +.visible-print { + display: none !important; +} + +@media print { + .visible-print { + display: block !important; + } + table.visible-print { + display: table !important; + } + tr.visible-print { + display: table-row !important; + } + td.visible-print, + th.visible-print { + display: table-cell !important; + } +} + +.visible-print-block { + display: none !important; +} + +@media print { + .visible-print-block { + display: block !important; + } +} + +.visible-print-inline { + display: none !important; +} + +@media print { + .visible-print-inline { + display: inline !important; + } +} + +.visible-print-inline-block { + display: none !important; +} + +@media print { + .visible-print-inline-block { + display: inline-block !important; + } +} + +@media print { + .hidden-print { + display: none !important; + } +} diff --git a/scss/classes.scss b/scss/classes.scss index 62229de..9db143f 100644 --- a/scss/classes.scss +++ b/scss/classes.scss @@ -600,7 +600,7 @@ &wrp { align-items: baseline; - @media (max-width: vars.$width-screen-md) { + @media screen and (width <= #{vars.$width-screen-md}) { flex-direction: column !important; } } diff --git a/scss/converter.scss b/scss/converter.scss index 877d677..5b60fc6 100644 --- a/scss/converter.scss +++ b/scss/converter.scss @@ -49,7 +49,7 @@ } } -@media (width <= 991px) { +@media screen and (width <= #{vars.$width-screen-md}) { .view-col-wrapper { height: 40vh; } diff --git a/scss/dmscreen.scss b/scss/dmscreen.scss index 0a89e4a..6701578 100644 --- a/scss/dmscreen.scss +++ b/scss/dmscreen.scss @@ -497,7 +497,7 @@ iframe { border-radius: 0; } -@media (width <= 991px) { +@media screen and (width <= #{vars.$width-screen-md}) { .viewport-wrapper { bottom: 0; height: 100vh; diff --git a/scss/includes/bootstrap-custom.scss b/scss/includes/bootstrap-custom.scss index d36e5b4..bb237ff 100644 --- a/scss/includes/bootstrap-custom.scss +++ b/scss/includes/bootstrap-custom.scss @@ -35,7 +35,7 @@ .help--hover { // This should approx. match the hover cutoff defined in renderer (768px). // Approximate, since jQuery calculates window width differently, offset likely varies with e.g. scrollbar width. - @media (width <= 780px) { + @media screen and (width <= #{vars.$width-screen-sm}) { cursor: default !important; text-decoration: none !important; } @@ -172,13 +172,13 @@ body::-webkit-scrollbar { > a { padding: 5px 14px 6px; - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { border-top-left-radius: 0; border-top-right-radius: 0; } } - @media (width <= 991px) { + @media screen and (width <= #{vars.$width-screen-md}) { margin-top: 2px; margin-bottom: 2px; } @@ -190,7 +190,7 @@ body::-webkit-scrollbar { background-color: #006bc4; border-top: 0; - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { border-left: 1px solid transparent; border-right: 1px solid transparent; border-bottom: 1px solid #999; diff --git a/scss/includes/filter-night.scss b/scss/includes/filter-night.scss index ad41a01..9133852 100644 --- a/scss/includes/filter-night.scss +++ b/scss/includes/filter-night.scss @@ -67,7 +67,7 @@ &dropdown-divider { border-color: vars.$rgb-border-grey--night; - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { box-shadow: inset 0 0 2px 2px vars.$rgb-off-black; background: vars.$rgb-border-grey--night; } diff --git a/scss/includes/filter.scss b/scss/includes/filter.scss index 35d686c..9bcbf41 100644 --- a/scss/includes/filter.scss +++ b/scss/includes/filter.scss @@ -2,7 +2,7 @@ @use "vars"; -@media (max-width: vars.$width-screen-md) { +@media screen and (width <= #{vars.$width-screen-md}) { .ve-dropdown-menu-filter { max-height: 525px; } @@ -35,7 +35,7 @@ $flt-ignore--hover: #e6e6e6; font-size: 15px; align-items: center; - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { flex-direction: column; &--multi { @@ -45,13 +45,13 @@ $flt-ignore--hover: #e6e6e6; } &h-text { - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { align-self: flex-start; } } &h-wrp-btns-outer { - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { width: 100%; flex-direction: column; align-items: initial !important; @@ -64,7 +64,7 @@ $flt-ignore--hover: #e6e6e6; } &h-wrp-state-btns-outer { - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { flex-direction: column; > * { @@ -236,7 +236,7 @@ $flt-ignore--hover: #e6e6e6; border-bottom: vars.$rgb-border-grey 1px dotted; width: 100%; - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { box-shadow: inset 0 0 2px 2px vars.$rgb-border-grey--muted; height: 7px; flex-shrink: 0; diff --git a/scss/includes/hover.scss b/scss/includes/hover.scss index 1804bd1..fd09ec6 100644 --- a/scss/includes/hover.scss +++ b/scss/includes/hover.scss @@ -48,7 +48,7 @@ max-height: initial; } - @media (width <= 1023px) { + @media screen and (width <= #{vars.$width-screen-md}) { max-width: 95vw; } diff --git a/scss/includes/nav.scss b/scss/includes/nav.scss index 643d198..1d9211c 100644 --- a/scss/includes/nav.scss +++ b/scss/includes/nav.scss @@ -11,7 +11,7 @@ } } -@media (max-width: vars.$width-screen-sm) { +@media screen and (width <= #{vars.$width-screen-sm}) { .nav > li > a { border: 1px solid vars.$rgb-border-grey; } @@ -58,7 +58,7 @@ } } -@media (max-width: vars.$width-screen-lg) { +@media screen and (width <= #{vars.$width-screen-lg}) { .nav .caret--right { transform: none; } diff --git a/scss/includes/source-night.scss b/scss/includes/source-night.scss index 47def06..be7db0c 100644 --- a/scss/includes/source-night.scss +++ b/scss/includes/source-night.scss @@ -1,26 +1,28 @@ @use "vars"; +@mixin mix-source-color ($rgb) { + color: $rgb !important; + border-color: $rgb !important; + text-decoration-color: $rgb !important; +} + .night-mode .source { $rgb-source-PHB: vars.$rgb-subclass--night; $rgb-source-SADS: #4f63f5; $rgb-source-PSA: #eec276; - &PHB { - color: $rgb-source-PHB !important; - border-color: $rgb-source-PHB !important; - text-decoration-color: $rgb-source-PHB !important; - } + &__ { + &PHB { + @include mix-source-color($rgb-source-PHB); + } - &SADS { - color: $rgb-source-SADS !important; - border-color: $rgb-source-SADS !important; - text-decoration-color: $rgb-source-SADS !important; - } + &SADS { + @include mix-source-color($rgb-source-SADS); + } - &PSA { - color: $rgb-source-PSA !important; - border-color: $rgb-source-PSA !important; - text-decoration-color: $rgb-source-PSA !important; + &PSA { + @include mix-source-color($rgb-source-PSA); + } } } diff --git a/scss/includes/source.scss b/scss/includes/source.scss index e273a0b..32f4883 100644 --- a/scss/includes/source.scss +++ b/scss/includes/source.scss @@ -87,6 +87,7 @@ $rgb-source-GHLoE: #c07e4e; $rgb-source-DoDk: #825494; $rgb-source-HWCS: #d0914b; + $rgb-source-ToB1-2023: #917792; $rgb-source-TD: #bb9528; // region Categories @@ -120,353 +121,358 @@ // endregion // region Specific sources + &__ { + &PHB { + @include mix-source-color($rgb-source-PHB); + } - &PHB { - @include mix-source-color($rgb-source-PHB); - } + &DMG { + @include mix-source-color($rgb-source-DMG); + } - &DMG { - @include mix-source-color($rgb-source-DMG); - } + &MM { + @include mix-source-color($rgb-source-MM); + } - &MM { - @include mix-source-color($rgb-source-MM); - } + &SCAG { + @include mix-source-color($rgb-source-SCAG); + } - &SCAG { - @include mix-source-color($rgb-source-SCAG); - } + &VGM { + @include mix-source-color($rgb-source-VGM); + } - &VGM { - @include mix-source-color($rgb-source-VGM); - } + &OGA { + @include mix-source-color($rgb-source-OGA); + } - &OGA { - @include mix-source-color($rgb-source-OGA); - } + &XGE, + // Tortles are counted as an XGE race for AL + &TTP { + @include mix-source-color($rgb-source-XGE); + } - &XGE, - // Tortles are counted as an XGE race for AL - &TTP { - @include mix-source-color($rgb-source-XGE); - } + &XMtS { + @include mix-source-color($rgb-source-XMtS); + } - &XMtS { - @include mix-source-color($rgb-source-XMtS); - } + &HotDQ { + @include mix-source-color($rgb-source-HotDQ); + } - &HotDQ { - @include mix-source-color($rgb-source-HotDQ); - } + &RoT { + @include mix-source-color($rgb-source-RoT); + } - &RoT { - @include mix-source-color($rgb-source-RoT); - } + &CoS { + @include mix-source-color($rgb-source-CoS); + } - &CoS { - @include mix-source-color($rgb-source-CoS); - } + &OotA { + @include mix-source-color($rgb-source-OotA); + } - &OotA { - @include mix-source-color($rgb-source-OotA); - } + &SKT { + @include mix-source-color($rgb-source-SKT); + } - &SKT { - @include mix-source-color($rgb-source-SKT); - } + &PotA, + &EEPC { + @include mix-source-color($rgb-source-PotA); + } - &PotA, - &EEPC { - @include mix-source-color($rgb-source-PotA); - } + &LMoP { + @include mix-source-color($rgb-source-LMoP); + } - &LMoP { - @include mix-source-color($rgb-source-LMoP); - } + &TftYP { + @include mix-source-color($rgb-source-TftYP); + } - &TftYP { - @include mix-source-color($rgb-source-TftYP); - } + &ToA { + @include mix-source-color($rgb-source-ToA); + } - &ToA { - @include mix-source-color($rgb-source-ToA); - } + &MTF { + @include mix-source-color($rgb-source-MTF); + } - &MTF { - @include mix-source-color($rgb-source-MTF); - } + &WDH { + @include mix-source-color($rgb-source-WDH); + } - &WDH { - @include mix-source-color($rgb-source-WDH); - } + &GGR, + &KKW { + @include mix-source-color($rgb-source-GGR); + } - &GGR, - &KKW { - @include mix-source-color($rgb-source-GGR); - } + &WDMM { + @include mix-source-color($rgb-source-WDMM); + } - &WDMM { - @include mix-source-color($rgb-source-WDMM); - } + &LLK { + @include mix-source-color($rgb-source-LLK); + } - &LLK { - @include mix-source-color($rgb-source-LLK); - } + &AZfyT { + @include mix-source-color($rgb-source-AZfyT); + } - &AZfyT { - @include mix-source-color($rgb-source-AZfyT); - } + &GoS { + @include mix-source-color($rgb-source-GoS); + } - &GoS { - @include mix-source-color($rgb-source-GoS); - } + &AI, + &OoW { + @include mix-source-color($rgb-source-AI); + } - &AI, - &OoW { - @include mix-source-color($rgb-source-AI); - } + // These are all from the same family + &ESK, + &DIP, + &DC, + &SDW, + &SLW { + @include mix-source-color($rgb-source-ESK); + } - // These are all from the same family - &ESK, - &DIP, - &DC, - &SDW, - &SLW { - @include mix-source-color($rgb-source-ESK); - } + &BGDIA { + @include mix-source-color($rgb-source-BGDIA); + } - &BGDIA { - @include mix-source-color($rgb-source-BGDIA); - } + &ERLW, + &EFR { + @include mix-source-color($rgb-source-ERLW); + } - &ERLW, - &EFR { - @include mix-source-color($rgb-source-ERLW); - } + &RMR, + &RMBRE { + @include mix-source-color($rgb-source-RMR); + } - &RMR, - &RMBRE { - @include mix-source-color($rgb-source-RMR); - } + &MFF { + @include mix-source-color($rgb-source-MFF); + } - &MFF { - @include mix-source-color($rgb-source-MFF); - } + &LR { + @include mix-source-color($rgb-source-LR); + } - &LR { - @include mix-source-color($rgb-source-LR); - } + &IMR { + @include mix-source-color($rgb-source-IMR); + } - &IMR { - @include mix-source-color($rgb-source-IMR); - } + &SADS { + @include mix-source-color($rgb-source-SADS); + } - &SADS { - @include mix-source-color($rgb-source-SADS); - } + &EGW, + &FS, + &DD, + &US, + &ToR { + @include mix-source-color($rgb-source-EGW); + } - &EGW, - &FS, - &DD, - &US, - &ToR { - @include mix-source-color($rgb-source-EGW); - } + &MOT { + @include mix-source-color($rgb-source-MOT); + } - &MOT { - @include mix-source-color($rgb-source-MOT); - } + &IDRotF { + @include mix-source-color($rgb-source-IDRotF); + } - &IDRotF { - @include mix-source-color($rgb-source-IDRotF); - } + &TCE { + @include mix-source-color($rgb-source-TCE); + } - &TCE { - @include mix-source-color($rgb-source-TCE); - } + &AL { + @include mix-source-color($rgb-source-AL); + } - &AL { - @include mix-source-color($rgb-source-AL); - } + &HF { + @include mix-source-color($rgb-source-HF); + } - &HF { - @include mix-source-color($rgb-source-HF); - } + &CM { + @include mix-source-color($rgb-source-CM); + } - &CM { - @include mix-source-color($rgb-source-CM); - } + &VRGR, + &HoL { + @include mix-source-color($rgb-source-VRGR); + } - &VRGR, - &HoL { - @include mix-source-color($rgb-source-VRGR); - } + &RtG { + @include mix-source-color($rgb-source-RtG); + } - &RtG { - @include mix-source-color($rgb-source-RtG); - } - - &AitFR { - @include mix-source-color($rgb-source-AitFR); - - &-ISF, - &-THP, - &-AVT, - &-DN, - &-FCD { + &AitFR { @include mix-source-color($rgb-source-AitFR); + + &-ISF, + &-THP, + &-AVT, + &-DN, + &-FCD { + @include mix-source-color($rgb-source-AitFR); + } } - } - &WBtW { - @include mix-source-color($rgb-source-WBtW); - } + &WBtW { + @include mix-source-color($rgb-source-WBtW); + } - &DoD { - @include mix-source-color($rgb-source-DoD); - } + &DoD { + @include mix-source-color($rgb-source-DoD); + } - &MaBJoV { - @include mix-source-color($rgb-source-MaBJoV); - } + &MaBJoV { + @include mix-source-color($rgb-source-MaBJoV); + } - &FTD { - @include mix-source-color($rgb-source-FTD); - } + &FTD { + @include mix-source-color($rgb-source-FTD); + } - &NRH { - @include mix-source-color($rgb-source-NRH); - - &-TCMC, - &-AVitW, - &-ASS, - &-CoI, - &-TLT, - &-AWoL, - &-AT { + &NRH { @include mix-source-color($rgb-source-NRH); + + &-TCMC, + &-AVitW, + &-ASS, + &-CoI, + &-TLT, + &-AWoL, + &-AT { + @include mix-source-color($rgb-source-NRH); + } } - } - &SCC { - @include mix-source-color($rgb-source-SCC); - - &-CK, - &-HfMT, - &-TMM, - &-ARiR { + &SCC { @include mix-source-color($rgb-source-SCC); + + &-CK, + &-HfMT, + &-TMM, + &-ARiR { + @include mix-source-color($rgb-source-SCC); + } } - } - &MPMM { - @include mix-source-color($rgb-source-MPMM); - } + &MPMM { + @include mix-source-color($rgb-source-MPMM); + } - &CRCotN { - @include mix-source-color($rgb-source-CRCotN); - } + &CRCotN { + @include mix-source-color($rgb-source-CRCotN); + } - &JttRC { - @include mix-source-color($rgb-source-JttRC); - } + &JttRC { + @include mix-source-color($rgb-source-JttRC); + } - &SjA, - &SAiS, - &AAG, - &BAM, - &LoX { - @include mix-source-color($rgb-source-SAiS); - } + &SjA, + &SAiS, + &AAG, + &BAM, + &LoX { + @include mix-source-color($rgb-source-SAiS); + } - &DoSI { - @include mix-source-color($rgb-source-DoSI); - } + &DoSI { + @include mix-source-color($rgb-source-DoSI); + } - &DSotDQ { - @include mix-source-color($rgb-source-DSotDQ); - } + &DSotDQ { + @include mix-source-color($rgb-source-DSotDQ); + } - &PSA { - @include mix-source-color($rgb-source-PSA); - } + &PSA { + @include mix-source-color($rgb-source-PSA); + } - &PSD { - @include mix-source-color($rgb-source-PSD); - } + &PSD { + @include mix-source-color($rgb-source-PSD); + } - &PSI { - @include mix-source-color($rgb-source-PSI); - } + &PSI { + @include mix-source-color($rgb-source-PSI); + } - &PSK { - @include mix-source-color($rgb-source-PSK); - } + &PSK { + @include mix-source-color($rgb-source-PSK); + } - &PSX { - @include mix-source-color($rgb-source-PSX); - } + &PSX { + @include mix-source-color($rgb-source-PSX); + } - &PSZ { - @include mix-source-color($rgb-source-PSZ); - } + &PSZ { + @include mix-source-color($rgb-source-PSZ); + } - &KftGV { - @include mix-source-color($rgb-source-KftGV); - } + &KftGV { + @include mix-source-color($rgb-source-KftGV); + } - &HAT-TG, - &HAT-LMI { - @include mix-source-color($rgb-source-HAT); - } + &HAT-TG, + &HAT-LMI { + @include mix-source-color($rgb-source-HAT); + } - &BGG { - @include mix-source-color($rgb-source-BGG); - } + &BGG { + @include mix-source-color($rgb-source-BGG); + } - &TDCSR { - @include mix-source-color($rgb-source-TDCSR); - } + &TDCSR { + @include mix-source-color($rgb-source-TDCSR); + } - &PaBTSO { - @include mix-source-color($rgb-source-PaBTSO); - } + &PaBTSO { + @include mix-source-color($rgb-source-PaBTSO); + } - &PAitM, - &SatO, - &ToFW, - &MPP { - @include mix-source-color($rgb-source-PAitM); - } + &PAitM, + &SatO, + &ToFW, + &MPP { + @include mix-source-color($rgb-source-PAitM); + } - &CoA { - @include mix-source-color($rgb-source-CoA); - } + &CoA { + @include mix-source-color($rgb-source-CoA); + } - &HFFotM { - @include mix-source-color($rgb-source-HFFotM); - } + &HFFotM { + @include mix-source-color($rgb-source-HFFotM); + } - &BMT, - &DMTCRG { - @include mix-source-color($rgb-source-BMT); - } + &BMT, + &DMTCRG { + @include mix-source-color($rgb-source-BMT); + } - &GHLoE { - @include mix-source-color($rgb-source-GHLoE); - } + &GHLoE { + @include mix-source-color($rgb-source-GHLoE); + } - &DoDk { - @include mix-source-color($rgb-source-DoDk); - } + &DoDk { + @include mix-source-color($rgb-source-DoDk); + } - &HWCS, - &HWAitW { - @include mix-source-color($rgb-source-HWCS); - } + &HWCS, + &HWAitW { + @include mix-source-color($rgb-source-HWCS); + } - &TD { - @include mix-source-color($rgb-source-TD); + &ToB1-2023 { + @include mix-source-color($rgb-source-ToB1-2023); + } + + &TD { + @include mix-source-color($rgb-source-TD); + } } // endregion } diff --git a/scss/includes/style.scss b/scss/includes/style.scss index 76ce7e2..5271cee 100644 --- a/scss/includes/style.scss +++ b/scss/includes/style.scss @@ -42,7 +42,7 @@ line-height: 1; margin-right: 2px; - @media (min-width: vars.$width-screen-sm--min) { + @media screen and (width > #{vars.$width-screen-sm}) { display: none; } } @@ -52,14 +52,14 @@ min-height: 33px; flex-shrink: 0; - @media (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { width: 100%; display: flex; } } &nav-inner { - @media (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { display: flex; margin-top: 3px; flex-direction: column; @@ -148,7 +148,7 @@ } #navigation .page__nav-hidden-mobile { - @media (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { display: none; margin-left: 0; } @@ -181,7 +181,7 @@ height: 100vh; width: 100vw; - @media (max-width: vars.$width-screen-md) { + @media screen and (width <= #{vars.$width-screen-md}) { bottom: auto; height: initial; min-height: 100vh; @@ -203,12 +203,12 @@ min-height: 0; &--cancer { - @media (min-width: vars.$width-screen-md--min) { + @media screen and (width > #{vars.$width-screen-md}) { // min-height: calc(100vh - #{$sz-y-header}); } } - @media (max-width: vars.$width-screen-md) { + @media screen and (width <= #{vars.$width-screen-md}) { flex-direction: column; max-height: none; height: initial; @@ -340,28 +340,28 @@ input[type="checkbox"].sidemenu__row__label__cb { right: 10px; } - @media only screen and (width >= 320px) { + @media screen and (width > #{vars.$width-screen-xxs}) { max-width: 300px; min-width: 270px; } - @media only screen and (min-width: vars.$width-screen-xs--min) { + @media screen and (width > #{vars.$width-screen-xs}) { max-width: 460px; min-width: 430px; } - @media only screen and (min-width: vars.$width-screen-sm--min) { + @media screen and (width > #{vars.$width-screen-sm}) { max-width: 740px; min-width: 500px; } - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { top: 40px; } } &wrp-input { - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { margin-top: 2px; margin-left: 0; } @@ -412,7 +412,7 @@ input[type="checkbox"].sidemenu__row__label__cb { height: 32px; min-width: 100px; - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { border-top-left-radius: 0; border-top-color: transparent; } @@ -428,7 +428,7 @@ input[type="checkbox"].sidemenu__row__label__cb { height: 32px; padding: 3px 7px; - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { border-top-right-radius: 0; border-top-color: transparent; } @@ -781,7 +781,7 @@ input[type="checkbox"].sidemenu__row__label__cb { border-bottom-color: #c0c0c0; } - @media (max-width: vars.$width-screen-md) { + @media screen and (width <= #{vars.$width-screen-md}) { overflow-y: initial; } } @@ -825,13 +825,13 @@ input[type="checkbox"].sidemenu__row__label__cb { font-size: 0.8em; &--stats { - @media (min-width: vars.$width-screen-md--min) { + @media screen and (width > #{vars.$width-screen-md}) { overflow-y: scroll; margin-right: -9px; } } - @media (max-width: vars.$width-screen-md) { + @media screen and (width <= #{vars.$width-screen-md}) { max-height: 40vh; } @@ -1036,11 +1036,6 @@ tr.text.compact > td p:last-child { margin-bottom: 0; } -div#lootoutput { - height: 100%; - clear: both; -} - .mon__ { &btn-reset-cr, &btn-scale-cr { @@ -1065,11 +1060,6 @@ div#lootoutput { } } - &wrp-size-type-align--token, - &wrp-avoid-token { - max-width: calc(100% - 11rem); - } - §-header-inner { display: block; margin-top: -0.3rem; @@ -1095,105 +1085,6 @@ div#lootoutput { vertical-align: bottom !important; padding-left: 0.2rem; } - - &wrp-token { - display: block; - position: absolute; - z-index: vars.$z-token-image; - top: 0; - right: 0.5rem; - width: auto; - max-width: 11rem; - height: auto; - transition: - opacity vars.$time-2-frames, - max-width vars.$time-2-frames, - right vars.$time-2-frames; - - &:hover { - max-width: 100%; - right: 0; - opacity: 1 !important; - transition: - opacity vars.$time-2-frames, - max-width vars.$time-2-frames, - right vars.$time-2-frames; - - .mon__btn-token-cycle { - opacity: 1; - transition: opacity vars.$time-2-frames; - } - - .mon__wrp-token-footer { - opacity: 1; - transition: opacity vars.$time-2-frames; - } - } - } - - &token { - width: 100%; - height: 100%; - } - - &btn-token-cycle { - position: absolute; - top: 50%; - bottom: 50%; - display: flex; - align-items: center; - justify-content: center; - width: 40px; - height: 40px; - background: vars.$rgb-shadow-grey--dark; - cursor: pointer; - color: #fff; - border: 1px solid vars.$rgb-border-grey--trans; - opacity: 0; - transition: opacity vars.$time-2-frames; - - &--left { - left: 0; - border-top-left-radius: 5px; - border-bottom-left-radius: 5px; - border-right: 0; - } - - &--right { - right: 0; - border-top-right-radius: 5px; - border-bottom-right-radius: 5px; - border-left: 0; - } - - &:hover { - color: #ddd; - } - } - - &wrp-token-footer { - display: flex; - position: absolute; - height: 22px; - right: 5px; - bottom: 0; - left: 5px; - align-items: center; - justify-content: center; - opacity: 0; - transition: opacity vars.$time-2-frames; - } - - &token-footer { - background: vars.$rgb-shadow-grey--dark; - color: #fff; - font-family: "Times New Roman", serif; - font-variant: small-caps; - font-size: 16px; - border-radius: 5px; - padding: 1px 5px; - border: 1px solid vars.$rgb-border-grey--trans; - } } .night-mode .mon__ { @@ -1622,7 +1513,7 @@ input[type="checkbox"].readonly { min-height: 75px; max-height: 80%; - @media (max-width: vars.$width-screen-md) { + @media screen and (width <= #{vars.$width-screen-md}) { max-height: 40vh; height: initial; } @@ -1667,24 +1558,6 @@ input[type="checkbox"].readonly { /* ENTRY RENDERING CSS */ // TODO refactor everything -tr.trait, -tr.action, -tr.reaction, -tr.legendary, -tr.mythic, -tr.lairaction, -tr.regionaleffect { - .rd__b--3 { - margin-bottom: 1rem; - } -} - -tr.lairaction, -tr.regionaleffect { - p { - margin-bottom: 5px; - } -} // Book mode adjustments .stats--book-large { @@ -1755,7 +1628,7 @@ tr.regionaleffect { max-height: 100vh; } -@media only screen and (width >= 1600px) { +@media screen and (width > #{vars.$width-screen-hg}) { #listcontainer.book-contents { position: fixed; top: 0; @@ -1802,28 +1675,28 @@ tr.regionaleffect { padding: 0 20px; } -@media (max-width: vars.$width-screen-lg) { +@media screen and (width <= #{vars.$width-screen-lg}) { .f-all-wrapper { right: calc((50vw - (970px / 2)) + 1.5em); left: calc(((100vw - (970px * (4 / 6))) / 2) + 1.5em); } } -@media (max-width: vars.$width-screen-md) { +@media screen and (width <= #{vars.$width-screen-md}) { .f-all-wrapper { right: calc(((100vw - 750px) / 2) + 1.5em); left: calc(((100vw - 750px) / 2) + 1.5em); } } -@media only screen and (max-width: vars.$width-screen-sm) { +@media screen and (width <= #{vars.$width-screen-sm}) { .f-all-wrapper { right: calc(((100vw - 750px) / 2) + 1.5em); left: calc(((100vw - 750px) / 2) + 1.5em); } } -@media only screen and (max-width: vars.$width-screen-xs) { +@media screen and (width <= #{vars.$width-screen-xs}) { .f-all-wrapper { right: calc(3.5em); left: calc(3.5em); @@ -1872,7 +1745,7 @@ header p.lead { background: vars.$rgb-bg-orange; } -@media only screen and (width >= 1600px) { +@media screen and (width > #{vars.$width-screen-hg}) { #listcontainer.book-contents { @include vars.mix-shadow-1; @@ -1930,23 +1803,23 @@ header p.lead { column-gap: 7px; break-inside: avoid-column; - @media (width <= 2160px) { + @media screen and (width <= 2160px) { column-count: 5; } - @media (width <= 1800px) { + @media screen and (width <= 1800px) { column-count: 4; } - @media (width <= 1440px) { + @media screen and (width <= 1440px) { column-count: 3; } - @media (width <= 1080px) { + @media screen and (width <= 1080px) { column-count: 2; } - @media only screen and (width <= 720px) { + @media screen and (width <= 720px) { column-count: 1; } } @@ -2057,7 +1930,7 @@ th.border { right: 10px; padding: 2px 0; - @media (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { display: none; } } @@ -2802,7 +2675,7 @@ th.border { } &input { - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { border-top-color: transparent; } @@ -2814,7 +2687,7 @@ th.border { &submit { border-top-color: vars.$rgb-border-grey--night; - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { border-top-color: transparent; } @@ -2873,7 +2746,7 @@ th.border { } } - @media only screen and (width >= 1600px) { + @media screen and (width > #{vars.$width-screen-hg}) { #listcontainer.book-contents { background: vars.$rgb-bg--night; border-right: 1px solid #404040; @@ -3194,7 +3067,7 @@ th.border { top: 150px; } - @media (width <= 1800px) { + @media screen and (width <= 1800px) { display: none; } } diff --git a/scss/includes/ui.scss b/scss/includes/ui.scss index b3a0f28..4fd1274 100644 --- a/scss/includes/ui.scss +++ b/scss/includes/ui.scss @@ -172,19 +172,19 @@ Shared UI components border-radius: 4px; box-shadow: 0 6px 12px rgb(0 0 0 / 17.5%); - @media (width <= 767px) { + @media screen and (width <= #{vars.$width-screen-sm}) { min-width: 0; } - @media (width >= 768px) { + @media screen and (width > #{vars.$width-screen-sm}) { max-width: 750px; } - @media (width >= 992px) { + @media screen and (width > #{vars.$width-screen-md}) { max-width: 970px; } - @media (width >= 1200px) { + @media screen and (width > #{vars.$width-screen-lg}) { max-width: 1170px; } @@ -393,7 +393,7 @@ Shared UI components margin-left: $w-tab + 6px; font-size: 28px; - @media only screen and (max-width: vars.$width-screen-lg) { + @media screen and (width <= #{vars.$width-screen-lg}) { margin-left: $w-tab-mobile-ish + 6px; } } @@ -401,7 +401,7 @@ Shared UI components &btn-tab { width: $w-tab; - @media only screen and (max-width: vars.$width-screen-lg) { + @media screen and (width <= #{vars.$width-screen-lg}) { width: 33px; height: 30px; } diff --git a/scss/includes/util-mobile.scss b/scss/includes/util-mobile.scss index c7ad55f..81187a4 100644 --- a/scss/includes/util-mobile.scss +++ b/scss/includes/util-mobile.scss @@ -1,49 +1,13 @@ @use "vars"; -// If it's anything less than full desktop size, enable these styles -.mobile-ish__ { - @media only screen and (min-width: vars.$width-screen-lg--min) { +@mixin mix-mobile-styles ($width-screen) { + @media screen and (width > #{$width-screen}) { &visible { display: none !important; } } - @media only screen and (max-width: vars.$width-screen-lg) { - &hidden { - display: none !important; - } - - &ve-flex-col { - display: flex !important; - flex-direction: column !important; - } - - &ve-flex-ai-start { - align-items: flex-start !important; - } - - &w-100 { - width: 100% !important; - } - - &mr-0 { - margin-right: 0 !important; - } - - &mb-2 { - margin-bottom: (vars.$spacer * 0.5) !important; - } - } -} - -.mobile__ { - @media only screen and (min-width: vars.$width-screen-sm--min) { - &visible { - display: none !important; - } - } - - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{$width-screen}) { &hidden { display: none !important; } @@ -507,3 +471,15 @@ // endregion } } + +.mobile-lg__ { + @include mix-mobile-styles(vars.$width-screen-lg); +} + +.mobile-md__ { + @include mix-mobile-styles(vars.$width-screen-md); +} + +.mobile__ { + @include mix-mobile-styles(vars.$width-screen-sm); +} diff --git a/scss/includes/util.scss b/scss/includes/util.scss index 19acd9f..12ad605 100644 --- a/scss/includes/util.scss +++ b/scss/includes/util.scss @@ -736,7 +736,7 @@ i > i { break-inside: avoid-column; } - @media (width <= 768px) { + @media screen and (width <= #{vars.$width-screen-sm}) { column-count: 1; } } @@ -750,11 +750,11 @@ i > i { break-inside: avoid-column; } - @media (width <= 768px) { + @media screen and (width <= #{vars.$width-screen-sm}) { column-count: 2; } - @media (width <= 480px) { + @media screen and (width <= #{vars.$width-screen-xs}) { column-count: 1; } } @@ -768,11 +768,11 @@ i > i { break-inside: avoid-column; } - @media (width <= 768px) { + @media screen and (width <= #{vars.$width-screen-sm}) { column-count: 3; } - @media (width <= 480px) { + @media screen and (width <= #{vars.$width-screen-xs}) { column-count: 2; } } @@ -786,11 +786,11 @@ i > i { break-inside: avoid-column; } - @media (width <= 768px) { + @media screen and (width <= #{vars.$width-screen-sm}) { column-count: 3; } - @media (width <= 480px) { + @media screen and (width <= #{vars.$width-screen-xs}) { column-count: 2; } } @@ -804,11 +804,11 @@ i > i { break-inside: avoid-column; } - @media (width <= 768px) { + @media screen and (width <= #{vars.$width-screen-sm}) { column-count: 3; } - @media (width <= 480px) { + @media screen and (width <= #{vars.$width-screen-xs}) { column-count: 2; } } diff --git a/scss/includes/vars.scss b/scss/includes/vars.scss index fe41c9b..97bfe9b 100644 --- a/scss/includes/vars.scss +++ b/scss/includes/vars.scss @@ -286,15 +286,12 @@ $font-line-height: 1.4286; font-weight: normal; } +$width-screen-xxs: 320px; $width-screen-xs: 480px; $width-screen-sm: 768px; $width-screen-md: 991px; $width-screen-lg: 1200px; - -$width-screen-xs--min: 481px; -$width-screen-sm--min: 769px; -$width-screen-md--min: 992px; -$width-screen-lg--min: 1201px; +$width-screen-hg: 1600px; // region linked titles %linked-titles-base { diff --git a/scss/index.scss b/scss/index.scss index b3c6974..153751a 100644 --- a/scss/index.scss +++ b/scss/index.scss @@ -1,3 +1,5 @@ +@use "includes/vars"; + table.home-table { padding: 0 10px 10px; } @@ -31,7 +33,7 @@ table.home-table td { border-radius: 0; } -@media only screen and (width <= 1200px) { +@media screen and (width <= #{vars.$width-screen-lg}) { .home__btn-page { width: 113px; } @@ -162,7 +164,7 @@ table.home-table td { display: none; } -@media (width <= 991px) { +@media screen and (width <= #{vars.$width-screen-md}) { .home__split { flex-direction: column; } @@ -205,7 +207,7 @@ table.home-table td { } } -@media (width <= 507px) { +@media screen and (width <= 507px) { .home__narrow-visible { display: block !important; } diff --git a/scss/inittrackerplayerview.scss b/scss/inittrackerplayerview.scss index dd00ee4..a43c90b 100644 --- a/scss/inittrackerplayerview.scss +++ b/scss/inittrackerplayerview.scss @@ -1,3 +1,5 @@ +@use "includes/vars"; + #initp__wrp_active { display: none; } @@ -6,7 +8,7 @@ display: none !important; } -@media (width <= 991px) { +@media screen and (width <= #{vars.$width-screen-md}) { .viewport-wrapper { bottom: 0; height: 100vh; diff --git a/scss/items.scss b/scss/items.scss index a8160ff..ba026e2 100644 --- a/scss/items.scss +++ b/scss/items.scss @@ -1,3 +1,5 @@ +@use "includes/vars"; + .list--stats { height: initial; max-height: 100%; @@ -23,13 +25,13 @@ h3.ele-magic { margin: 0; } -@media (width <= 991px) { +@media screen and (width <= #{vars.$width-screen-md}) { .list--stats { max-height: 20em; } } -@media (device-height <= 700px) { +@media screen and (device-height <= 700px) { .list { max-height: 20em; } diff --git a/scss/maps.scss b/scss/maps.scss index 7e6c746..6c4edc7 100644 --- a/scss/maps.scss +++ b/scss/maps.scss @@ -20,7 +20,7 @@ border-top: 1px solid vars.$rgb-border-grey; width: 235px; - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { max-height: 600px; } diff --git a/scss/renderdemo.scss b/scss/renderdemo.scss index 2b40ff6..866406e 100644 --- a/scss/renderdemo.scss +++ b/scss/renderdemo.scss @@ -15,7 +15,7 @@ width: 200px; } -@media (max-width: vars.$width-screen-md) { +@media screen and (width <= #{vars.$width-screen-md}) { #wrp-jsoninput { height: 480px; } diff --git a/scss/search.scss b/scss/search.scss index fd9acc8..a41b28b 100644 --- a/scss/search.scss +++ b/scss/search.scss @@ -37,7 +37,7 @@ border-top-left-radius: 0; border-bottom-left-radius: 0; - @media only screen and (max-width: vars.$width-screen-sm) { + @media screen and (width <= #{vars.$width-screen-sm}) { border-top-left-radius: 3px; border-bottom-left-radius: 3px; } diff --git a/scss/statgen-bundle.scss b/scss/statgen-bundle.scss index b1c185e..aa7bf6b 100644 --- a/scss/statgen-bundle.scss +++ b/scss/statgen-bundle.scss @@ -1,7 +1,9 @@ +@use "includes/vars"; + @import "includes/statgen"; @import "includes/statgen-night"; -@media (width <= 991px) { +@media screen and (width <= #{vars.$width-screen-md}) { .viewport-wrapper { bottom: 0; height: 100vh; diff --git a/search/index-foundry.json b/search/index-foundry.json index 90e5f37..50e28a2 100644 --- a/search/index-foundry.json +++ b/search/index-foundry.json @@ -1 +1 @@ -{"x":[{"id":0,"c":1,"u":"aerosaur_bgg","p":128,"s":0,"h":1,"t":0,"uu":"aerosaur|bgg","m":"bestiary/tokens/BGG/Aerosaur.webp","n":"Aerosaur"},{"id":1,"c":1,"u":"altisaur_bgg","p":129,"s":0,"h":1,"t":0,"uu":"altisaur|bgg","m":"bestiary/tokens/BGG/Altisaur.webp","n":"Altisaur"},{"id":2,"c":1,"u":"bag%20jelly_bgg","p":120,"s":0,"h":1,"t":0,"uu":"bag jelly|bgg","m":"bestiary/tokens/BGG/Bag Jelly.webp","n":"Bag Jelly"},{"id":3,"c":1,"u":"barrowghast_bgg","p":121,"s":0,"h":1,"t":0,"uu":"barrowghast|bgg","m":"bestiary/tokens/BGG/Barrowghast.webp","n":"Barrowghast"},{"id":4,"c":1,"u":"cairnwight_bgg","p":122,"s":0,"h":1,"t":0,"uu":"cairnwight|bgg","m":"bestiary/tokens/BGG/Cairnwight.webp","n":"Cairnwight"},{"id":5,"c":1,"u":"ceratops_bgg","p":129,"s":0,"h":1,"t":0,"uu":"ceratops|bgg","m":"bestiary/tokens/BGG/Ceratops.webp","n":"Ceratops"},{"id":6,"c":1,"u":"cinder%20hulk_bgg","p":123,"s":0,"h":1,"t":0,"uu":"cinder hulk|bgg","m":"bestiary/tokens/BGG/Cinder Hulk.webp","n":"Cinder Hulk"},{"id":7,"c":1,"u":"cloud%20giant%20destiny%20gambler_bgg","p":124,"s":0,"h":1,"t":0,"uu":"cloud giant destiny gambler|bgg","m":"bestiary/tokens/BGG/Cloud Giant Destiny Gambler.webp","n":"Cloud Giant Destiny Gambler"},{"id":8,"c":1,"u":"cloud%20giant%20of%20evil%20air_bgg","p":125,"s":0,"h":1,"t":0,"uu":"cloud giant of evil air|bgg","m":"bestiary/tokens/BGG/Cloud Giant of Evil Air.webp","n":"Cloud Giant of Evil Air"},{"id":9,"c":1,"u":"cradle%20of%20the%20cloud%20scion_bgg","p":166,"s":0,"h":1,"t":0,"uu":"cradle of the cloud scion|bgg","m":"bestiary/tokens/BGG/Cradle of the Cloud Scion.webp","n":"Cradle of the Cloud Scion"},{"id":10,"c":1,"u":"cradle%20of%20the%20fire%20scion_bgg","p":172,"s":0,"h":1,"t":0,"uu":"cradle of the fire scion|bgg","m":"bestiary/tokens/BGG/Cradle of the Fire Scion.webp","n":"Cradle of the Fire Scion"},{"id":11,"c":1,"u":"cradle%20of%20the%20frost%20scion_bgg","p":174,"s":0,"h":1,"t":0,"uu":"cradle of the frost scion|bgg","m":"bestiary/tokens/BGG/Cradle of the Frost Scion.webp","n":"Cradle of the Frost Scion"},{"id":12,"c":1,"u":"cradle%20of%20the%20hill%20scion_bgg","p":164,"s":0,"h":1,"t":0,"uu":"cradle of the hill scion|bgg","m":"bestiary/tokens/BGG/Cradle of the Hill Scion.webp","n":"Cradle of the Hill Scion"},{"id":13,"c":1,"u":"cradle%20of%20the%20stone%20scion_bgg","p":168,"s":0,"h":1,"t":0,"uu":"cradle of the stone scion|bgg","m":"bestiary/tokens/BGG/Cradle of the Stone Scion.webp","n":"Cradle of the Stone Scion"},{"id":14,"c":1,"u":"cradle%20of%20the%20storm%20scion_bgg","p":170,"s":0,"h":1,"t":0,"uu":"cradle of the storm scion|bgg","m":"bestiary/tokens/BGG/Cradle of the Storm Scion.webp","n":"Cradle of the Storm Scion"},{"id":15,"c":1,"u":"death%20giant%20reaper_bgg","p":126,"s":0,"h":1,"t":0,"uu":"death giant reaper|bgg","m":"bestiary/tokens/BGG/Death Giant Reaper.webp","n":"Death Giant Reaper"},{"id":16,"c":1,"u":"death%20giant%20shrouded%20one_bgg","p":127,"s":0,"h":1,"t":0,"uu":"death giant shrouded one|bgg","m":"bestiary/tokens/BGG/Death Giant Shrouded One.webp","n":"Death Giant Shrouded One"},{"id":17,"c":1,"u":"dust%20hulk_bgg","p":131,"s":0,"h":1,"t":0,"uu":"dust hulk|bgg","m":"bestiary/tokens/BGG/Dust Hulk.webp","n":"Dust Hulk"},{"id":18,"c":1,"u":"echo%20of%20demogorgon_bgg","p":132,"s":0,"h":1,"t":0,"uu":"echo of demogorgon|bgg","m":"bestiary/tokens/BGG/Echo of Demogorgon.webp","n":"Echo of Demogorgon"},{"id":19,"c":1,"u":"ettin%20ceremorph_bgg","p":133,"s":0,"h":1,"t":0,"uu":"ettin ceremorph|bgg","m":"bestiary/tokens/BGG/Ettin Ceremorph.webp","n":"Ettin Ceremorph"},{"id":20,"c":1,"u":"fensir%20devourer_bgg","p":135,"s":0,"h":1,"t":0,"uu":"fensir devourer|bgg","m":"bestiary/tokens/BGG/Fensir Devourer.webp","n":"Fensir Devourer"},{"id":21,"c":1,"u":"fensir%20skirmisher_bgg","p":135,"s":0,"h":1,"t":0,"uu":"fensir skirmisher|bgg","m":"bestiary/tokens/BGG/Fensir Skirmisher.webp","n":"Fensir Skirmisher"},{"id":22,"c":1,"u":"firbolg%20primeval%20warden_bgg","p":136,"s":0,"h":1,"t":0,"uu":"firbolg primeval warden|bgg","m":"bestiary/tokens/BGG/Firbolg Primeval Warden.webp","n":"Firbolg Primeval Warden"},{"id":23,"c":1,"u":"firbolg%20wanderer_bgg","p":137,"s":0,"h":1,"t":0,"uu":"firbolg wanderer|bgg","m":"bestiary/tokens/BGG/Firbolg Wanderer.webp","n":"Firbolg Wanderer"},{"id":24,"c":1,"u":"fire%20giant%20forgecaller_bgg","p":138,"s":0,"h":1,"t":0,"uu":"fire giant forgecaller|bgg","m":"bestiary/tokens/BGG/Fire Giant Forgecaller.webp","n":"Fire Giant Forgecaller"},{"id":25,"c":1,"u":"fire%20giant%20of%20evil%20fire_bgg","p":139,"s":0,"h":1,"t":0,"uu":"fire giant of evil fire|bgg","m":"bestiary/tokens/BGG/Fire Giant of Evil Fire.webp","n":"Fire Giant of Evil Fire"},{"id":26,"c":1,"u":"fire%20hellion_bgg","p":140,"s":0,"h":1,"t":0,"uu":"fire hellion|bgg","m":"bestiary/tokens/BGG/Fire Hellion.webp","n":"Fire 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